In Dark Alleys (IDA) Corebook
In Dark Alleys (IDA) Corebook
In Dark Alleys (IDA) Corebook
ISBN 0-9713095-4-X
Art by
Michaël Brack (p.6, p.154, p.235, p.250, p.255), Nicole Cardiff (p.14,
p.21, p.23, p.26, p.39, p.46, p.53, p.86, p.103, p.112),
Kulbongkot Chutaprutikorn (p.81), Alice Duke (p.30),
Tomasz Jedruszek (p.216), Jason Juta (p.55), Cristina Ortega (p.252),
Pablo Palameque (p.44, p.132, p.168, p.176, p.194, p.234, p.259),
William Teo (p.101), Gracjana Zielinska (p.11, p.42, p.51).
Visit www.InDarkAlleys.com
A Basic Overview of the Game
Style- This is a game about heretical philosophies left them different in two ways. First, they
that have been dismissed, ridiculed or suppressed have unusual abilities. Second, they know
because they don’t have ‘happy endings.’ that the reality most people believe in is false.
The touched are driven by fear, by curiosity or
It’s a game about people driven to seek truth by lust for power to discover more about the
despite the danger. It’s about the double-life those universe’s dark secrets, even if it means walking
people must lead and the thrill and power that into dangers they can’t comprehend and may
accompanies their exploration of the dark truths not be able to survive.
of this world.
Character Creation- The character has one
This is a horror game, yet players are not given pool of points to buy attributes with and another
the comfort of a monster they know from legends: pool of points to buy skills with. Characters
there are no ghosts or vampires or devils. Instead, must choose a Day Job (the character’s place in
the ‘monsters’ are the people, places and things that mundane society) and a Secret Life (the source
we depend on and believe in and that suddenly turn of the character’s supernatural knowledge
malevolent when their true nature is perceived. and powers). The Day Job sets the cost for
mundane skills and the Secret Life sets the
In Dark Alleys draws style from three main cost for supernatural skills. Advantages
sources: and disadvantages are used to round out the
-Movies from the Japanese “horror revolution” character. Skill points, attribute points, money
(and their American remakes). and points from advantages and disadvantages
-A number of American Indie comics whose can all be traded for each other via a simple
creators found innovative ways of bringing readers ratio.
into the damaged psyches of the protagonists.
-A certain sci-fi trilogy that uses questions about PCs earn XP (experience points) by surviving
the nature of reality to form the basis for furious dangers, helping people, discovering secrets
action. of the universe and by scaring or creeping-
out fellow PCs. XP can be used to improve
Background- The game takes place in what seems characters. In order to gain supernatural skills,
to be the modern world, yet hidden just below the PCs must spend XP but must also do dangerous
surface is a world of conspiracies, heretical faiths, experiments with their own abilities.
occult powers and supernatural dangers. The true
nature of the universe is not immediately divulged Game Mechanics- All mechanics are based
to the players, but players know this much: what on a simple system: The sum of attribute +
most people believe about the universe is not only skill + modifier(s) + 1d20 must be equal to or
wrong, it is a deliberate deceit. Los Angeles is higher than the difficulty of the proposed action.
provided as an in-depth campaign setting, yet In Opposed rolls are made when two actions are in
Dark Alleys can be played anywhere in the modern conflict with each other. Each of the opposing
world. parties wants to beat his or her particular
difficulty by more than the other party beats
Player Characters- The players are all “touched,” his or hers. Fighting is made up of opposed
people who have had a peek behind the curtain of actions and reactions with different difficulties
normal reality and have been irrevocably changed and effects. In combat, for each round each
by otherworldly forces. These encounters often character gets one action to make against an
were against their will. The exact nature of what opponent and one reaction if someone else does
has happened to them is currently beyond the something to him or her. Supernatural powers
characters’ understanding. The encounters have use the basic skill system.
Introduction 003
In Dark
Why Alleys?
The front of a building is a disgusting lie: the trash swept in America is this truer than Los Angeles, a city built
away, the graffiti painted over, the homeless people upon a tissue of lies and willful ignorance. This is
chased off by cops or security guards, the weeds plucked the society that prefers the pleasant and boring lie of
or poisoned. It’s meant to tell a story of order, control the façade to the troubled beauty of an alley. And it
and prosperity that has nothing to do with reality. is correspondingly the city with the deepest, darkest,
dirtiest and most dangerous alleys.
The beauty of the front of buildings is a mask which has
been mass manufactured and designed not to offend. This game is about alleys. Both the wonderful and
Like porn, it gives us what we’re supposed to want but in terrifying things that can be found in literal alleys, and
the end it accomplishes and signifies nothing. the figurative alleys: the alleys of academia where we
send ideas that don’t have pleasant consequences, the
Alleys tell the real truth about society: our wastefulness, alleys of our minds where we sweep the thoughts and
our underclasses, our lack of control over the universe. feelings that aren’t pleasant, and the alleys of the urban
All of society’s dark secrets are swept into dark alleys landscape where we send the poor and homeless.
where nobody has to publicly acknowledge them and
deal with them. We celebrate our strengths and hide our This game is about those who are tired of the shallow
weaknesses, allowing those weaknesses to grow. pleasantness of façades, tired of being told comforting
lies, tired of a standard of mass-manufactured prettiness
There is real beauty in alleys for those who dare to see it. that strives to be as inoffensive as possible. For these
It’s dangerous, scary, disturbing and flawed, but it is also people, alleys are the only real beauty to be found in
real beauty. It’s beauty that means something. the city. This game is about those who are coming to
terms with the unpleasant parts of themselves and their
Modern American society values image more than truth. societies, and for whom an alley is the only place they
Looking healthy, happy and strong is more important truly feel alive.
than actually being healthy, happy and strong. Nowhere
Introduction.........................................003
Table of Contents
Organic Rule Components.................125 Los Angeles .........................................159
A Basic Overview of the Game.......003 Basic Mechanics..............................125 History .........................................159
Why Alleys?....................................003 Using Attributes...............................126 Culture .........................................162
Table of Contents.............................004 Using Psychodynamics....................129 Entertainment...................................162
Health Attributes..............................131 Population........................................163
Character Creation.............................005
Drugs, Disease and Poisons.............133 Transportation..................................166
Character Creation in Brief..............005 Climate .........................................166
Step 1 – Character Concept.............005 Skills .........................................136
Economy .........................................167
Step 2 – Psychodynamics................007 Chasing .........................................138 Politics .........................................167
Step 3 – Attributes...........................008 Fighting .........................................139 Law Enforcement............................168
Step 4 – Secret Life.........................010 Crime .........................................170
Androgynes................................011 A History of Unpopular Ideas............150
Animism .........................................150 Infrastructure...................................175
Animists.....................................013 Geography.......................................175
Cannibals....................................021 Buddhism.........................................150
Faustians.....................................023 Platonism and Neoplatonism...........151 Secrets of the Touched........................185
Heroes.........................................025 Gnosticism.......................................152 Secrets of This World..........................222
Power Creation Rules...........030 Descartian Skepticism.....................152 Secrets of Other Worlds......................248
Lost .........................................039 Sadism .........................................152
Outcasts......................................042 Marxism .........................................153 A Story .........................................265
Professionals...............................046 Nihilism .........................................153 Adventures .........................................267
Scribblers....................................050 Freudian Psychoanalysis..................155 Payphone .........................................268
Survivors....................................052 Surrealism........................................156 Darkness .........................................272
Wonderlanders............................054 Existentialism..................................156 Appendices .........................................278
Step 5 – Day Job..............................058 Jungian Psychology.........................157 Glossary of Game Terms.................278
Step 6 – Skills..................................065 Character Sheets..............................280
Punk .........................................157
Step 7 – Equipment..........................087 Quick Ref.........................................282
Paglian Feminism............................157
Step 8 – Bonus Characteristics........110 Open Game Flyer.............................284
Step 9 – Character Advancement.....122 Postmodernism................................158
Index .........................................285
004 Introduction
Alleys
Step Three - Attributes when a character needs to move silently, keep his or her
In Brief: Split 80 points between 8 attributes (min 1, max 20).
Choose optional sub-attributes (costs or gives 1 Bonus Point). balance, scale a wall or get through a small space.
Characters have 10 points per attribute (80 points, total) to Awareness (AWR)- This represents the ability to
distribute between the eight attributes listed below. notice things. This is not the acuity of one’s senses, but
1 represents as low as the attribute can get without the the ability to be aware of important details. Awareness is
person being actually disabled. used whenever characters need to notice a clue, avoid an
ambush or sense attempts at mental manipulation. Most
10 represents the average for a healthy young adult. supernatural skills that involve sensing things use this
20 represents the highest a person can achieve without attribute.
special training.
Charm (CHM)- This represents likeability, social
You must spend at least 1 point on each attribute and can presence, persuasiveness and ability to read people.
spend a maximum of 20 attribute points on any attribute. Charm is used when a character needs to put on an
Later character creation options can subsequently increase act, convince an audience or seduce someone. Just as
an attribute to more than 20 or reduce it to less than 1. If Intelligence doesn’t represent cleverness, charm doesn’t
a character buys 20 Strength with attribute points and then prevent a character from saying something that gets the
takes an advantage which gives her +5 Strength, she will group in trouble or saying something that saves the day.
have 25 Strength. GMs must define the effects of negative
attributes (for instance, -5 Strength may mean that the Endurance (END)- This represents stamina for
character can not move or even breathe unaided). intense physical exertion as well as the body’s ability to
fight disease and resist toxins. Endurance is used when a
Agility (AGY)- This represents limberness, coordination, character needs to hold his or her breath, go on a long hike
balance and speed of physical reactions. Agility is used or survive a serious illness.
The Chosen- Those who are chosen are most often those
who are seen acting in a way that defies stereotypes of either
the straight world or the gay world, e.g. a straight woman
who gets into bar fights, a straight man who goes to clubs
with gay male friends, a male crossdresser who makes no
attempt to act feminine, an otherwise ‘butch’ lesbian who
wears a pink dress, etc.
When the initiate goes to the place sie does not find simple
answers. Instead, sie is anonymously given a number
of challenges, most of which involve either successfully
masquerading as the other gender or seducing members of
both genders. Each successful challenge is answered only
by an anonymous note, phone call, email or whisper from a
passing stranger leading to another challenge.
Power, the students learned, does not come from living right,
being humble, reading books or doing meaningless little
rituals. Power comes from dangerous ordeals that bring
one close to dying or going insane. These ordeals might
include fasting, self-torture, isolation and using dangerous
deliriant drugs. Surviving these ordeals left one with a soul
strong enough to issue commands to the invisible spirits that
surround humanity.
Most Animists need exotic, sometimes illegal, herbs, and What You Know
spend some time either tending to a small garden or going to -The ancient ways of your people have power. Western
dimly lit herb shops or botanicas. science’s understanding of the world is limited or
flawed.
A typical evening involves rituals designed to keep
Animists pure and powerful. Rituals may involve chanting, -Those with strong souls can learn to wield power
meditation, ritual bathing (often in ice-cold water) or by going repeatedly to a state that is near death and
smudging. Regular ingestion of psychoactive drugs may madness.
also be used to keep an Animist powerful. -The world teems with invisible entities, most of which
want to cause illness or misfortune.
Los Angeles Immigrants and Minorities -These spirits have limited intelligence, but those with
power can speak to them.
Caucasians are a minority in the Los Angeles area.
-Even inanimate physical objects have spirits and can be
More than one in three Los Angeles County residents was born persuaded to act differently.
in another country (30% of Orange County residents, 19% of -Every human has a soul which exists separately from the
Riverside and San Bernardino County residents). More than physical body and goes to a dark place after death.
half of L.A. County residents are from Latin America and
almost half are from Mexico. -Each human also has various guardian spirits. If any of
these spirits is sick or goes missing the human will go
About 20% of people in the L.A. area are non-citizens. crazy or become ill.
500,000 are illegal immigrants (more than 20% of the illegal
immigrants in the whole country). -Guardian spirits live in the spirit world, a place
accessible via dreams or soul travel.
-There is also a realm where the dead wander in darkness
Ethnicity of L.A. Area Residents and confusion for some time until they end up in whatever
comes next.
L.A. Orange Riverside San Total
county County County Bernardino -There are other dangerous worlds that are very different
County from the spirit world and the land of the dead.
Asian 1.1 M 400 K 55 K 78 K 1.7 M
S Asian 70 K 30 K 6K 9K 115 K
-Sometimes people who have gone too close to haunted
SE Asian 400 K 200 K 31 K 44 K 675 K places are infected by evil guardian spirits. They give
E Asian 627 K 147 K 17 K 25 K 816 K strength, but they consume the person’s other guardian
Pacific 26 K 9K 4K 5K 44 K spirits.
Hispanic 4M 800 K 560 K 670 K 6M -The fact that your people were subjugated by imperialists,
Mexican 3M 700 K 500 K 500 K 4.7 M
Caribbean 70 K 16 K 10 K 15 K 111 K
despite your people having powerful Animists, suggests
C. American 340 K 28 K 12 K 20 K 430 K that the imperialist conquerors had their own spiritual
S. American 75 K 18 K 5K 8K 100 K power (whether they knew it or not).
Curanderismo, as the name implies, is primarily a system of healing African Syncretisms- There are several Latin American and
practices. Diseases are believed to be caused by an imbalance of Caribbean religions that are based on West African animistic
humors (yellow bile, black bile, blood, phlegm), attack by malevolent beliefs. They are practiced primarily in Puerto Rico, Cuba,
spirits, attack by brujos (witches) or loss of one’s soul. Three the Dominican Republic, Central and South America, Haiti,
common diseases that curanderos believe in are Ataque (caused Jamaica and the West Indies.
by extreme shock, manifesting as bizarre behavior, violence and
sometime mutism), Susto (depression, insomnia, anxiety, lethargy The syncretic religions believe in a creator god but that god
and anhedonia caused by soul loss), and Bilis (diarrhea, vomiting, is remote and unknowable and is seldom appealed to. More
headaches and dizziness from bile entering the bloodstream because important are ancestor spirits and a large number of “loa”
“orisha” or “orixa” that are able to aid humans by interdicting
of an excess of emotions). Herbs and foods thought of as hot or cold
in human matters. Most are associated with a saint. Shrines
are also prescribed to treat cold or hot illnesses.
are kept and offerings are made (including animal sacrifice)
but the most important rites are dances wherein practitioners
Curanderos may possess the power to operate on one or more of the
are possessed by these beings who speak and act through them.
following levels: the material level, the spiritual level and the mental
All loa are active in the life of every practitioner, although
level. The majority of Curanderos operate only on the material level:
there is one who is ‘in charge’ of the person.
they use material things (e.g. herbs, eggs, oils) to cure illnesses. The
continued next page
Other Names- Horses, the Ridden, the Infected, the Typical Evening- Most evenings are
Possessed, Hosts. taken up running errands for the Dance.
Instead of communicating its desires,
The Chosen- Before they became Faustians they were Dances fill Faustians with sudden,
typically weak-willed people: slaves to temptation, easily powerful desires to do things. The
manipulated, not very brave. Many lived in ghetto or skid Faustians often have a sudden desire to
row areas or were homeless. Many had lives filled with modify their dwellings: paint the walls
unresolved personal problems that would eventually lead lime green, spread lilacs around, get a
to a personal crisis, e.g. debts, drug addictions, hanging out lamp with a yellow lampshade, find a
with a bad crowd. turntable and an old jazz album from the
30s, etc.
Initiation- At some time in each Faustian’s life, they
encountered an intense personal crisis that they didn’t Those Faustians who have artistic
believe they had the psychological strength to survive.
Perhaps without even realizing it, they sent out pleas for
any being in the cosmos willing to help to come do so.
At that moment, something entered them they found the
strength to survive, some even displayed supernatural
powers that allowed them to escape the situation.
Recommended Equipment- Crowbar, Dust Mask, At adventure one, the PC has stopped a number of
criminals, has met and talked with a few other Heroes,
Flashlight (Large), Rohypnol, Work Gloves.
and has had at least one encounter with a supernatural
danger.
For most Heroes their main hope to learn about the Choose from a Cat, Dog or Horse
supernatural world is to keep hunting down more
supernatural entities. Tracking them to their lairs can H-Tech Machine: The PC owns a machine created by a
help the Hero discover what they want and how they live. crazy person. Anyone with knowledge of electronics and
Heroes may be able to learn a whole lot if they are able physics will say that the machine should do nothing but
to scare or anger a community of supernatural threats into waste massive amounts of electricity. Yet the machine
taking action. does do incredible things, possibly even supernatural
things. Create a power with 4 levels of Effect and 8 levels
Dark Side- Heroes work from their own codes of of Limitations and the power source as a piece of strange-
ethics and justice, codes often colored by deep rage and looking machinery (see Power Creation Rules, see p.30).
irrational hatred. An observer with a different idea of
morality and justice would see a Hero as evil. Heroes
often attack people with little proof that they are guilty
of anything, and give out punishments that are very harsh Cat Familiar
compared to the crime committed. Some are bigots who Appearance- A very large, visibly muscular tabby
think that a person’s race, sexual orientation, religion, housecat with short hair.
political affiliation or socioeconomic class are a crime Attributes- AGY 22, END 15, SPD 18, STH 5, WIL 18,
worthy of punishment. The worst Heroes are really just BDY 4, BLD 8, INCY 5.
hateful bigots who use supernatural powers to murder Senses- Sight AWR 15 (no darkness penalty), Smell AWR
innocent people and yet pretend that they’re doing good. 20, Hearing AWR 25.
Attacks- Slash attack with claws at 1d20 +15 vs. 0, Vital
Other Heroes may be so desperate to be someone’s savior Strike (Bladed) with teeth at 1d20 +5 vs. 0 (1 bladed
that they may create a dangerous situation just to save damage), Dodge at 1d20 +15 vs. 0.
people from it Powers- Can read the emotional state and immediate
intentions of any intelligent creature. Can see and effect
Supernatural Skills- Heroes do not start play with the invisible. Climbing rolls at 1d20 +10 vs. 0.
supernatural skills (unless they take the Occult Training
option, see below). Dog Familiar
Appearance- A large, dark-grey wolf-like dog.
Bonus Characteristics Attributes- AGY 15, END 17, SPD 16, STH 10, WIL 14,
Origin Story (Mandatory Advantage)- Choose one BDY 6, BLD 6, INCY 4.
of the following sources of power: Complete Obsession, Senses- Sight AWR 10, Smell AWR 30, Hearing AWR
Familiar, H-Tech Machine, Money & Equipment, 20.
Occult Training, Shattered Person, Soul Linked, Special Attacks- Split Jump-In and Wing with teeth at 1d20 vs.
Training, Supernatural Object or Top Secret Tech. 10 (doing 1 bladed damage), split Grab and Vital Strike
with teeth at 1d20 vs. 5 (doing 4 bladed damage), Dodge
Complete Obsession: The PC has no particular power, no at 1d20 +5 vs. 0.
special resources, no access to special training. The PC Powers- Once given a scent, can track the prey anywhere.
is obsessed with being a hero, so much so that it’s all the Can travel to other planes of existence (taking the owner
PC ever thinks about, day and night. The PC can’t hold a and any other followers with it) in search of prey.
job (must start with Day Job: Homeless, Ward or Welfare)
and has no social life. The PC trains, exercises and plans Horse Familiar
constantly. The PC starts with +50 skill points, +10 Appearance- Small brown horse.
attribute points and +$500 worth of weapons and armor.
Attributes- AGY 10, END 30, SPD 40, STH 30, WIL 14,
BDY 6, BLD 10, INCY 4.
Familiar: At some point in the PC’s past a cat, dog or horse
found the PC. The animal is supernaturally intelligent, Senses- Sight AWR 15 (+5 to see long distances), Hearing
AWR 22, Smell AWR 22.
strong and agile and was instantly and completely loyal to
the PC. The PC is not sure where the animal came from, Attacks- Kick at 1d20 vs. 0 (6 blunt damage), Trample
why it chose the PC or why it is so powerful. (like a stomp, horse must use 1 action to rear up) at 1d20
vs. 0 (12 blunt damage), simultaneous kick at 1d20 vs. 2.
The familiar will come if called by the PC no matter the Powers- Thick hide has PR 2 bladed 2 blunt. Running
does not use END and the horse never needs to sleep.
distance between them. Although it cannot speak, it can While on the back of the horse the PC is impervious to
understand human speech at the level of a three year environmental dangers (cold, heat, toxins, lack of oxygen,
old. It’s problem-solving skills are also comparable to a etc.)
three-year-old’s. The familiar doesn’t communicate with
Soul Linked- During some moment of personal And I like to think that what I did is something that you would be proud
weakness and desperation, the PC somehow of me for, if you knew me. And that makes me feel a little better about
became linked to another person. The PC’s being such a weirdo and a loser and a loner.
personality changed and the PC gained special
strengths and abilities. The PC does not know And maybe, some day, if I kill enough of these people and things that
exactly what happened, but feels a strong prey on innocents, maybe I’ll feel good enough about myself that I can
connection with the person, a desire to help that come up and talk to you. And you won’t know me because I won’t seem
person, and a knowledge that if anything bad like a freak, I’ll seem like all those other self-confident, charming guys.
happened to that person something terrible would
happen to the PC. Choose one of the soul linked Or, more likely, I’ll die first. But I’ll have died making the world safe for
bonuses (see text box, next page) for the PC. you, and that’s okay.
A Warning
The power rules here are supposed to represent dangerous and
terrible things: artifacts from alien realms, things present at a
brutal shattering of reality, and dangerous untested technology.
Powers are by their nature difficult to control. See No Control
Powers, below. Even with several levels of controls, however,
powers are hard to use safely. Whenever it is not specifically
stated, assume that a given aspect of a power is not under
control of the PC.
Painful (1)- User must make a moderate (20) save vs. Unhideable (1)- The source of the power is too big to be
distracting pain while using the power. hidden in a pocket or under clothes and too odd looking to be
carried around without attracting attention.
Painful (2)- User must make a hard (30) save vs. distracting
Unhideable (2)- In addition to being odd looking and
pain while using the power.
too large to be easily concealed, the source of the power
Painful (3)- User must make a legendary (40) save vs. constantly emits a sound, light or smell that makes it easy to
distracting pain while using the power. notice and find even from a distance.
Polluting (1)- The power source releases foul, noxious Unhideable (3)- A long trail of clearly non-normal effects
smelling gasses when the power is active. The effect is leads directly to the current location of the source of the
magnified up to 10 times if the power is operating in an power.
enclosed space with little or no ventilation. Within 15 ft. (5
m.) the gasses cause 10 difficulty pain when it gets in the eyes
and 3 damage to END per round when inhaled. Power Creation Example: H-Tech Portal
Polluting (2)- Within 30 ft. (10 m.) it causes 30 difficulty pain An H-Tech machine (p.235) which opens a portal to
and 7 damage to END per round. Within 10 minutes exposed another realm might be constructed as follows:
skin develops painful blisters (hard save vs. distracting pain).
To start, we’d want Transport: Portal (4). We could buy a
Power Required (1)- The power source is run by bulky (4
precision control if we want the users to be able to control
lb. or 2 kg) batteries which provide for 20 minutes of activity
what realm the portal goes to, but that’s not fun so we’ll
each.
leave it out. We could also buy an on/off switch, but it’s
Power Required (2)- The power source must be plugged into not really necessary because we’re going to get the Power
the wall or a portable electric generator in order to operate. Required limitation. So in other words, the machine will
work whenever it’s plugged in.
Power Required (3)- The power source must be plugged into
a special high-capacity power line with a transformer in order Finally, for limitations, we’ll choose Bulky (3) (it’s a huge
to operate. mass of machinery), Fragile (1) (someone with a baseball
Random Activation (1)- Every day the power has a 1 in 6 bat could make the machine stop working), Heat (2) (it
chance of activating. produces a lot of heat), Noisy (1) (it makes a loud hum),
Power Required (3) (it needs to be plugged into a power
Random Activation (2)- Every hour the power has a 1 in 6 line), Slow (2) (it takes an hour to warm up), Slow Fade
chance of activating. (1) (the portal stays open a while even after the machine
Random Activation (3)- Every round the power has a 1 in 6 is turned off).
chance of activating.
At adventure one, the Lost has been experimenting with his Supernatural Skills- The PC starts with Get Lost (1
or her powers for months and is starting to get a handle on level) free.
what he or she can and can’t do. The Lost has wandered
through a lot of interesting places and has even passed The PC can purchase the following skills at 10 skill
very briefly through a place that seemed unearthly: an eerie points per level:
deserted city, a giant concrete space of unknown purpose, a Get Lost (AWR)
space filled with endless bizarre machinery, a dark canyon Homing (WIL)
filled with naked marching people, a place with a featureless
Grab Bag (WIL)
black floor and sky, or a place that seemed like something
from a children’s book.
The PC can purchase the following skills at 20 skill
points per level:
Typical Evening- For most of the Lost, the evening starts
with a trip to a bar to have a few drinks. Then they typically Area Knowledge: Supernatural (INL)
leave the bar and start walking. Their night takes them to Automatic Writing (AWR)
exotic places and they enjoy the ambience of every new Dreaming (WIL)
place. They visit trendy downtowns buzzing with nightlife,
abandoned industrial zones, rich residential areas, seedy red- Bonus Characteristics
light districts, brand new suburbs, etc. They stop at a dozen
different bars of every variety, looking to meet up with Lost Weird Thing You Found (Optional Advantage,
and trade tales of adventure. Costs 4 BP)- In one of the PC’s travels, when he or she
was in a very odd place, the PC picked up a weird little
When the Lost learn they can take others with them, many trinket. Afterwards, the PC discovered that the trinket
assemble groups of friends to accompany them. Their warps reality around it. Create a power (using power
companions help the Lost investigate and enjoy the places rules on p.30) with 1 level of Effect (no Enhance) and 2
they end up, but they also help ease the Lost’s fear of ending levels of Limitations.
up in some unearthly place and coming across some entity Expensive Thing You Found (Optional Advantage,
not of this world. Costs 1 BP)- In one of his or her journeys, the PC
chanced upon some item that was completely unguarded
What You Know and looked like it was worth money. The PC grabbed it
-There are a small population of people around the world and walked away. Now the PC has some item that isn’t
who can travel long distances while lost. especially useful to him or her (e.g. a box of computer
chips, a painting, some gaudy gold jewelry) but that is
-With practice they can bring others with them. worth about $5,000 if the PC can find a safe way to sell
-Intoxicants make it easier to become lost, but are not it.
necessary.
Recommended Day Job- Boring Office Job, Career
-With practice the power can be developed and controlled. Criminal, Creative, Welfare.
-It is possible to travel to places that don’t exist on any
map. Recommended Skills- Alarm Systems, Drug Resistance,
Language, Pistol, Prowling, Running.
-According to some accounts, there are dangerous non-
human creatures in these strange places. Recommended Equipment- Backpack, Bolt Cutters,
-Lost disappear forever when they try to go to the authorities Cellphone (Basic), Disposable Camera, Hip Flask,
or go public with their powers. Winter Coat.
Going Deeper- The Lost practice their powers every night. Recommended Reading- Surrealism (p.156).
They gain the most knowledge when they let go entirely and
just go wherever fate takes them. It is at these times that
they may travel to places that don’t exist in this world and
they may discover truths that normal humans can’t.
Whether they were able to turn off their senses or not, all
Outcasts grew up feeling like they were different. This led
most to being isolated, awkward, eccentric and paranoid.
With effort, some learned to act like normal, healthy adults,
even though inside they felt very different. Others always
acted as crazy as they felt.
The Invisible
The PC can purchase the following skills at 10 skill points per Thing You Grabbed (Optional Advantage, Costs 5
level: BP)- The PC once encountered a place where the rules
Area Knowledge: Supernatural (INL) of physics appeared to be ‘broken.’ The PC grabbed
Give Vision (WIL) an item from this place and carried it away, finding
Psychometry (AWR) that wherever it went it was capable of warping reality.
Read Minds (AWR) Create a power (using power rules on p.30) with 1 level
of Effect (no Enhance) and 2 levels of Limitations.
See Souls (AWR)
See Invisible (AWR) Contact: Dance (Optional Advantage, Costs
See Reapers (AWR) 5 BP)- There’s a thing locked up in an abandoned
Visions (AWR) building. It never leaves and it uses servants to protect
the building from intruders. Most of its servants are
The PC can purchase the following skills at 20 skill points per stinking-drunk or psychotic, people with little control
level: over what they say or do. The thing can sense what’s
Blood Sigils (WIL) happening outside its building and can possibly read
minds. You’ve learned that if you threaten to burn
Command Misfortunes (WIL)
down its building or phone in a false police report you
See True Face (AWR) can sometimes intimidate it into doing you favors:
giving you information or sending a servant to run
Bonus Characteristics some errand for you.
Abnormal Behavior (Mandatory Disadvantage)- The PC
sees, hears and reacts to things other can’t, making the PC Always Crazy (Optional Disadvantage, Gives 2
appear twitchy or crazy. At a cost of 10 skill points per level the BP)- The PC has never been capable of blocking his
PC can purchase a skill called Act Normal (see text box). or her supernatural senses, although the PC might
have spent several years trying to ignore what he or
Act Normal (CHM)- The PC has learned what normal she thought were hallucinations. The PC spent his or
people see and don’t see and has trained himself or herself her time being treated as a “special” person and never
not to react to things that others can’t see. had much practice dealing with “normal” people as
Easy (10): Act normal while being quiet in an elevator. equals. Today, the PC is unfamiliar with the culture of
Moderate (20): Act normal with coworkers. “normal” people. The PC is at -10 to any CHM roll to
Hard (30): Act normal in a psychiatric interview. act “normal” or with anyone who considers themselves
“normal.” Because the PC has spent so much time
The PC must purchase levels of this Act Normal to have certain in the mental health system he or she gets Science:
day jobs as follows: Psychology (1) and Psychotherapy (1) free.
0 Levels: Homeless, Homemaker, Retired, Welfare, Ward.
Recommended Day Job- Welfare, Ward, Homemaker,
1 Level: Boring Factory Job, Boring Field Job, Career Homeless. Note: Day Job choice is limited by the
Criminal, Paranormal Professional, Privileged, Sex Industry Abnormal Behavior disadvantage, see above.
Worker.
2 Levels: Alternative Health, Business Owner, Boring Recommended Skills- Local Geography, Lock
Customer Service Job, Boring Office Job, Computer Tech, Picking, Light Sleep, Lip Reading, Prowling, Street
Creative, Dangerous Field Job, Driver, Pilot, Investigator, Survival.
Religious Professional, Reporter, Researcher, Security
Professional, Social Worker, Student. Recommended Equipment- Dog: Guard, Flashlight:
3 Levels: Child Care, Law Enforcement Professional, Legal Small, Lock Picks: Homemade, Swiss Army Knife.
Professional, Medical Professional, Performer, Professor,
Trendy Customer Service Job. Recommended Reading- Freudian Psychoanalysis
(p.155), Jungian Psychology (p.157).
Unstoppable Visions (Mandatory Disadvantage)- Whatever
The big bosses, the old white guys with offices on the top
floor, suddenly knew the initiates by name. There were pats
on the back in the elevator, spontaneous office visits to “see
how you’re doing” and indefinite comments about “having
you over for dinner some time.”
Knights of Pythias- This group was founded in 1870 by Justus At some point those who would become Scribblers came
Rathbone, a lawyer and teacher, in Washington DC. Rathbone into contact with some phrase, most often scrawled on a wall
went to Abraham Lincoln and described a society which might or on a piece of paper hidden in a library book. The phrase
help heal the wounds of the Civil War. Lincoln gave his support said exactly what the initiate had been thinking for years yet
and the Knights of Pythias was the first fraternal organization never knew anyone else believed in. It might have said that
to be recognized by an act of Congress. The group was named what we can see and touch is only a tiny part of what there
after the play Damon and Pythias, about two ancient Greek is to reality. Or it might have said that human consciousness
friends who showed great loyalty to each other. The Knights can’t have been created in or designed to live in the mundane
are dedicated to peace and understanding. Some of the symbols
and rituals of the Knights are taken from the Pythagorean
realm. The clear disdain for orthodox beliefs the graffiti
Brotherhood of ancient Greece. Today the Knights has 2,000 showed was as important to the initiate as any theories the
lodges in the US and Canada and more than 50,000 members. graffiti put forth.
Only males can join, though there is a related organization, the
Pythian Sisters, for women. After that the initiate kept his or her eyes peeled for more
messages and learned where to find them. Although they
Order of the Eastern Star- This group was founded in 1850 could pop up anywhere the writers had the audacity to put
by lawyer Robert Morris. Some Masonic lodges consider it an them, they were most dense in run-down, seldom or never-
appendant order, others do not. Only Master Masons or women used locations where nobody would ever bother to clean up
who are first-order relatives of Master Masons can join. There graffiti. The initiate may have discovered, for instance, a
are 10,000 chapters and 1 million members. Although it is open ratty old bathroom stall in a dive bar where the walls were
to any monotheist, it uses the life stories of people from the coated with scribbling in dozens of hands. For many initiates
bible as examples of various virtues.
the discovery of their first ‘bulletin-board’ was the most
Elks- Founded in 1868 as a drinking club to bypass New York
ecstatic moment of their lives. Sitting for hours, they read
City laws about tavern hours, it later turned into an organization not only statements of unorthodox beliefs but also debates,
to serve ‘those in need.’ It has more than 1 million members. To discussions, references to books, references to other bulletin-
join one must be invited, must be a US citizen and must believe boards, references to places to find supernatural phenomena,
in God. reports of supernatural experiences and directions for
occult experiments. Many of these experiments included
Independent Order of Odd Fellows- Very recently females meditating on the falseness of the material world.
have been allowed to join this organization. Odd Fellows in the
US trace their roots back to 1819 Baltimore. The Odd Fellows It was the supernatural and occult experiences that most
are dedicated to improving and elevating the character of man. new Scribblers seized on as a means to prove to themselves
They spend most of their time doing charity work. They were that the universe is not what people think it is. Although
named because they considered it “odd” for one to want to dangerous, these experiments could turn theory into
organize to help others. Like Freemasonry, Odd Fellows have
appendant orders. Once very popular, there are now only about
knowledge. And so although many were afraid, the initiates
7,000 Odd Fellows left in California. set out to discover the truth.
Recommended Equipment- Bolt Cutters, Digital Camera (Pro), Most Survivors ended up going to accident survivors’
Flashlight: Large, Laptop (Used), Research Library. groups and found that a few people there had similar
stories. The initiates could see blurs following those
Recommended Reading- A History of Unpopular Ideas (p.150). people as well.
They also keep an eye out for blurs. They often see a
congregation of blurs that signifies a death waiting to
happen. Some Survivors try to warn the people involved
or prevent the death. Some Survivors are obsessed with
wandering the city trying to prevent deaths.
Recommended Day Job- Dangerous Field Job, Law For other Wonderlanders it was a message they received
or evidence that they found that suggested that their
Enforcement Professional, Medical Professional, Retired.
adult friend had been psychologically manipulating
or experimenting on them. The Wonderlanders found
Recommended Skills- Drug Resistance, Light Sleep,
out that their adult friends had unusual interest in their
Motorcycle, Street Fighting: Unarmed.
playlands and knew things about them that the young
Wonderlanders had never told anyone. Parts of the
Recommended Equipment- Amphetamines, Caffeine
messages were, for some Wonderlanders, instructions
(Pills).
from the adult friend telling them how the power of the
Playland could be harvested in time of need.
Performer Privileged
Costs 2 BP Costs 8 BP
Description: The PC is an athlete, musician, actor, stand- Description: The PC either has his or her own fortune
up-comedian, circus performer, etc. or is cared for by a large trust fund which pays for all the
Income: $4,000 to start and $150/wk. PC’s needs.
Perks: PC has a lot of free time. Income: $50,000 to start and $500/wk.
Drawbacks: The PC’s income is not steady. Disfiguring -2 BP for Limited Duration: the trust fund is set to
or disabling injuries will make the PC unable to work. The stop within a few years, by experience level 3.
PC is in the public eye. -3 BP for Revocable: the PC’s parents can take away
+3 BP for Stage Magician, PC starts with Sleight of the PC’s income if the PC displeases them.
Hand (2), Lock Picking (2) and Escape Artistry (2) free. Perks: Money can buy just about anything.
Advancement 1 (4 BP or 30 XP) $400/wk., PC is Drawbacks: The PC attracts exploiters and con artists,
moderately famous: most people have heard of the PC is also in the public eye. It’s a lot easier to fritter away a
within specialized circles, e.g. fans of local hockey. fortune than to make one grow.
Advancement 2 (8 BP or 30 XP) $1,000/wk., PC is very Advancement 1 (5 BP or 75 XP) $1,000/wk.
famous: most people in the English-speaking world, and Advancement 2 (10 BP or 75 XP) $2,000/wk.
many people beyond, have heard of the PC. Skill Costs: ACAD 5, ATHL 7, CMBT 15, CRTV 5,
Free Skills: Performance (3) OR Sports (4) OR CRIM 15, TECH 7, INVS 10, LABR 7, MEDI 7, PEOP 6,
Acrobatics (3). TRAD 8
Skill Costs: ACAD 7, ATHL 4, CMBT 15, CRTV 4,
CRIM 15, TECH 8, INVS 10, LABR 6, MEDI 7, PEOP 4, Professor
TRAD 7 Costs 2 BP
Description: The PC works for a university, teaching,
Pilot doing research and publishing articles. With no
Costs 2 BP advancement the PC is an associate professor who hops
Description: The PC flies a plane, captains a boat or between state colleges and city colleges teaching general-
conducts a train. ed classes.
Income: $5,000 to start and $200/wk. Income: $5,000 to start and $200/wk.
Perks: Good income. PC can travel for free, so long as Perks: The PC is a respected authority on some
the PC is willing to go standby. subject, can use students as assistants, has access to a
Drawbacks: PC often has to work overnight shifts and library. After advancement the PC can get a lab and
spend the night far from home. research funds.
+4 for Own Plane/Boat (the PC owns a small charter Drawbacks: Advancement is slow. When the PC
plane or boat and can use it for personal purposes while not does advance, the PC must bring in grant money to the
working). university and must publish papers regularly.
Advancement 1 (3 BP or 25 XP): $300/wk., senior +4 BP for Supernatural Field: the PC works in
pilot. Anthropology, Comparative Religions, Parapsychology
Free Skills: Boat Pilot (3) OR Airplane Pilot (3). or some other field which gives the PC free-reign to
Skill Costs: ACAD 5, ATHL 7, CMBT 15, CRTV 5, investigate supernatural events.
Mundane Skills
ACAD (Academic) Assassin: Unarmed (Combat) Gambling (INL) Driving (AGY)
Business (INL) Automatic Weapons (Combat) Lock Picking (AGY) Electronics (INL)
Cryptography (INL)* Bodyguard (Combat) Organized Crime (INL) Heavy Machinery (AGY)
Government (INL) Boxing (Combat) Pocket Picking (AGY) Helicopter (INL)
History: Local (INL) Club (Combat) Poisons (INL) Mechanics (INL)
History: World (INL) Fencing (Combat) Prowling (AGY) Motorcycle (AGY)
Law: Basic (INL) Florentine Sword (Combat) Street Drugs (INL or AWR) Plumbing (INL)
Law: Business (INL) Gun Repair (INL)
Law: Criminal (INL)* Immobilization (Combat) TECH (High Tech) MEDI (Medical)
Law: International (INL)* Kickboxing (Combat) Anonymity (INL) Diagnosis (INL)
Law: Tort (INL)* Knife Fighting (Combat) Computer Hardware (INL) Emergency Medicine (INL)
Linguistics (INL) Knife Throwing (Combat) Computer Security (INL) Pharmacology (INL)
Math (INL) Ordinance (Combat) Computer Software (INL) Physical Therapy (INL)
Mnemonics (INL) Pistol (Combat) Data Pirating (INL)* Plastic Surgery (INL)*
Mythology (INL) Rifle/Shotgun (Combat) Denial of Service (INL)* Psychopharmacology (INL)*
Philosophy (INL) Self-Defense Weapons (Combat) Hacking (INL) Surgery (INL)
Physics (INL)* Sniper (Combat) Internet Publishing (INL) Veterinary Medicine (INL)
Religion (INL) Specific Weapon Training (Combat) Networks (INL)
Phone Phreaking (INL) PEOP (People)
Research: Academic (INL) Staff Fighting (Combat) Fashion and Beauty (CHM)
Science: Agriculture (INL) Street Fighting: Armed (Combat) Programming (INL)
Research: Internet (INL) Language (INL)
Science: Archeology/Paleontology (INL) Street Fighting: Unarmed (Combat) Oratory (CHM)
Science: Botany (INL) Sword and Shield (Combat) INVS (Investigation/Espionage) Performance (CHM)
Science: Chemistry Tae Kwon Do (Combat) Bomb Disarming (INL) Psychotherapy (CHM)
Science: Ecology (INL) Wrestling (Combat) Brainwashing (INL)* Seduction (CHM)
Science: Genetics (INL) Crime Scene Forensics (INL) Storytelling (CHM)
Science: Meteorology (INL) CRTV (Creative)
Cooking (AWR) Disguise (INL)
Science: Pathology (INL) Forensic Pathology (INL) TRAD (Traditional)
Science: Psychology (INL) Filmmaking (INL) Acupuncture (INL)
Gardening (INL) Impersonation (CHM)
Social Work (INL) Interrogation (CHM) Animal Training (CHM)
Music (AWR) Local Geography (INL)
ATHL (Athletic) Photography (AWR) Military Tactics (INL)
Offensive Driving (AGY) Ethnogens (INL)
Acrobatics (AGY) Sculpture (AWR) Herbal Medicine (INL)
Bicycle (AGY) Visual Arts (AWR) Research: Law Enforcement (INL)
Torture (INL) Hypnosis (CHM)
Climbing (AGY) Writing (INL) Lipreading (AWR)
Running (SPD) WMDs (INL)
CRIM (Criminal) Light Sleep (AWR)
Skates (AGY) LABR (Labor) Sleight of Hand (AGY)
Sports (AGY) Alarm Systems (AWR or INL)
Auto-Theft (INL) Airplane Pilot (AGY) Street Survival (INL)
Swimming (END) Blacksmithing (INL) Tracking (AWR)
Black Market (CHM)
CMBT (Combat) Card Counting (INL)* Boat Pilot (AGY) Traditional Crafts (INL)
Aikido (Combat) Drug Resistance (WIL) Brewing (INL) Wilderness Survival (INL)
Archery (Combat) Escape Artistry (AGY)* Carpentry (INL)
Assassin: Armed (Combat) Forgery (INL) Demolitions (INL) *Prerequisites
CMBT
TRAD
LABR
TECH
CRTV
CRIM
MEDI
ATHL
PEOP
INVS
a 100% markup.
Alternative Health 5 5 15 5 15 8 10 6 5 7 5 Cryptography (INL)- Prerequisite: Math (2). This
Boring Customer Service 6 7 15 5 15 7 10 5 7 7 7 is knowledge of mathematical theories behind modern
Boring Factory Job 6 7 15 5 15 7 10 4 7 7 7 cryptography and code-breaking techniques. Includes
Boring Field Job 5 7 14 5 15 7 10 4 7 7 7 the ability to analyze, modify and create codes and
Boring Office Job 5 7 15 5 15 6 10 5 7 7 7 attempt to break codes.
Business Owner 4 7 15 4 15 7 10 4 7 7 7
Easy (10): Do simple cipher by hand.
Career Criminal 7 7 8 6 7 8 10 6 9 7 7
Moderate (20): Break a simple cipher.
Child Care 4 7 15 4 15 7 10 5 7 6 7
Computer Tech 4 8 15 5 15 3 10 6 7 7 7 Hard (30): Analyze the encryption on a Hard Drive.
Creative 4 7 15 3 15 7 10 5 7 6 7
Government (INL)- This is knowledge of the structure
Dangerous Field Job 6 5 13 6 15 8 9 4 7 6 7
and procedures of government, from city councils to
Driver 5 7 15 5 15 7 10 4 7 7 7
federal agencies.
Homeless 8 7 12 5 10 9 10 5 9 9 5
Homemaker 6 8 15 5 15 7 10 8 7 6 7 Easy (10): Make a statement before the city council.
Investigator 6 7 9 6 10 7 5 6 7 7 7 Moderate (20): Get a funding grant from a federal
Law Enforcement Pro. 6 6 7 6 12 7 6 6 6 8 7 agency.
Legal Professional 3 7 15 6 15 7 8 7 7 6 8 Hard (30): Get a state water management board to
Medical Professional 4 7 15 5 15 7 10 6 3 7 8 rescind its annual report to the state assembly because it
Paranormal Professional 5 7 15 5 12 7 10 6 7 6 7 failed to make a draft available for public comment for 30
Performer 7 4 15 4 15 8 10 6 7 4 7 days.
Pilot 5 7 15 5 15 7 10 4 7 7 7
Politician 4 7 15 5 17 7 10 6 7 5 7 History: Local (INL)- This is knowledge of the history
Privileged 5 7 15 5 15 7 10 7 7 6 8 of the area the campaign takes place in.
Professor 3 8 15 4 15 6 10 6 6 6 7 Easy (10): Tell how and why the city was founded.
Religious Professional 4 7 15 5 15 7 10 5 7 6 7 Moderate (20): Tell when year a skyscraper was built.
Reporter 5 8 15 4 12 7 7 6 7 5 7
Hard (30): Determine what was on any given block 200
Researcher 3 8 15 6 15 4 10 7 4 7 8
years ago.
Retired 5 9 13 5 12 9 9 5 6 6 5
Security Professional 7 6 9 6 15 7 9 5 6 8 8 History: World (INL)
Sex Industry Worker 7 6 12 7 10 9 10 7 8 6 6
Easy (10): Describe the major players in WWII.
Social Worker 4 7 15 6 15 7 10 6 6 5 7
Student 4 6 15 4 15 6 8 8 6 6 8
Moderate (20): Name the major Chinese dynasties and
Trendy Customer Service 6 5 15 4 15 8 10 7 7 4 7
say what made each one special.
Ward 5 7 15 5 15 8 10 8 8 8 8 Hard (30): Name the winner of any given battle in the
Welfare 5 8 15 6 15 8 10 5 8 8 6 crusades.
CMBT
TRAD
LABR
TECH
CRTV
CRIM
MEDI
ATHL
PEOP
INVS
ACAD (Academic)
brought in front of a court, who can practice law, the
remedies for each type of legal problem and the general
procedures for legal actions.
Business (INL)- This is knowledge of the world of Easy (10): File an amicus curiae (friend of the court)
business, from single proprietorships to multinational brief.
corporations. The PC is familiar with business bookkeeping, Moderate (20): File an ethics complaint against a lawyer
taxes, investment, labor practices, sales, distribution, with the state bar.
manufacturing and warehousing. Hard (30): Research all relevant laws and cases for a
Easy (10): Write a business plan. given legal question.
Mnemonics (INL)- This is the collection of tricks and Science: Archeology/Paleontology (INL)- This is
techniques that allow large amounts of information to be knowledge of the methods used to gain information about
memorized quickly and recalled accurately. pre-history, as well as the information that has been gained
Easy (10): Remember a phone number for days after by those methods.
hearing it once. Easy (10): Tell when humans first came to the American
Moderate (20): Memorize the configuration of a chessboard continent.
and remember it for days. Moderate (20): Recognize the bones of a euoplocephalus.
Hard (30): Memorize several pages of a book and remember Hard (30): Analyze ice-core samples to find increases in
it verbatim for weeks. forest fires 5,000 years ago.
Servant Abilities
Flying- Membrane wings allow servant to fly
like a bat.
Fangs- Allow servants to bite people.
Claws- Allow servants to claw people.
Poison- After claws or fangs do damage, does 3
BLD damage per round for 3 rounds.
Speech- Can use human speech.
Climbing- Can scale almost any surface, can
even crawl on ceilings, at full SPD.
Tough Skin- +2 BLD, +2 BDY.
Rubbery- Can squeeze itself through almost
any opening.
Command Animals (WIL)- Prerequisite: Command Command Reapers (WIL)- Prerequisite: See Reapers
Inanimate (2). By speaking to animals the PC can force (2). This skill allows PCs to temporarily overwhelm the
them to follow commands. An animal cannot be told to free will of a reaper and make it follow orders. PC can only
do something beyond its intelligence or sensory abilities control one Reaper at a time. Duration: 1 min./success.
(e.g. you can’t order a monkey to fix your car or an insect Easy (10): Command a reaper to go to a certain
to find and sting a particular person in a crowd). PCs can place.
only control one animal at a time. The difficulty is based on Moderate (20): Command a reaper to try to take a life.
how strongly the animal’s instincts are telling it not to do the Hard (30): Command a reaper not to take a soul.
thing its being told to do. A small minority of animals are
completely immune to this skill. Duration: 1 min./success. Command Will-Less (WIL)- The PC can take control
Easy (10): Cause a bird to fly through an open window, of the actions of those who have little or no conscious
grab an object, and drop it out the window. control over their own actions and make them do anything
Moderate (20): Cause a dog to attack another dog. the PC wants. The PC can try to control sleeping people,
Hard (30): Cause a squirrel to attack a human. but anything which wakes the person will make the PC
lose control. PC must be able to see the victim or know
Command Inanimate (WIL)- The PC has learned exactly where the victim is. Control ends if the person
to impose his or her will on inanimate objects by asking stops being will-less. Duration: 1 min./success.
them for favors or issuing commands. Gives +10 if the PC Easy (10): Taker control of a coma patient or a raving
sacrifices something that is valuable to the PC (e.g. burns a psychotic.
$100 bill) to the object. To use this skill, the PC must speak Moderate (20): Take control of someone who is
aloud to the object (can whisper if close). Duration: 4 hrs./ staggering drunk.
success Hard (30): Take control of an infant or severely
retarded person.
Enter Playland (WIL)- The PC can enter the world of 6 level +24 SPD/STH/END +6 BLD/BDY +12 to seduction
his childhood imagination. If a PC travels physically to Note: Any change of more than 8 STH, more than 4
playland and anyone follows the PC then the followers end BLD/BDY or more than +4 to seduction means the PC’s
up in the playland as well. The PC ends up in whatever appearance changes drastically and the PC may become
part of the playland most closely resembles the PC’s current unrecognizable to acquaintances.
Hatchet- A small axe designed for use by campers. Can be Sunscreen- 20 applications of a 150 SPF sunscreen.
used as a 2 bladed damage weapon (range 1). Costs $50. Costs $5.
Headlamp- A waterproof flashlight on a headband, often Swiss Army Knife- Comes with a blade, corkscrew, can/
bottle opener, screwdriver, puncher, scissors, hook, file,
used by cave explorers. Batteries last 12 hours. Costs $50.
tweezers and toothpick. Costs $25.
Insect Repellent- Foul smelling cream, lasts 8 hours, one
Trenchcoat- A thick, ankle-length coat, waterproof, with
bottle contains 20 applications. Costs $5.
large internal pockets. Costs $35.
MRE- Meal-Ready-to-Eat, a packaged military ration,
Water Purifying Canteen- The lid has a heavy-duty
designed to fulfill full nutritional requirements, stay edible filter in it so that any water squeezed out is filtered.
for years unrefrigerated, and require no preparation. Costs Costs $40.
$7.
Wetsuit- Designed to keep people warm in cold water.
Parachute- Parachutes can be bought in normal or base- Heat Factor: +10. AR 7, PR 1 bladed 3 skidding. Costs
jumping styles. Normal parachutes must open at 2000 ft. $100.
(600 m.) to prevent falling damage to the PC. Base-jumping
parachutes can be opened as low as 800 ft. (250 m.) but are Winter Coat- A thick, hooded, waterproof coat that goes
insufficient for use in higher-altitude jumps. Weight 35 lbs. down to mid-thigh. Heat factor: +7. Costs $10.
(16 kg). Costs $1,500. Work Gloves- These gloves protect the hands from up
Protein Bar- Quick energy for situations where it is hard to to 2 bladed or 4 burn damage. Useful for climbing and
stop for a meal. Costs $1. rappelling. Costs $20.
Encryption Software Suite- Tools that allow people Walkie Talkies- Maximum range 600 ft. (200 m.). Cost
to encrypt individual messages or files or to encrypt the $15/ea.
contents of a hard drive. Costs $75. Walkie Talkies (Advanced)- Water and shock proof.
Office Application Suite- All the software one would need Built in voice scrambling. Optional hands-free headset.
to create and edit a document, spreadsheet, database or Maximum range 7 miles (11 km.) in open areas or 3 miles
presentation. Costs $200. (5 km.) in the city. Cost $150/ea.
Clothing Collection- A wardrobe large Administered: How the drug is taken. Note
enough for the Fashion & Style skill to
be used without any penalties. Includes
that intravenous injections take a skill roll
(using the skill Street Drugs or a MEDI skill). Medical
outfits and shoes appropriate to every Effects: What the effects are of one dose of the Pharmaceuticals
type of social function, from business drug. Effects that can be saved against have
meetings, to church, to a singles bar. the difficulty to save listed after them. E.g.
“+7 STH, Vomiting (10), Unconsciousness
Antibiotics
Must be purchased twice if the PC will (20) for 2 hours” means that for two hours Administered: Orally as pills
be dressing as either gender. Includes the user gets +7 STH, must save vs. vomiting Effects: +8 to save vs. disease
the items Clubwear and Formal Outfit at 10 difficulty and vs. unconsciousness at 20
progression for bacterial infections.
(see below). Costs $3,000. difficulty every hour. Roll vs. effects once
per the period listed for the effects (e.g. every Overdose (2x): Nausea (20) for 2
Clubwear- New, trendy clothing hour, every minute, etc.). hours.
appropriate for a party or going out to a Legality: Misdemeanor without a
club. Gives +2 to seduction rolls. Costs Withdrawal Effects: Effects experienced
when the chemical starts to exit the user’s prescription.
$150. system (unless stated otherwise, this is when Costs $50 for a full 3 week course
Costume- Specially tailored or all the Effects cease).
commissioned outfit, e.g. a stage Tolerance: How much more of the chemical a Antibiotics (Severe)- This selection of
magician’s outfit, a historical re-enactor’s user must use after having taken many doses. powerful antibiotics is usually reserved
middle-ages dress, a superhero costume, Tolerance increases by 10% for each week of for fighting antibiotic resistant strains
etc. Costs $200. regular use. The maximum tolerance for the
drug is listed.
and has severe side effects.
Fetish Outfit- An outfit designed to Administered: Intravenously.
appeal to people of a particular minority Addiction: When there is a possibility Effects: +12 to save vs. disease
that a drug may be psychologically and/or
sexual preference. Gives +8 to seduction physiologically addictive, the difficulties are progression for bacterial diseases, hair
rolls towards those people. Costs $100. listed here. Users must save vs. addiction based loss, joint pain (-5 AGY), Vomiting
Formal Outfit- A formal outfit that might on the listed difficulties with +1 difficulty for (20), liver damage (permanent -4 to
be appropriate for a business meeting. It
each consecutive dose. The difficulty to resist save vs. poison/drug effects), digestive
drug cravings and any special circumstances system damage (-15 to save vs. nausea
is the right size, but not tailored. Costs which will trigger cravings is listed. E.g.
$200. Psychological Addiction Difficulty 15 means
for 3 months).
that if a PC uses 7 doses in a row he or she Legality: Misdemeanor without a
Format Outfit (Tailored)- A formal must make a roll of WIL + 1d20 vs. 22 or prescription.
outfit, incorporating the best materials become psychologically addicted to the drug. Costs $300 for a full 3 week
and latest styles, hand-tailored to fit the See p.134 for the complete rules of addiction.
course.
wearer perfectly. Gives +2 to seduction
Long Term Effects: These are the additional
rolls. Costs $2,000. effects on a user who uses the drug regularly.
Anti-Nauseant
Jogging Outfit- Sneakers and grey Long Term Withdrawal Effects: These are Administered: Intramuscular Inje-
sweats. Costs $10. the additional effects of withdrawal on a user ction
who has been using the drug regularly.
Military Surplus Outfit- A full outfit, Effects: +10 to save vs. nausea for
including boots and a hat, from military Overdose: Each drug may have several 4 hours
surplus stores. Mostly olive green overdose ratings. “Overdose (2x)” may list the Legality: Misdemeanor without a
and cammo. Gives +4 to prowling in effects of taking two doses at once, “Overdose prescription.
greenery. Costs $60. (4x)” may list the effect of four doses. Unless
stated otherwise, assume the overdose effects Costs $20/dose.
Raincoat- A thin plastic raincoat, with last as long as the normal effects.
Peephole Reverser
Vehicles
Air Bags- The front driver and passenger seats are
outfitted with front and side airbags. Reduces crash damage Vehicle Features
done to passengers by 10 points. Costs $400.
Speed: Lists the vehicle’s maximum speed (on the same scale
Alarm- The vehicle has a theft alarm that makes a loud as the attribute SPD).
blaring noise when someone tries to enter the vehicle Acceleration: How much speed a vehicle can pick up in a
without first disabling the alarm. Costs $200. round. If a vehicle has acceleration 5 and speed 20 then it can
reach its maximum speed in 4 rounds.
Bicycle
Speed: Rider’s SPD x 2 Maneuverability: The maneuverability rating is added to any
Maneuverability: +4 maneuvers attempted in the vehicle. See p.69 for more.
Damage Capacity: 4 blunt or 4 bladed. Damage Capacity: How much damage a vehicle can take
Costs $150. before it stops working.
Chemical
Weapons ingredient in many of the Ethnogenic Deliriants, see p.97) is
the best treatment.
Legality: Misdemeanor.
Chloroform- Once used as a general anesthetic, its use was Costs $60 for 10 doses.
discontinued because of its many side-effects. It has also
been used as a recreational drug. One in 10 people have a Monkshood- This extract of the monkshood plant contains
the toxin aconitine. Monkshood was used as an arrow-
genetic vulnerability to chloroform that causes a high fever.
poison in ancient Europe.
Appearance: A clear, sweet/pungent smelling liquid.
Appearance: Sticky, brownish liquid, slightly bitter odor
Administered: 1x effects within 1 round if inhaled from a and taste
wet cloth, 1x effects within 10 minutes if swallowed.
Administered: 1x effects within 30 minutes if ingested,
1x Effects: +10 to save vs. pain, Vomiting (10), 1x effects within 2 rounds if put on something that causes
confusion (-10 INL, -10 AWR), weakness (-10 STH, -10 bladed damage.
SPD), Unconsciousness (20), 1 in 10 chance of high fever 1x Effects: Burning sensation in mouth (if swallowed),
(make hard save vs. heat exhaustion) for 15 minutes. Vomiting (20), speech impairment, blurred vision (-7 to
2x Effects: Same as 1x Effects plus Coma (30), actions/reactions and vision based AWR rolls), dizziness
Respiratory Arrest (30). (-15 to save vs. loss of balance), weakness (-10 STH),
Treatment: Oxygen or activated charcoal. clumsiness (-7 AGY), Hallucinations (20), Delusions (20),
Costs $80 for a 10 dose bottle. Cardiac Arrest (20) for 24 hours.
PCs cannot take more than 30 BP worth of disads Secret Life Specific Optional Bonus Characteristics
without special permissions from the GM. Animist: No Teacher (Gives 1 BP)
Bonus Points cannot be used to increase or Cannibal: Simple Living (Costs 1 BP)
decrease psychodynamics. Lost: Weird Thing You Found (Costs 4 BP), Expensive Thing You Found (Costs 1 BP)
Outcast: Thing You Grabbed (Costs 5 BP), Contact: Dance (Costs 5 BP), Always Crazy
Example: A PC starts with only 70 Skill Points (- (Gives 2 BP)
30 Skill Points = +10 Bonus Points), $1,500 less Professional: Not a Lodge Member (Gives 5 BP)
than normal (-$1,500 = +3 BP) but starts with 7 Scribbler: Bibliophile (Costs 2 BP)
Health Attribute Points (+1 Health Attribute Point Survivor: Under Suspicion (Gives 1 BP)
= -3 BP) and 90 Attribute Points (+10 Attribute Wonderlander: Toy (Costs 4 BP), Contact: Adult Friend (Costs 5 BP)
Points = -10 BP).
Contact: Wise (Costs 2 BP)- The PC has a friend who is False Identity (Costs 5 BP)- The PC has spent years
old enough to have seen or done just about everything that establishing a false identity. This identity has a fake ID,
the mundane world has to offer. The contact doesn’t have sparse (but believable) credit and rental history and a
any supernatural skills or knowledge, but has seen enough bank account. It’s not perfect (there’s no birth certificate
to know that not everything can be explained by modern for instance), but it can be used to accomplish most
science. The contact has History: Local (5) and Local transactions.
Geography (4).
Ghetto Raised (Costs 4 BP)- The PC was born and
Drug Resistant (Costs 2 BP)- The PC’s body chemistry is raised in a place where the PC was constantly exposed
such that psychoactive drugs have less of an effect on the to violence, poverty, crime and drugs. Today, the PC has
PC than they do on the average person. Gives +7 to save ‘street smarts.’ The PC gets 3 free levels of Criminal
vs. drug effects. Does not help saves vs. drug addiction and skill(s) and 1 free level of a Combat skill.
cravings.
Inherited Property (Costs 5 BP)- Limitations: Not
Ethnic Group (Costs 4 BP)- Limitations: The PC must take available to PCs with the Day Jobs: Welfare, Ward or
either the Bilingual advantage or the ESL disadvantage. Homeless. The PC recently inherited land and a house
Animists get the equivalent of this advantage free. The in the area the campaign takes place in. The PC can
PC belongs to a small community of non-English speaking sell the land and house, but would need to clean and do
immigrants. The PC has spent all or some of his or her renovations on the house first. If the PC chooses to live in
youth in the US and understands American culture better the house, the PC can gain extra income by not having to
than many of his or her fellow immigrants. Thus the PC is pay rent (+$1,000 to start and +$100/wk.).
often called on to interpret for or represent his or her people.
The PC’s loyalty to his or her community is repaid in kind. Innate Talent: Brawler (Costs 8 BP)- The PC has been
getting in fights since he or she was a little kid and fighting
Ex-Military (Costs 4 BP)- The PC was a military soldier. comes naturally to the PC. The PC gets +2 to strike, parry
The PC gets one free level of an Athletics skill, 1 free level and dodge, +5 to initiative, and a +3, a +2, and a +1 to any
of an Investigation/Espionage skill and 2 free levels of actions or reactions of the character’s choice (the pluses
Combat skill(s). can not be put on the same action or reaction).
Nightblindness (Gives 3 BP)- The PC sees very poorly Poor Hearing (Gives 2 BP)- Limitations: Not available to
(-10 to AWR rolls) in low light. PC is partially blinded (-7 Cannibals or Survivors. Without aid, the PC’s hearing is
to actions/reactions) in the light of a room lit with a 15 watt very poor (-10 to hearing based AWR rolls).
bulb and fully blinded (-15 to actions/reactions) in light so
Poor Vision (Gives 1 BP)- Limitations: Not available
dim that a normal person could not read a book.
to Cannibals or Survivors. Without prescription glasses
Obese (Gives 2 BP)- The PC is so overweight that it impairs or contact lenses, the PC is almost blind. If the PC is
his or her abilities and causes health problems. The PC is nearsighted, he or she can see close-up things okay (well
-10 to all jumping, sprinting, climbing rolls and +10 to enough to recognize a person’s face at 1 ft. or 1/3 m.) or
rolls where weight is an advantage (tackle, pin, ramming). if the PC is farsighted he or she can see far away things
The PC is -7 to save vs. heat exhaustion and +7 to save okay (well enough to recognize a building). Prescription
vs. hypothermia. Unless the PC has 15+ STH, walking or glasses cost $40. Corrective surgery ($2,000) can improve
standing is a tiring activity (uses pooled END). the PC’s vision.
Old (Gives 15 BP per decade after 50)- The character starts Post-Traumatic Stress (Gives 10 BP)- The PC was in
the game suffering from the effects of old age. For each a prolonged period of mortal danger, torture or intense
decade after 50, the character gets cumulative -2 STH, physical/sexual abuse and since then the PC has suffered
-2 END, -2 SPD, -1 AGY, -1 BLD and -1 BDY. from trouble eating, sleeping, nervousness and occasional
Parole (Gives 4 BP)- The PC is out on parole from prison. flashbacks. The PC gets:
The PC is out conditionally: there are a set of rules and One per day, moderate (20) save vs. delusions that
if the PC is caught breaking them the PC will be shipped the PC is back in the stressful situation. Delusions can
back to prison for about 6 months. The PC must meet be triggered by sensations that remind the PC of the
a parole officer weekly and the parole officer may drop situation.
by unannounced (1 in 20 chance each day). The police -10 to save vs. nausea, insomnia, fear and psychological
are allowed to search the PC’s car, residence, person or shock.
hotel room any time they want. Choose two additional
conditions from the following list: steady employment, Pre-Op Transsexual (Gives 3 BP)- Not available to
curfew (in by 8 pm), not allowed in a ‘known drug area,’ Androgynes. The PC has been taking hormones, has
not allowed to associate with criminals or gang members, had some plastic surgery and has been living as the other
not allowed within 1,000 ft. of a school or playground, not gender for some time. Most people the PC knows do not
allowed to take drugs or alcohol (regular urine tests), must know that the PC still has genitals of the gender opposite
complete 100 hours of community service, must complete what the PC appears to be.
100 hours of anger management classes.
Generally, XP can be spent as soon as it is received. The Generally speaking, the more BP it costs to get a day job
only exception is when so little time has passed in the game during character creation, the harder the PCs should have
universe between one game session and another that it is to work to get it. It should be easy to become Homeless
ridiculous to think that the PC might have improved in that and take a lot of work and luck to become Privileged.
way. Example: The PCs are in the countryside, on the run Once a PC actually starts working the same new day job
from FBI agents and sleeping in barns and cornfields. When he or she gets the income and skill costs for that day job.
Changing Secret Lives Androgyne: Reality shatters. Roll once on the random
power table (p.38), re-rolling any Enhance, with the
This is nearly impossible. Some Secret Lives require a power source as the ground or building where the event
one-in-a-million event to happen to the PC (e.g. Faustians, took place.
Heroes, Survivors, Wonderlanders), others require the PC
to be born with a special ability (e.g. Lost, Outcasts), others Animist: PC gains the equivalent of the Delusion
require a very rare personality and outlook (Androgynes, disadvantage (p.117).
Animists, Cannibals, Professionals and Scribblers). It is
Cannibal: For next 24 hours PC must make hourly
not completely impossible though. GMs will moderate
what in-game events might change a Secret Life. Most WIL rolls (difficulty 30) to avoid self-mutilation.
circumstances that would change a Secret Life will leave Faustian: Each psychodynamic loses 1d4 points
the PC with the abilities, advantages, disadvantages and of strength. If the strength is brought to 0 or less the
supernatural skill costs from both the new and old secret psychodynamic is permanently eliminated. The Dance
lives. grows correspondingly stronger (GMs see p.195).
Hero: Same as Scribbler (below) for Heroes with the
Raising Supernatural Skills Occult Training option.
Like mundane skills, PCs must spend XP to buy new levels Lost: PC (and anyone following the PC) is stranded in
in supernatural skills or get a level in a new supernatural a dangerous unearthly realm for 24 hours.
skill. However, unlike mundane skills gaining supernatural
skills has the following additional requirements: Outcasts: PC goes into a blind panic, the player loses
control of the PC for 24 hours.
Revelation: To gain a new skill the PC does not have Professionals: For the next 24 hours the PC has no fear
any levels in, the PC must have a revelation. This could of death and cannot act in self-preservation.
involve gaining a teacher, finding an appropriate annotated
volume (p.247), or finding out something about the nature Scribblers: For the next 24 hours the PC’s supernatural
of the universe that relates to the PC’s powers. skills will activate randomly. Every hour one skill
(determine randomly) will activate against the PC’s will.
Experimental Skill Rolls: To increase levels in an
existing skill or gain a level in a new skill, the PC must Survivor: Over the next week the PC will lose 1d6
make at least 5 experimental skill rolls in-game. The rolls BLD and 1d6 BDY from decomposition of the flesh,
should be made after the PC has spent the XP. The PC can accompanied by spreading black spots and the smell of
make the experimental skill rolls as if the PC had the skill rotting flesh. No supernatural skills can be used to heal
level he or she just purchased, but cannot make normal the damage until the week is up.
(non-experimental) skill rolls with this new level until all 5 Wonderlander: An imaginary friend will find its way
experimental rolls are made. to this realm in full physical form. The Wonderlander will
not know where the friend is, which friend it is, or what
Example: After a revelation, Firebrand spends the XP to the friend is going to do in this realm.
buy Nihilistic Rage (1). Since this is his first level he can
only make experimental skill rolls. He can roll Nihilistic
Rage but since these are experimental skill rolls there will
be increased consequences (see below) if he fails. Once
Chapter TWO -
ORGANIc rule Components
Basic Mechanics Dual Attribute Rolls- Some rolls use two attributes. For
In Brief- Roll attribute + 1d20 vs. diffituly to see if the PC
can do something. instance, to save vs. unconsciousness a PC uses Endurance
(for physical energy) and WIL (for mental energy). When
Rolls are made during game play for only one reason: to using two attributes, add the attributes together and divide
see if a character can do something he or she is trying to do. by half (rounding up). So, if a PC with 3 END and 12
Rolls should only be made if a doubt exists as to whether WIL wants to save vs. unconsciousness with moderate
the character can or can’t do it. When a roll does need to be difficulty, END+WIL/2 is 7.5, rounded up it’s 8, so the
made, the basic form is this: PC would roll 8 + 1d20 vs. 20.
Applicable attribute + 1d20 (one twenty sided die) Opposed Rolls- When characters are competing, two
Vs. Action Difficulty rolls are made and whoever has the best success (amount
over the difficulty) wins. This represents that people
For instance: Sam wishes to climb the side of a building to competing may have different levels of ability but may
get to the roof. AGY is the attribute and the GM decides that also be trying things of different difficulty. A character
the difficulty will be 20. Sam has an AGY of 9 and so needs trying to do a complicated martial arts maneuver must
to roll 11 or higher on his d20 in order to succeed. Say, get a much higher roll to get the same amount of success
however, that Sam has special gloves that gives him +8 to as someone trying to do something as simple as a punch.
climbing – now he would roll AGY (9) +8 (gloves) + 1d20 Opposed rolls take the following form:
vs. 20 (Sam only needs to roll a 3 or better).
Sometimes the number of points by which the character Character 1’s Attribute + 1d20 vs. Difficulty 1
succeeded (called “success”) or failed opposing
(called “failure”) effects what happens. For ORC Changes
instance, the amount by which a climbing Character 2’s Attribute + 1d20
Although new components have vs. Difficulty 2
character succeeds may determine how been added to enhance In Dark
quickly the PC climbs. Alley’s unique attributes, the
core components of ORC have The difference between successes is
only been changed in order to called the “opposed success” (for the
Sample Difficulties fix serious errors. The changes winner) or “opposed failure” (for the
0- Automatic Success to ORC from previous games loser).
are as follows:
5- Walk down stairs briskly. (AGY)
10- (Easy) Notice a mosquito on PC’s skin. New Components Example: Amanda and Jovonne are
(AWR) -Healing rules playing blackjack. Amanda only wants
-Using psychodynamics
15- (Easy-Moderate) Paint ceiling from -Supernatural skill rules to win (moderate difficulty: 20). Jovonne
flimsy ladder. (AGY) -Sprinting and chase rules wants to win in a way that makes it
20- (Moderate) Win a game of mah-jongg. -Psychological shock rules appear that she won via dumb luck (hard
(INL) difficulty: 30). Amanda rolls INL + 1d20
Core ORC Changes
25- (Moderate-Hard) Catch paper flying in -Changed SPD to MPH ratio
vs. 20 and beats 20 by 3 points. Jovonne
the wind. (AGY) -Combat round = 0.5 seconds rolls INL + 1d20 vs. 30 and beats 30 by
-Changed Area Attack difficulty 7 points. Jovonne wins with an opposed
30- (Hard) Get burned and not flinch.
(WIL) -Clarified frequency of save vs. success of 4 (7-3) and Amanda loses
drug/poison effect rolls with an opposed failure of 4.
40- (Legendary) Lift a pony over PC’s -Ofbuscating hallucenations part
head. (STH) of normal hallucenations.
Using Attributes
Agility (AGY) first point of damage can be saved against at 10 difficulty,
the second point at 20 difficulty, the third at 30, etc.
Use AGY for athletic type rolls: catching things, throwing Prowling- AGY is also used for prowling (attempting
things, blocking things (other than strikes), skipping rope, to move through an area while not being noticed). The
etc. difficulty is based on several factors: the number of
people and their proximity, how distracted or attentive
they are, the amount of cover and whether there is
Balance- Use AGY for rolls to keep one’s balance: walking darkness or a weather condition obscuring the PC, etc.
a tightrope, moving on ice covered streets, racing down The person being prowled against should get an opposed
stairs, etc. awareness roll.
Climbing- Use AGY for climbing. See table for sample Prowling difficulties
difficulties.
10 (Easy) Crawling through a field of tall
grass with a wind to cover noises and an
Climbing Difficulties (with no equipment) unsuspecting person nearby.
10 (Easy) Tree with low branches. 20 (Moderate) Sneaking up behind
20 (Moderate) Rocky cliff face. someone who isn’t expecting anything.
30 (Hard) Sheer cliff face. 30 (Difficult) Crawling in a gutter at night
40 (Legendary) Glacial ice. with several people searching for you.
40 (Legendary) Avoiding someone who is
searching for you by staying directly behind
Landing- Characters can use AGY to save vs. falling or them (may also require SPD based rolls).
skidding damage (see Other Types of Damage, p.133). The
Persuasion- CHM is used to persuade NPCs to agree with Rest- When Pooled END is lost to strenuous activity,
an argument. First, PCs must roleplay arguing their case. it returns at 1 point per round when the PC is resting.
Next, the GM decides the difficulty of the persuasion based Pooled END lost to oxygen deprivation returns at 1 point
on the logical strength of the argument. A very reasonable per round when the PC begins receiving oxygen again.
argument which makes a lot of sense might have a difficulty Pooled END lost to fatigue returns at the same rate it was
of 10. A very improbable argument that asks the listener lost (e.g. if Juan loses 4 END by jogging for 20 minutes,
to make a lot of assumptions might have a difficulty of 30. he will regain it with 30 minutes of rest). If a PC ever
Don’t even bother rolling if an argument is so strong or so reaches 0 END (incapacity) that PC is -1 END for the next
weak that it is ridiculous to believe that someone would or 24 hours. If a PC reaches 0 END five times, the PC will
wouldn’t agree with it. be at -5 END the next day.
Pain- One of the most common things PCs will have to Save vs. Shock Difficulties
resist is pain. Pain comes in two types: Easy (10): Seeing a small child driving a car.
Shocking Pain: This is pain that comes on suddenly Moderate (20): Seeing a dog driving a car.
(sometimes unexpectedly). It only lasts a second but it is Hard (30): Seeing a mass of spiders driving a car.
so strong that it can cause the PC to be unable to act. A PC Legendary (40): Seeing floating globs of
who fails to save by 1-9 loses his or her next action. A PC congealed blood connected by chains driving a car.
who fails by 10 or more loses his or her next action and
reaction (see A Combat Round, p.139), meaning that the PC
not only cannot act, but cannot defend himself or herself for Example: Ted is driving on the 101. He looks over and
one round. sees a man with no face driving the car next to him. He
Distracting Pain: This is pain that comes on more slowly makes a WIL + 1d20 vs. 30 roll and fails by 6. A moment
and stays around longer, causing the PC to be distracted later, the car in front of him hits its breaks and he has to
from anything he or she tries to do. When a PC fails a save make a swerve roll. He is at -6 to his driving roll.
The three health attributes, BLD, BDY and INCY are used
Armor
whenever a character takes any kind of damage which In Brief- AR is how much success a strike needs to
moves the PC progressively closer to death. There are bypass armor, PR is subtracted from any strike that hits
many types of damage which may cause pain, cripple or the armor.
disfigure the PC, but don’t move the PC significantly closer
to being dead and so they do not remove BLD, BDY and A piece of armor has two factors:
INCY. The two main types of potentially lethal damage are Armor Rating (AR) represents how much of the body
blunt and bladed. the armor covers (or how difficult it is to hit an unprotected
spot on the PC).
Blunt Damage- Blunt damage comes from that does Protection Rating (PR) represents how much damage
crushing damage to the PC’s tissues, like a club or a punch. each type the armor can absorb.
Things like falling, being crushed, being rammed by a
vehicle also do blunt damage. Blunt damage is subtracted Example: Lake has a leather suit with an AR of 7 and a
from BDY. Once all BDY is gone, blunt damage is removed PR of 2 bladed. A strike (a combat action, see p.143) with
from BLD but the effect is doubled. So, if a person with 2 a success of 7 or below will hit the armor and 2 bladed
BDY is hit with something that does 5 blunt damage, all 2 damage will be subtracted from the damage the strike
BDY are taken away and the character suffers 6 damage to would normally do. If the strike was with a weapon that
does 4 bladed and 2 blunt damage, it would only do 2
BLD (the remaining 3, times 2). bladed and 2 blunt damage. A strike with a success of
8 and above would hit an unprotected spot and do full
Bladed Damage- Bladed damage comes from anything damage.
which cuts, pierces or spills blood, including knives, guns,
barbed wire, skidding, etc. Bladed damage goes straight to AR of 20 represents total coverage and no amount of
BLD. Any other type of damage which causes the PC to success can bypass the armor.
lose blood, be unable to take in oxygen, or does damage to
the heart and lungs also does damage to BLD. Multiple Layers- When a PC is wearing multiple layers
of armor, each layer acts upon the damage independently.
0 BLD- When a PC reaches 0 BLD it means he or she has One strike may hit one piece of armor and lose some of
been mortally wounded and without medical intervention its damage, hit another piece of armor and lose more, then
bypass a third piece of armor and not lose any more. In
he or she will eventually die. Even at 0 BLD or below, a order for damage to reach a PC, it must either bypass or
PC can still do things, even fight, for a limited period of cut through every piece of armor the PC is wearing.
time. END effects how long the PC can continue to act, and
INCY (Incapacity) effects how much more damage a PC Armor Piercing- Some weapons and types of damage
can take before being immediately incapacitated. cut through armor better than they cut through other
things (like people). An armor piercing bullet may be
Incapacity- When damage reduces a PC’s BLD to 0, any listed as doing: “5 bladed damage (pierces as 10)”. When
further damage is done to INCY. INCY represents the subtracting damage absorbed by the armor, treat the
character’s last reserves of energy to act even after being damage as if it is 10. When the damage gets to the PC,
mortally wounded. All further damage that would have however, it can’t do any more than 5. Note that poisons on
a bladed object do full damage if any bladed damage gets
done damage to BLD instead does damage to INCY. All through to the victim.
further blunt damage does double damage to INCY. When
a PC reaches 0 INCY it means he or she is incapacitated. Non-Damaging Attacks- There are attacks which do not
An incapacitated person can not stand, make fighting do damage, but do things like cause pain, cripple joints,
actions or reactions, or initiate any kind of communication. knock people out, etc. Armor can protect from these
An incapacitated PC may make moderate (20 difficulty) attacks too. To determine whether armor protects from
WIL rolls to be able to do very simple things (e.g. answer such an attack, figure out how much damage the attack
a question, crawl away from a fire) but cannot do anything would have done if it were a normal strike, then figure
that would require a roll (e.g. perform a skill). out if any of that damage would have gotten through. If
none would have gotten through, then the non-damaging
As long as a PC still has Incapacity and pooled END, he attack has no effect. Also, some attacks have a minimum
damage (e.g. a knockout strike requires an attack that
or she can still act normally. As soon as a PC reaches 0 would do at least 2 blunt damage if it was a normal strike)
BLD, he or she loses 1 point of pooled END every round (in and if armor reduces the “would be” damage to less than
addition to END lost from other activities/circumstances). this then the strike doesn’t work.
When pooled END reached 0, the PC is incapacitated.
Healing
For every 7 day period, the average person regains the
following:
1 point of BLD
½ point of BDY
Each of the following will slow the healing rate by one
day:
Bad Damage Type- The PC was damaged by ragged,
burn or radiation damage.
Botched 1st Aid- The PC never had any 1st aid
performed on the injury, or an Emergency Medicine
skill roll failed.
Infection- The PC contracts any disease, whether or
not it is related to the injury.
Low END- The PC’s base END is 5 or less.
Malnutrition- The PC cannot get food which satisfies
basic nutritional requirements.
Mental Stress- The PC is put in constant fear of death
or of not having the basic necessities of life met.
Physical Stress- The PC must do heavy labor or suffers
from any amount of sleep deprivation.
Poor Hygiene- The PC is unable to keep wounds
clean.
Reinjury- The PC take another injury while healing.
Vehicle Skills doesn’t make him roll a skill roll, doesn’t even make him
roll INL. The GM simply describes the bomb and asks
Flagg what he does. Flagg decides the best thing to do is
Normal skills list example things that a person with that
skill could do at each level of difficulty (an easy thing, a grab a handful of wires and yank them out all at once. The
moderate thing, a hard thing, etc.). Vehicle skills list a GM narrates the result…
number of “maneuvers” that a person with that skill can do,
each with a corresponding difficulty. For example, one of Unless they have some special disadvantage, PCs are
the maneuvers that people with the motorcycle skill get is expected to be able to do normal things that anyone can
“Stairs (20): Go up or down stairs or similar impediments.” do, including: read, eat, dress, keep clean, stay afloat in
Maneuvers are rolled as normal skill rolls, but they have water, use a pistol, read a map, cook a meal, tie a knot, tell
two special modifiers: maneuverability and speed. a lie, recognize symptoms of serious illness, etc.
Skills 137
In Dark
Chasing
Since this is a horror game, a lot of action will involve as pain/stun attacks or, if the object is really heavy, a
running away from things. The outcome of a chase is not knockdown or knockaway attack. Note that runners with
solely dependent on who has the highest SPD. It may superhuman strength may be able to make STH rolls to
depend on other factors. power through obstacles that weaker runners could not.
If both the chased and chaser are just running at their Climbing- Other times the chased may lead the chased
normal SPD, then each round the distance between the two through a route that requires things be climbed. For
decreases (if the chaser is faster) or increases (if the chased instance the chaser may decide to try to escape by
is faster) by a number of feet equal to the difference between climbing a fire escape ladder or a tree. Both the chaser
the two SPDs (or a number of meters equal to the difference and chased should make climbing rolls (1d20 + AGY vs.
divided by 3). difficulty). If one succeeds by more than the other then
the opposed winner is climbing faster than the other and
Example: The Doberman chasing Andrew has SPD 17, the number of feet between the two should be reduced or
Andrew has SPD 10. They start at 20 ft. apart. At the end increased by an amount equal to the opposed success.
of the first round that distance is reduced by 7 ft. (17 SPD-
10 SPD) to 13 ft. At the end of the second round it has been Inclines & Stairs- On steep stairs or inclines the chased
reduced to 6 ft. During the third round the Doberman will and chaser should be asked to make an AGY + 1d20 vs.
catch Andrew. difficulty roll to avoid tripping or stumbling.
Starting the Chase- From a stand-still it takes 1 full round Non-Human Chasers- Some of the rules don’t apply
for a human to reach full running speed (smaller creatures to non-humans. An intangible creature doesn’t have to
might be faster, larger creatures slower). For that one round dodge. A flying creature doesn’t have to jump over holes.
the runner closes a distance equal to half normal. This gives A snake-like creature might not be able to climb. There
a significant advantage to someone already running against may also be routes where a non-human chaser cannot go,
someone standing still or someone who has been forced to e.g. a small hallway. AWR rolls should help PCs notice
stop (e.g. by stumbling over something). these opportunities to escape.
Sprinting- This is a one-round action in which a chased Running and Combat- Combat actions and reactions
and/or chaser run at their maximum SPD. Sprinting can can be made while running but are at -4. If runners want
only be one on open ground. Each runner rolls SPD + 1d20. to make a sprint (e.g. to move themselves into weapon’s
Compare the results. If the chaser got a higher result, then range) and attack in the same round they will take a split
the space between the two closes by a number of feet equal action penalty (-10 to each). Any time a PC reacts to
to the opposed success (or meters equal to one third the an attack, dodges something in his or her path, jumps
opposed success). If the chased got higher than the chaser over an obstruction, etc. that uses the PC’s one combat
then the space between the two is increased by that number reaction for the round (unless the PC has split his or her
of feet. If one party is sprinting and the other isn’t, then reaction or has given up his or her action for the round,
see p.142).
compare the sprinter’s SPD+1d20 roll to the other person’s
SPD.
Fighting
In Brief Initiative
Combat begins by determining initiative (who acts first), At the beginning of combat, each participant makes an
then proceeds though a number of rounds until combat AWR + INL + 1d20 roll. The fighter with the highest roll
is finished. Each round, each participant gets one action will get the first action in the round, the second highest
(used in order of initiative) to use against an opponent and will go next, etc. The next round, initiative is the same.
one reaction to react defensively to something done to Initiative must be re-rolled every time there is a break in
him or her. There are many types of combat actions and the action (e.g. fighters stop to taunt each other).
reactions, each with a different intended result, different
difficulty and using different attributes. There are also Surprise- The fighter who initiates combat should get a
bonus to initiative, from +5 to +15, depending upon how
many factors that can modify the difficulty for an action
much of a surprise the combat was to the other fighters.
or reaction, including skills, properties of the weapon and
Also, characters who are completely unaware that they are
environmental variables. the victims of an action (e.g. are hit unaware by a sniper)
do not get a reaction.
Fighting 139
In Dark
Attributes in Combat
The following gives a basic idea of how attributes figure into
various combat maneuvers:
AGY- Adds to the speed and accuracy of an action/reaction.
AWR- Adds to actions that require noticing and reacting to a
flaw in the enemy’s defenses, an attack, etc.
INL- Adds to actions that require the use of knowledge (e.g.
knowing where to strike to hit a vital organ).
SPD- Adds to actions that involve quick and powerful
footwork.
STH- Adds to the damage and pure force of an attack.
A Combat Round
A combat round is a period of time, approximately equal
to half a second, during which each participant gets one
action and one reaction. The character’s reaction is made in
response to any attack against him or her at any time during
the round. Action/Reaction Example
Attacker’s Action: Defender’s Reaction:
Converting Actions & Reactions- Characters do not have Strike (Handheld) Dodge
to use their actions and reactions at the designated time; they The attacker declares the action first: an attack with some
can do any of the following: handheld weapon. The defender then chooses to use his
or her reaction to dodge the blow.
-Wait and use their one action at the end of the round.
-Give up their action for that round in order to gain an Attacker’s attributes: Defender’s Attributes:
extra reaction (no penalty). STH+AGY = 23 AWR+AGY = 30
-Turn a reaction into an action (at extra difficulty, see Each action or reaction uses specific attributes, a
Simultaneous Action, below). handheld strike uses STH and AGY, a dodge uses AWR
and AGY. The combatants add those attributes.
Aim +4 to roll The attacker has just aimed at the target (see Noncombat Actions)
Blinded (Full) -15 to roll This is the penalty when a fighter’s vision is completely obscured.
Blinded (Partial) -7 to roll This is the penalty when a fighter’s vision is partially obscured or blurred.
Burst The character is firing more than one shot at once (up to the max. Rate Of Fire listed
-4 to roll for that weapon). If the action is successful, each shot does damage.
The character puts his or her whole body into an action (+5) but in doing so
Extended Action +5 to roll sacrifices his or her balance (-10 to next action or reaction). Not possible with
projectile weapons.
Improvised -8 to most
See Improvised Weapons (p.145) for more.
Weapon rolls
Leaning While leaning over to attack something below the character’s knees, he or she is at
-10 to roll -10 to the roll for any action or reaction.
This is the penalty to make a combat action from atop a moving vehicle or animal.
Mounted -4 to roll Note that in order to hit opponents, mounted PCs must typically lean (see above).
When the PC is moving he or she is at +4 difficulty to hit.
Paired The character is attacking with two weapons simultaneously. If the action succeeds,
-4 to roll both weapons do damage.
Prone Penalty does not apply to kicks or projectile weapons. Because of their reduced
-8 to roll profile, prone characters are –8 to hit with a projectile. See also Stomp (p.143).
The character makes an action as a reaction: he or she reacts to an action directed
Simultaneous -20 +WIL towards him or her with another action. Both actions happen simultaneously and
Action to roll neither are opposed. –20 to the roll, but WIL is added in as a third attribute. A will
higher than 20 will not give a bonus to the action.
-10 to The character splits one action into two actions or one reaction into two reactions
Split but gets -10 to each. Actions created in this way must be used at the same time;
rolls reactions can be saved for later in the round.
The damage done by a successful attack is done to a specific part of the enemy
Targeted -4 to roll predefined by the attacker (depending upon the part, the attack might do less damage
than normal, but never more).
Underwater Because water reduces momentum, all attacks do ½ damage underwater. Characters
-8 to roll without any swimming skills can typically move at ¼ their SPD underwater.
Fighting 141
In Dark
-A successful crippling attack cripples one limb.
Combat Actions -A person can continue to stand on one leg but is at SPD
These are actions that every person can attempt, even 1, -7 to all actions and reactions, and is -20 to save vs.
people with no combat training whatsoever. Actions that loss of balance.
only people with special training can do can be found in the
combat skills section (p.69). Disarm
Goal- Knock the opponent’s weapon from his or her
Actions Vs. Reactions hand.
-Each character gets one -Each character gets only one Roll- STH+AGY+1d20 vs. 30
per round. per round.
Weapon- Fists, kicks or anything which can cause a wrist
-Characters get to use -A character can only use a to lose tension.
their actions in an order reaction when he or she is the
determined by initiative. target of an action. -Usually a strike to the wrist, though it may be a strike to
the weapon itself.
-Actions can be traded -A character can use a
for reactions at no extra reaction as an action at extra -The victim can resist with an opposed STH feat
difficulty. difficulty (+20 +WIL). (STH+1d20 vs. 20) as a reaction.
-Characters can wait until -If the character is not acted
the end of the round to use
an action.
upon in a round, he or she
gets no reaction.
Grab
Goal- Immobilize one limb or one weapon.
Roll- STH+AGY+1d20 vs. 25
Area Attack Weapon- Hands, or anything which can grab (e.g. a
Goal- Hit everything in a given area with bullets or other snare).
projectiles. -Once a limb or weapon is successfully grabbed, the grab
Roll- INL + Number of shots fired + 1d20 vs. 10 + size of remains until it is broken. The grabber can choose to let
area in feet (or +3 per m.). go, or the victim can use an action to make an opposed
STH roll against the grabber. Any successful pain/stun
Weapon- Any that can shoot more than once per action
attack against the grabber will also cause the hold to be
-Each victim can react separately to the attack. broken.
-This is the only action which doesn’t suffer from blindness
penalties: the character can fire at an area without seeing it.
Distance penalties for projectile weapons do apply.
Grab (Pain)
Goal- Immobilize a limb so that the victim can not move
-When declaring, define an area to spray. Roll a separate without pain.
success roll for each person in the area.
Roll- STH+INL+1d20 vs. 35
-Each victim hit takes damage from one projectile.
Weapon- Hands
-The victim’s arm is simultaneously grabbed and twisted
Blinding Strike so that the victim must make a save vs. pain (WIL+1d20
Goal- Damage victim’s eyes to blind him or her. vs. 20) to move in any way.
Roll- INL+AGY+1d20 vs. 30 -The victim’s free limb is still usable but usually on the
Weapon- Anything that damages eyes or flesh around the opposite side of the body from the grabber.
eye or any substance that can obscure vision or makes eyes
shut involuntarily. Grab (Strangle)
-Most weapons only partially blind (a nail can only poke out Goal- Cut off blood and air flow through the neck.
one eye at a time, sand will only partially damage vision).
Roll- STH+AGY+1d20 vs. 25
-Some weapons fully blind on a successful strike (e.g. a
caustic chemical spray). See Improvised Weapons: Blinding Weapon- Hands, anything that can be wrapped around
Substances (p.146) for more. the victim’s neck, or anything hard that can pin the neck
against a stable surface.
-Grab can be broken by opposed STH roll or pain/stun
Crippling Attack attack.
Goal- Damage a limb so as to make it unusable. -During the hold, the victim loses 1 pooled END per
Roll- STH+INL+1d20 vs. 30 round then 1 BLD per round. If the hold is broken before
the victim dies, the lost BLD and pooled END return one
Weapon- Anything that can cut tendons, break bones or each per round.
dislocate joints (must be able to do at least ½ point of
damage had this been a normal strike). -Both the victim’s hands are free during the grab.
Fighting 143
In Dark
Roll- INL+STH+1d20 vs. 30
Tackle -Requires something that can stop and trap the weapon
Goal- Knock both the attacker and the atackee to the (e.g. chain, meat hook, trident, jacket, folding chair).
ground.
-If successful, the action is blocked and the attacker must
Roll- SPD+STH+1d20 vs. 20 use another action to unentangle the weapon.
Weapon- Body
-If the tackle is successfully dodged, the attacker must make
a save vs. loss of balance to avoid ending up on the ground.
Flip
Goal- Dodge attack and knock over attacker.
-A tackle does no damage.
Roll- AGY+STH+1d20 vs. 35
Vital Strike (Bladed) -This requires that the attacker make a lunge (punch or
attack with a handheld weapon) and that the defender
Goal- Use a bladed weapon to damage vital areas. must be close enough to use the momentum to flip
the attacker over a pivot point (usually the defender’s
Roll- INL+AGY+1d20 vs. 35 shoulder).
Weapon- Any weapon that does bladed damage. -If successful, the attacker is knocked down with no
-Bladed damage that penetrates armor is doubled. save.
-Blunt damage is not doubled.
-This is an attack on an area where bladed damage is
especially harmful (e.g. neck, heart).
Drop
Goal- Drop below the path of the weapon.
Roll- AWR+AGY+1d20 vs. 20
Vital Strike (Blunt) -Whether successful or unsuccessful, the defender ends
Goal- Use a blunt weapon to damage vital areas. up on the floor at the end of the reaction.
Roll- INL+STH+1d20 vs. 40
Weapon- Any weapon that does blunt damage Jump
-Blunt damage that penetrates armor is doubled. Goal- Jump out of weapon’s range.
-Bladed damage is not doubled. Roll- SPD+AGY+1d20 vs. 25
-This is an attack on an area where blunt damage is especially -Unlike the Noncombat Action: Jump, this is in reaction
harmful (e.g. neck, temples). to a specific attack.
-Determine how many range levels the character needs to
Wing move to be out of the range of the weapon.
Goal- Damage easy to hit but non-vital parts. -+10 difficulty for every range level beyond the first.
Roll- INL+AGY+1d20 vs. 20 -If the defender beats the difficulty but doesn’t beat
the opposed action, the PC gets hit but ends up out of
Weapon- Any weapon capable of doing damage. weapon’s range at the end of the reaction.
-Aimed at exposed yet non-vital body parts (e.g. arms, -Can also be used to jump towards the opponent, e.g.
thighs and ribs). jump towards an opponent to get too close to be hit by
-Any damage not absorbed by armor is cut in half. a shotgun.
Mental Block
Reactions Goal- Resist attempted mind control (especially psychic
attacks).
Dodge Roll- WIL+1d20 vs. 20
Goal- Sidestep or duck under the path of the weapon.
-This is only useful against attacks that go directly to the
Roll- AWR+AGY+1d20 vs. 25 character’s mind.
-After a successful dodge, the defender is still in roughly the
same place as he or she was before.
Parry
Goal- Block the attacker’s weapon.
Entangle Roll- STH+AGY+1d20 vs. 25
Goal- Stop and trap the weapon.
-Be sure to declare what you are blocking and with what.
Projectile Weapons Most swarms do not dodge and instead make simultaneous
strikes at no minuses (for convenience’s sake, assume that
Range- When making any action with a projectile weapon, all swarm animals which can attack make a successful
the PC takes a penalty equal to the number of range units strike). Characters, on the other hand, usually can’t
away the target is. For example, if a weapon has a FR kill more than a few swarm animals with each strike,
(Functional Range) of 5 ft. then for every 5 ft. away the except with certain weapons like poison sprays or flame
opponent is (rounded down) there is a -1 penalty. A target throwers.
60 ft. away would be -12 to hit with that weapon. Weapons
also have a Maximum Range (MR) beyond which the
weapon can not do damage. Weapon Specific Difficulties
Cover- A character who lies flat, facing the enemy (reducing The difficulties listed for the various actions and
his or her profile) is very hard to hit with projectile weapons reactions represent the difficulty with the “typical”
(-8 to hit). Any type of cover can give the enemy a minus weapon someone might use to do that action or reaction
to hit depending upon how much of the character’s body with. Some weapons are designed so that some actions/
is protected. Treat this as armor: standing partially behind reactions are easier, while others are much harder. For
a tree might have an AR of 5 and a PR of 15 bladed/blunt instance, a sledgehammer is so heavy and awkward that it
(from that one direction only). is hard to make a strike with it. On the other hand, a whip
is designed for pain/stun attacks and so such an attack
would be easier. In weapon profiles, special actions and
Fighting Non-Humans reactions are listed as:
Very Easy (-8 difficulty)
Machines- Non-Biological opponents do not have BDY,
BLD or INCY. Instead, each device has an amount of blunt Easy (-4 difficulty)
or bladed damage that, if it takes, will cause it to cease Hard (+4 difficulty)
functioning. One machine, for example, may be able to
take 4 blunt or 9 bladed damage before it stops working. Very Hard (+8 difficulty)
Fighting 145
In Dark
Poking Weapons: Objects with a point on them strong to treat using medical skills. If the PC fails the save vs.
enough to be driven into flesh do ½ point of bladed damage. contraction, he or she suffers from a disease with the
The PC is at -8 to any actions with this weapon except following profile (see p.135 for more on fighting diseases):
blinding strike, pain/stun and vital strike. Disease Progression Rating: 20. Disease Progression
Speed: 12 hours. Treatments: Antibiotics. Symptoms:
Blunt Weapons: Blunt objects with a good handle can For each 1x the victim suffers from an aggregate fever (-
do between 1 and 3 blunt damage. The PC is at -8 to any 10 to save vs. heat exhaustion), Vomiting (10), weakness
actions with these weapons except strike and pain/stun. (-5 STH, -5 SPD) and 1 BLD damage.
Thrown Objects: Any heavy object without a handle
can be thrown at an enemy. If a character attacks someone
with a huge rock at point blank range, we can simply say that Simple Combat Example
is was a throw at 0 ft. They have normal difficulties but the
following ranges: Rusty and Juanita are in a fight:
Rusty: 12 AWR, 8 AGY, 10 INL, 6 SPD, 14 STH, 7 WIL,
Weight Functional Dmg 3 BLD, 5 BDY, 4 INCY. No combat skills. Has a hunting
Range knife (range 0-1, damage: 2½ bladed). No armor.
1-2 lbs. or ½-1kg. 3 ft. or 1 m. ½
3-5 lbs. or 1-2½ kg. 3 ft. or 1 m. 1 Juanita: 8 AWR, 10 AGY, 13 INL, 16 SPD, 4 STH, 8 WIL,
6-10 lbs. or 2½-4½kg. 2 ft. or ½ m. 2 4 BLD, 4 BDY, 4 INCY. Kickboxing (2) (gives +8 to wing,
11-20 lbs. or 4½-9kg. 1 ft. or 1/3 m. 3 +8 parry, +8 to knockaway, +4 to strike with her feet). No
21-99 lbs. or 9-45kg. ½ ft. or 1/8 m. 4 weapons. Her kicks do 1½ blunt damage. No armor.
100+ lbs. or 45+ kg. ½ ft. or 1/8 m. 1 dmg/ GM- Roll initiative.
20lbs. or 10 kg.
Rusty- (rolls INL (10) + AWR (12) +1d20) 28
Blinding Substances: Any substance which can be Juanita- (rolls INL (13) + AWR (8) +1d20) 23
thrown in the eyes. PCs can make a blinding attack with
GM- Rusty, you get the first action. What do you do?
these substances at no minuses. They can be thrown only
within a range of 5 ft. (1.5 m.). Most of these substances Rusty- I’m doing a split action, I’m moving into range 1
can be avoided by closing one’s eyes (a very easy dodge). and doing a strike at Juanita with my knife.
A successful attack, though, will partially blind (-7 to all GM- Juanita, are you reacting?
actions or reactions) or fully blind (-15 to all actions/ Juanita- I’m going to dodge.
reactions) the opponent for a length of time, depending
upon the causticity of the substance. Extremely caustic GM- Okay, roll. Remember, Rusty, since you split your
substances (like bleach) will not only blind but act as a pain/ action you’re -10 to each action. The jump into range will
stun strike on a successful blinding attack. succeed automatically, but you’re -10 to hit.
Rusty- (rolls STH (14) + AGY (8) -10 (split action) +1d20
vs. 25) I got 27, that’s 2 success.
After Combat Juanita- (rolls AWR (8) + AGY (10) + 1d20 vs. 25) I got
26. Only one success.
After combat is finished, PCs who have taken injuries
should seek out medical attention. The best case scenario GM- Okay, the knife hits you Juanita, and does 2½ damage
is that someone with the Emergency Medicine skill and to your BLD. Okay, Juanita, now it’s your action.
proper medical equipment can immediately treat wounded Juanita- I’m going to make a strike with my feet.
PCs. Immediate and proper medical care will eliminate the Rusty- I’ll block with my arm.
following post-combat complications:
GM- Okay, roll.
Bleeding- For each point of bladed damage a PC has taken, Juanita- (rolls STH (4) + AGY (10) +4 (skill) + 1d20 vs.
that PC will lose another ½ point of BLD over the next 25) I succeeded by 8.
15 minutes unless the wound is cared for (tourniqueted, Rusty- (rolls STH (14) + AGY (8) + 1d20 vs. 25) I succeed
cauterized, stitched up). by 12.
GM- Okay, Rusty parries the kick. Next round. Rusty,
Pain- When the endorphins the body produces in an your action. What do you do?
emergency wear off, the PC will feel every bit of damage
Rusty- I’m going to make a strike against Juanita with my
done. The PC must save vs. distracting pain with a difficulty knife.
of 5 for each point of damage done.
GM- Okay, Juanita, your reaction?
Infection- Unless a wound is disinfected, the victim risks a Juanita- Um… I’ll parry with my leg.
serious infection. For every point of bladed damage a PC GM- Are you parrying the knife blade?
has taken, the PC must make a save vs. disease contraction
with a difficulty of 10 per point of damage (max. 30). Note Juanita- Hell no. I’m going to parry his arm. I’m close
that burns and ragged damage (see Other Types of Damage, enough to do that, right?
p.133) increase the chances of infection and are very difficult GM- Yeah.
Zeus, Chupatra and Michaela wake up in an empty, decaying Next Michaela gets an action. She rolls Spirit Speed
Victorian house with no idea how they got there. In the to increase her abilities. She rolls WIL (!7) +4 (skill)
living room is a steamer trunk with chains wrapped around +1d20. She gets 24, allowing her to increase her SPD to
it. Something inside is incessantly rattling and straining the 16, AGY to 19 and giving her +40 to jumping rolls. This
chains. Each takes a turn watching it while the other two is the only action she can make this round.
explore the house, look for ways out, and arm themselves
as best they can. After a few hours one of the chains snaps. Next the Little Girl goes. The GM declares she is going
Chupatra, who is watching the trunk, call for Zeus and to make a Vital Strike against Zeus with her feet. Zeus
Michaela and they come quickly. The trunk opens and what declares that for his reaction he will block with one of the
appears to be a young girl in a Victorian dress climbs out of the candlesticks. The Little Girl rolls STH (35) + AGY (15)
box and stares at the ground, not seeming to notice them. +1d20 vs. 25 and beats the difficulty by 27. Zeus rolls
STH (17) + AGY (10) +8 (skill) +1d20 vs. 25 and beats
“Um… hello?” says Zeus. the difficulty by 28. The attack is blocked.
The girl looks up at Zeus, then makes an inhumanly high leap
in the air towards him. Next, Zeus gets his action for the round. He decides to
make a strike with one of the candlesticks. The Little
Zeus Girl will use her saved split reaction to block with her
AGY 10, AWR 6, END 13, INL 10, SPD 12, STH 17, WIL 8, hands. Zeus rolls STH (17) + AGY (10) +4 (skill) +1d20
BLD 5, BDY 6, INCY 5. vs. 25 and beats the difficulty by 21. The Little Girl rolls
Club (2) (+8 to Parry, +8 to Vital Strike (Blunt), +4 to Wing, STH (35) + AGY (15) -10 (split) +1d20 vs. 25 and beats
+4 to Strike) the difficulty by 23. The attack is blocked.
Two Candlesticks (each does 2 blunt damage, +2 from Zeus’
high STH, range 1) Zeus, Chupatra and the Little Girl, who all made combat
actions and reactions, all lose 1 END.
Chupatra
AGY 16, AWR 13, END 10, INL 12, SPD 11, STH 9, WIL 15, Round 2- Chupatra goes first again. She is still in combat
BLD 5, BDY 4, INCY 4 range. She declares she will make a Vital Strike (Bladed)
Knife Fighting (4) (+20 to Vital Strike (Bladed,), +16 to Jump, against the girl with her knife. The GM warns her that
+16 to Split Jump & Strike, +12 to Dodge), Kickboxing (3) if she is wrong in guessing that the girl has more-or-less
(+12 to Wing, +12 to Parry, +12 to Knockaway, +8 to Strike). human anatomy, then the vital strike will only do normal
Two kitchen knives (range 0-1, 2 bladed, 1 in 20 chance of
strike damage. Chupatra says she is willing to take that
breaking per attack)
risk. The GM declares the Little Girl will do a split
Fighting 147
In Dark
reaction, blocking and saving the other reaction for later. Round 3- Chupatra goes first. She declares she will split
Chupatra rolls INL (12) + AGY (16) +20 (skill) +1d20 vs. her action and will make two separate Vital Strikes with
25, she succeeds by 28. The Little Girl rolls STH (25) + her knives against the Little Girl. The GM declares the
AGY (15) -10 (split) +1d20 vs. 25 and beats the difficulty Little Girl will split her reaction and make two blocks.
by 20. The kitchen knife does double its normal bladed Chupatra rolls INL (12) + AGY (16) +2 (skill) -10 (split)
damage, so 4 is subtracted from the Little Girl’s BLD +1d20 vs. 35 twice. The first time she succeeds by 16
(bringing it to 3). The PCs notice that instead of blood and the second time she succeeds by 5. The Little Girl
the Little Girl’s wounds ooze a silky white fluid. They rolls STH (35) + AGY (15) -10 (split) +1d20 vs. 25 and
don’t know it yet, but in 1 round that fluid will start to hurt succeeds by 23 and 30. Both of Chupatra’s attacks are
them. Chupatra also rolls 1d20 to see if the knife breaks. blocked.
It doesn’t.
It has now been 1 round (approximately half a second)
Next Michaela gets an action. She declares she will make since Chupatra first cut the little girl. The GM informs
a split action jump (into range) and stomp on the girl. This them that they smell a ‘chemical’ smell and that their
requires Michaela actually jumping on the girl’s head. eyes and lungs are starting to burn. He requests that each
The GM declares the Little Girl will make a simultaneous make a save vs. distracting pain at 20 difficulty. Zeus
Crippling attack with her saved reaction. Michaela wants and Chupatra both beat the difficulty. Michaela fails by
to back out but it is now too late. First, the PC makes 1 point, meaning she will take a -1 penalty on all further
Michaela roll to see if she can jump up and into stomping actions and reactions.
range. It’s not difficulty with her +40 to jumping rolls and
she succeeds. Then she rolls Stomp at SPD (16) +STH (5) Next Michaela goes. She uses her one action for this
-10 (split) +1d20 vs. 25. She does not meet her difficulty round to stand.
and thus does not damage to the Little Girl. The Little Girl
Next the Little Girl goes. She declares she will make a
rolls STH (35) + INL (5) -10 (split) + WIL (20) +1d20 vs.
Knockaway against Zeus (with a kick). Zeus says he will
30 +20 (simultaneous action). She beats her difficulty by
Parry with his candlestick. The Little Girl rolls STH (35)
18. A success of 18 bypasses Michaela’s armor, which
+ SPD (40) +1d20 vs. 25 and beats the difficulty by 39.
only has an AR of 4. Michaela’s leg is crippled, reducing
Zeus rolls STH (17) + AGY (10) +8 (skill) -10 (because
her SPD to 1, giving her -7 to all actions and reactions and
his last action was extended) vs. 25 and beats the difficulty
giving her -20 to saves vs. loss of balance. The GM makes by 18, not enough. He takes 1 point of blunt damage
her roll vs. loss of balance to see if she can land on her feet. (bringing him to 5 BDY) and is knocked back one range
She fails and is now prone. level per point of opposed success. Since the Little Girl
succeeded by 59 and Zeus by 18, the opposed success is
Next the Little Girl goes. She declares she will split her 41, meaning Zeus is thrown across the room. Zeus must
action, doing two separate Vital Strikes against Chupatra, also make an opposed save vs. loss of balance to land on
one with her feet and one as a punch. Chupatra declares she his feet. Yet since it is opposed, he has to not only beat
will use her one reaction dodging the punch. For the punch, the difficulty (20) but do so by 41 (the opposed success)
the Little Girl rolls STH (25) + INL (5) -10 (split) +1d20 which he can only do it he rolls a 20 (automatic success).
vs. 40 and beats the difficulty by 0 (she exactly matched He does roll a 20 and lands on his feet.
the difficulty). Chupatra rolls a dodge at AGY (16) + AWR
(13) +12 (skill) +1d20 vs. 25 and beats the difficulty by Next Zeus gets his action. He is too far away to get to
18. Chupatra avoids the punch. For the kick, which is the Little Girl this round. Instead he decides to split his
unopposed, the Little Girl rolls STH (25) + INL (5) -10 action: to run towards her as fast as he can and to throw
(split) +1d20 vs. 40 and beats the difficulty by 2. Chupatra one of his candlesticks at her. Treating the candlestick
takes double the blunt damage of the girl’s normal kick: 6 as an improvised thrown weapon, the GM decides it will
blunt damage. Chupatra only has 4 BDY, so all those are have a functional range of 3 ft. and do 1 blunt damage.
taken away and the remaining 2 points are doubled, thus The GM says Zeus is 15 feet away, so he will take a -5
doing 4 damage to her BLD, leaving Chupatra with only 1 penalty. The Little Girl has no reactions left so can do
BLD. nothing. Zeus rolls INL (10) + AGY (10) -5 (range) -10
(split) +1d20 vs. 25. He does not meet the difficulty and
Next Zeus gets to go. He declares he will make an extended the candlestick flies past the Little Girl.
strike against the girl with his candlestick. Although she
could take her one remaining split action and turn it into All have exerted themselves this round, so all lose END.
a reaction, the GM declares the girl will do nothing. Zeus
rolls STH (17) + AGY (10) +4 (skill) +5 (extended) +1d20 Round 4- Chupatra goes first. She declares she is making
vs. 25 and beats the difficulty by 24. He does the normal an extended Vital Strike with her knife. The GM declares
blunt damage of the candlestick (+2 because of his high the Little Girl is going to Parry. Chupatra rolls AGY (16)
STH). The Little Girl’s BDY is thus reduced from 7 to 3. + INL (12) +5 (extended) +20 (skill) +1d20 vs. 35. She
beats her difficulty by 36. The Little Girl rolls STH (35)
At the end of the round, since everyone made combat + AGY (15) +1d20 vs. 25 and beats her difficulty by 38.
actions, everyone loses 1 point of pooled END. The attack is blocked.
Next the Little Girl goes. Zeus is not yet in striking range, Next Zeus gets an action. He will make an extended Vital
but Chupatra and Michaela are. The GM declares the Little Strike with his candlestick at the Little Girl, who cannot
Girl will make a split Action: making a Strike (punch) react. He rolls STH (17) + AGY (10) +8 (skill) +5 (skill)
against Michaela and saving the other action for later. +5 (extended) +1d20 vs. 40. He beats the difficulty by
Michaela, who is at -7 from her broken leg and -10 from 6. He does double the normal blunt damage to the girl,
having just done an extended attack, declares she will close so 8 blunt. The girl only has 3 BDY left, so all of that is
her eyes and use her Untouchable skill. Since this is not a removed, and the remaining 5 blunt damage is doubled
physical action, none of those penalties apply. The Little and done to the girl’s INCY, reducing it to less than zero.
Girl rolls STH (35) + AGY (15) -10 (split) +1d20 vs. 25 The candlestick buries itself deep in the girl’s skull,
and beats the difficulty by 25. Michaela rolls a skill roll of crushing her brain and causing white goo to ooze out.
WIL (17) -1 (failed save vs. pain) -10 (using Untouchable as The girl crumples to the floor.
a combat reaction) +1d20. She gets 21 total, allowing her
to take only one fourth damage from physical attacks. The Suddenly, all the lights start to fade.
Little Girl’s punch does 4 blunt damage, so Michaela takes 1
point of blunt damage, reducing her BDY to 3. Zeus, Chupatra and Michaela wake up in an empty,
decaying Victorian house with no idea how they got
Next Zeus goes. He has been running at his max SPD (12) there…
since last round and the GM says he is close enough to do a
jump into range. Zeus declares he will do a split jump and
strike with his candlestick. The Little Girl declares she will Tips for GMs: Keeping Combat Quick
turn her remaining split action into a reaction and will block.
Zeus rolls STH (17) + AGY (10) +4 (skill) -10 (split) +1d20 1. Never let the PCs get into a fair fight. Either the PCs
vs. 25. He beats his difficulty by 16. The Little Girl rolls should be ambushed, or the PCs should be doing the
STH (25) + AGY (15) –10 (split) +1d20 vs. 25 and beats her ambushing, or the PCs should be vastly superior to the
difficulty by 17. No damage is done. people or things they are fighting, or the PCs should be
vastly inferior to their opponents.
Zeus, Chupatra and Michaela lose 1 END at the end of 2. Enemies run away, surrender or play dead when they
this round, the Little Girl loses 2 because she is mortally realize they are getting their asses kicked.
wounded. Michaela, who started with only 5 END, is the
only one close to exhaustion. She has only 2 pooled END 3. Figure out the NPC fighter’s typical reaction and typical
left, meaning that she can only make combat actions for 2 reaction ahead of time and calculate it (e.g. this opponent
more rounds before needing rest. strikes at 1d20 vs. 3).
4. NPC fighters only make simple actions (e.g. strike and
Round 5- Chupatra goes first. She declares she will make an dodge, no extended simultaneous split actions).
extended Vital Strike against the little girl. The GM declares
5. Don’t bother keeping track of END if the battle is only
the Little Girl will parry. Chupatra rolls AGY (16) + INL
going to last a few rounds.
(12) +20 (skill) +5 (extended) +1d20 vs. 35 and rolls a 1,
meaning she fails. The Little Girl’s parry roll is unnecessary, 6. Give opponents weapons with the same range as that of
although she has still lost her only combat reaction for the the PCs – this makes for a lot less jumping around during
round. battle.
7. Start PCs and opponents in weapons range of each other.
Next Michaela goes. She asks the GM what she can do with
the remains of her broken knife. He says she can still use it 8. Instead of calculating and rolling for every effect of a
as a weapon, but it will only do 1 bladed damage. Michaela poison on an NPC opponent, just give the opponent a flat
declares she will do an extended Vital Strike with the stub of penalty to all actions and reactions. E.G. instead of the large
a knife. The Little Girl gets no reaction. Michaela rolls INL list of symptoms of Monkshood, just say that a person hit by
(18) + AGY (9) +5 (extended) -7 (broken leg) -1 (failed save it takes 1 BLD and a progressive -10 to all rolls per round
vs. pain) +1d20 vs. 35 and succeeds by 2 points. The attack until dead.
does double the weapon’s normal bladed damage: 2 bladed. 9. Give each player only a limited amount of time to declare
The Little Girl has no BLD left, so 2 is subtracted from her an action or reaction.
INCY, bringing it to 4.
Fighting 149
In Dark
Chapter Three -
a history of unpopular ideas
Animism is thus a system that denies the existence of
Animism higher-beings (gods) and of an overarching principle of
good and evil in the universe. Although invisible, the
In Brief: Invisible spirits are everywhere; the supernatural supernatural is much like everything else in the natural
world is amoral and potentially dangerous. world: amoral, ubiquitous, and capable of being useful or
dangerous.
Origin: Animism has been discovered by aboriginal people
around the world. Animism can often be seen appearing What Scares People: The animistic world is filled with
in young children in non-animistic cultures before they are random, invisible dangers and the only people who know
fully indoctrinated into the worldview of their culture. This how to deal with this invisible world can easily use their
had led many anthropologists to say that Animism is the powers for evil.
‘default’ belief system of humans.
Major Works: None. Pure animisms are universally
Tenants: Animists believe in an invisible supernatural pre-literate. Anthropology books can contain good
world. Everything that does not have a visible cause (e.g. descriptions of animistic beliefs and practices. Works by
an illness, the weather, the change of seasons, etc.) has a post-animistic religions may still retain some animistic
supernatural cause. Spirits are everywhere and exist in a principles.
variety of animals and plants as well as some non-living
objects (e.g. a rock or the hearth fire). Since these spirits
are equally capable of doing harm or good they are thought
Buddhism
of as morally neutral. Because they can be dealt with via In Brief: Universe a cycle of reincarnations and suffering.
simple sacrifices or ceremonies they are thought of as being The only way to escape is to shed all attachments.
fairly stupid. Just as there is variety in nature, though,
there is variety in the spirit world: some spirits are very Origin: Buddhism was created in India in 528 BC. The
smart, some are very powerful, some are almost always
story goes that a young prince was kept secluded from the
benevolent and some are almost always malevolent.
horrors of everyday life. He was never allowed to see
people who were poor or sick. When he finally did see
Animistic cultures also believe in one or more soul. A soul
such people he struck out to find a cure for suffering. He
is what leaves when a person dies and is what travels when
a person dreams. Multiple soul models usually have a soul studied under many Indian spiritual masters but found no
responsible for consciousness and a soul responsible for system that worked for him. He wanted to create a spiritual
health and the will-to-live. system that was a middle path between hedonism/self-
indulgence and asceticism/self-denial. Upon meditation
Anything that works via unexplainable means, e.g. he discovered the middle path and became enlightened.
a medicinal herb, is believed to work via spirits or He then set out to teach his method to others.
supernatural power. Some people are believed to have
supernatural power that they were born with, were granted Buddhism spread throughout Asia and even today is
by a spirit, or earned through some difficult or dangerous considered among the great world religions. Yet it is a
trial. Supernatural power is associated with strength of will declining religion. It is all but extinct in its birthplace of
but they are not necessarily the same thing. Supernatural India and in other countries it is rapidly being displaced by
power controlled by people is considered amoral, like a Christianity, Islam and anti-religious Communism. Only
tool, it can be used to help or harm people. Thus healers, a few countries still have a Buddhist majority.
shamans or holy-people who have supernatural power are
typically feared as much as they are venerated. Tenants: Life is suffering and each being is trapped in
a cycle or reincarnation that keeps us continually being
People who are physically or mentally ‘different’ than born, suffering, dying and being reborn again. The only
others are often considered to have more power, and in way to escape suffering is to escape the cycle of rebirths
many cultures the role of shaman is often given to mentally into nirvana, a state where one neither exists nor does not
ill people who would otherwise have no useful role in the exist.
tribe.
Platonism and Neoplatonism Neo-Platonism taught that there was a One god and that
everything in the universe is just a lesser emanation of
that One.
In Brief: This world only a dim reflection of the world of
perfect forms. Many Neo-Platonists looked for ways to escape the
limits and imperfections of the mundane world. Some
Origin: Plato was born in Greece in 428 BC and died in
347 BC. He was born to a rich and politically active family. Neo-Platonists believed that philosophical contemplation
He was said to have been a playwright but when he heard could lead to peace and perfection. Some used the
Socrates teach he gave up playwriting in favor of teaching and Greek Mysteries, secret mystical systems that taught
philosophy, even burning his latest manuscript. Plato founded via dramatic revelation, as a means to enlightenment.
the Academy, a school, and apart from a few unfortunate Iamblichus, an influential Neo-Platonist, said that since
experiences with politics he taught and wrote until his death. one cannot think past the limitations of thought, the
Plato’s philosophical works were fictional dialogues between mysteries were the only way to achieve knowledge of
speakers (including real people like Socrates). After Plato’s divinity.
death philosophers at his academy continued to explore his
philosophies. What is known today as neoplatonism was Major Works: Plato’s best statements of his metaphysics
merely the evolution of platonic ideas in the academy. can be found in “The Republic.”
Tenants: This world is essentially evil, created (depending Tenants: The deceiver argument is that we have no way
on the Gnostic group) as either a terrible mistake or as of knowing if anything we experience and believe in
a purposefully built prison. Humans are divine beings, is real. Every sensation we are currently experiencing
descended from the godhead, trapped in this material world. could be put in our heads by an all-powerful deceiver.
All suffering, strife and ignorance is a consequence of our We cannot even trust our own memories, since a deceiver
being trapped in, and having bodies that are part of, the may control those. We cannot know that we are people
unholy material world. To some Gnostics this world is just or ‘beings’ in the traditional meaning of the term. All we
a poor copy of the Pleroma, the world of the divine. know is that something is doing some thinking. ‘I think
therefore I am.’
Most Gnostic groups believed in Sophia, a holy being of
wisdom that is the mother of humanity. In most beliefs
Sophia made some sort of error, usually a misguided Although other systems had posited other worlds more
attempt to use creative power without the permission of ‘real’ than the mundane realm, Descartes was the first
the godhead, which resulted in the birth of an insane god to rationally demonstrate that everything we experience
known as the Demiurge. The Demiurge created and rules could be a lie. Some credit Descartes as the first to come
the mundane world and many Gnostics thought that the up with the concept of virtual reality.
Demiurge sincerely believes that he is the penultimate god.
Yet he is a cruel and insane god and the Hebrew bible is What Scares People: The perpetual and unconquerable
filled with his lies and delusions. uncertainty. Humans can never be sure, no matter what
they discover, that what they experience is true.
Most Gnostics believed that a messiah will or has come
to help humans escape the mundane world and reintegrate
with the godhead. Many Christian Gnostics believe that Major Works: Descartes’ theory of the deceiver is found
Jesus was the son of Sophia (thus brother to the Demiurge) in his book “Discourse on Method.”
and came into this world as a pure spirit.
Nihilism
Marxism In Brief: Religion, morality and rationality are false.
In Brief: Profiteering is evil and hurts workers. Capitalists Nobody has good reason to believe in anything.
are ‘vampires.’
Origin: The first people who identified themselves
Origin: Socialism and communism were created in 1830’s as Nihilists were a group of anarchists (mostly young
Paris by secret revolutionary societies. Although there was
intellectuals) that terrorized 1800s Russia. They
much overlap between the two, communism was typically
more extreme. Karl Marx (b. 1818, d. 1888) was a German, denounced religion, family and government, and
atheist, economist as well as a heavy drinker and cigar some tried to destroy society by means of terrorism
smoker, who created the first complete economic theory and assassination. The most influential writer of
of Communism. Marx died without seeing a Communist nihilist philosophy was Friedrich Nietzsche (b. 1844 in
revolution. Germany). Nietzsche was briefly a professor, but he
left his position to be a medic in the Franco-Prussian
Communists came to power in Russia at the end of the 1917 war. There he was traumatized by the carnage he saw.
revolution and in Cuba in 1959. Chinese leader Mao Zedong He also contracted diphtheria and dysentery, which left
created his own form of Communism, Maoism, which was him with health problems until his death. Nietzsche was
the basis for revolutions in China, Vietnam, Laos and North soft spoken and shy, especially among women. He had
Korea. Today, the Philippines, Columbia, Nepal, and India a big walrus mustache and piercing eyes. He suffered
have Marxist or Maoist revolutionary groups trying to take from a weak stomach and migraines. He was a composer
over. who esteemed creativity over rationality. Despite his ill
health, Nietzsche lived as a wandering, stateless person
Tenants: Marx’s economic system values everything in
terms of labor required, not money. For instance, the value who wrote books on philosophy. He suffered a mental
of a machine in a factory is the total of the labor it took to breakdown and spent the last ten years of his life insane
mine the metal, design and build the machine and bring the and cared for by his sister (his critics blamed the insanity
machine to the factory. on syphilis).
Marxism 153
In Dark
After his death, Nietzsche’s ideas, especially that of the leaders by calling on the authority of a fictional god.
superman, were co-opted by the Nazis to justify their Religion lulls people into ‘herd animal morality’ in which
policies. After WWII he as so strongly associated with personal will and creativity is suppressed.
Nazism that no serious academic would dare discuss his
ideas in a positive light. Nietzsche believed that after the collapse of society the
ubermensch, or supermen, would arise again as the rulers
Tenants: Nihilism is the belief that nothing is real and that of humanity. They wouldn’t be disabled by nihilism but
people should believe nothing, have faith in nothing and neither would they allow a fictional god to dictate their
give no loyalty. There is no “true” reality, there is only morality. They would be strong enough to hurt others,
what we choose to believe. Most Nihilists are anarchists, which would make them strong enough to be truly creative.
believing that modern society is based on beliefs in The supermen would not need laws, they would be ruled
false concepts and that the destruction of governments, by their own self-discipline and they would sublimate
society and even culture will improve human lives. their animal drives into creativity. The supermen would
Nietzsche believed that realization of meaninglessness realize that reason is false, that people are not born equal,
was an inevitable progression of society. This society will and that creativity is of paramount importance.
eventually collapse, as past societies have, under the weight
of this nihilist realization. After modern society collapses, What Scares People: Nihilism is strongly associated
chaos and amorality will reign. with radical and violent anarchism (and sometimes with
fascism). Nihilism posits that none of the beliefs which
Nietzsche believed that every being is motivated by the modern people hold dear are true.
‘will to power’: the desire to control everything around it.
To Nietzsche, brutality is natural. Humans, furthermore, Major Works: “Thus Spoke Zarathustra” (1885) is
are not created equal. Some are naturally more powerful perhaps the most metaphysical of Nietzsche’s works,
than others and are born to lead humanity. Yet religion has where the famous phrase ‘God is dead’ is used.
been created by the weak to steal power from these natural
Russian Nihilists
Tenants: According to Paglia, gender differences are Postmodernism rejects academic authority, since academia
inherent and the sexes cannot be made equal and identical is rooted in, and thus cannot escape, a biased system that
merely by modifying culture. Paglian feminists believe has excluded the viewpoint of the poor, women and non-
that sex is powerful and females are inherently more Whites. New forms of academia based on the viewpoints
powerful than men. Females are also more a part of nature, of women, homosexuals and non-Whites are seen as just
which Paglia describes as Cthonian: ugly, dark, terrible, as valid as traditional academia.
unpredictable, amoral and gross. Out of fear of the Cthonian
and a desire to reduce the power vacuum, men have created Postmodernism find it necessary to argue with people on
culture, society, religion and science. To Paglia, many their own terms. Rather than discussing the merits of a
modern ideas are an attempt by men at self-deception so scientific work, a postmodernist can criticize all of science
they can try to ignore the overwhelming presence of the as a biased system and deconstruct all the assumptions and
Cthonian. Instead of dealing with the Cthonian around prejudices that form the foundations of scientific thought.
them, men immerse themselves in abstract principles and in
myths of sky-gods and perfect heavens. Paglian feminists Ultimately, Postmodernism doesn’t create anything
are for pornography and prostitution, seeing those uses new. It criticizes, then criticizes the criticism, etc. until
of sex not as a subjugation of female sexuality but as an it is dealing in terms so abstract that several years of
exercise of its inherent power. To Paglian feminists, women schooling in postmodernism is needed to understand
are still inherently more powerful and more dangerous than them. For some people, postmodernism is nothing more
men, and activities such as institutionalized sexism and rape than confusing the audience into thinking that you are
are futile attempts to fight female power with male power. right. For example, a computer program was created that
strung together postmodernist phrases at random to create
What Scares People: Most feminists dislike Paglia because a piece of postmodern-sounding nonsense. These papers
she fails to rail against the subjugation and commodification were successfully submitted to professors in esteemed
of women by the sex industry, and because she says that academic programs who gave them passing grades.
women need to take more responsibility in defending
themselves against sexual violence. Religious conservatives
Postmodernism doesn’t attempt to uncover ultimate truths
dislike Paglia because she advocates lesbianism, fetishism
that lie beyond prejudices because, to a postmodern thinker,
and other ‘sins.’ Others reject Paglian Feminism because
prejudice is inherent in all human thought. Postmodernism
of her pessimistic portrayal of both sex and nature as dark,
criticizes without suggesting any alternative.
frightening and amoral forces.
Major Works: “Sexual Personae” (1990) by Camille Post-modernism has found its way into popular culture
Paglia is her first and still her most influential work. as an extreme self-consciousness of ‘meta-narratives’:
the unspoken assumptions behind any form of art,
entertainment and communication. Attempts to be
straight-forward and sincere, to say exactly what one
Postmodernism believes, are increasingly seen as naive.
In Brief: Anything anyone thinks or says is inextricably What Scares People: Postmodernism robs people of hope
mired in that person’s prejudices. that society is eliminating its prejudices and progressing
towards truth. Postmodernism leaves humans doomed
Origin: Postmodernism began in the 60s and 70s as papers to a world of perpetual blind prejudice, with the well-
in academic journals criticizing ‘modernism’. In 1966, educated able to point out other people’s prejudices but
Algerian-born French philosopher Jacques Derrida (b. not their own.
1930, d. 2004) created “deconstruction,” a major piece of
postmodernism. In the decades since then postmodernism Major Works: Derrida has written dozens of books and
has gone from simply being an academic worldview to many more papers. “Of Grammatology” (1974) is one of
being a major movement in art and literature that has started his most comprehensive works on Postmodernism.
to effect popular culture.
History
In Brief: L.A. has a long history of racial intolerance, false was resentment by much of the Hispanic population
advertising, corruption and disasters. against the “gringos” (Anglo Whites) who in turn
discriminated against the ex-Mexicans who had been
When L.A. was first seen by Europeans in 1542, there were made citizens. There were many instances of Hispanic
three major groups of Indians living there: the Tongva (later banditos robbing gringos. In 1850 there was, on average,
to be called Gabrieliňos after the mission San Gabriel), one murder per day in L.A., impressive considering the
the Tataviam (later to be called the Fernandeňos after the city’s small size at the time.
mission in San Fernando) and the Chumash. European
diseases hit the Indians before Spanish missionaries arrived. Noir
When missionaries first counted the native population they
found about 26,000 in about 170 villages. The Indians were Noir is a genre that was born primarily in L.A. It started
hunter gatherers and fishers and were among the few North during the great depression with Raymond Chandler’s
American Indians willing to brave the open seas. Philip Marlowe novels, first published in 1939. These
novels showed L.A. through the eyes of a hard-boiled
As a rite of passage L.A. area Indians used toloache (aka detective. Noir quickly found its way to films with such
Jimsonweed), a dangerous deliriant drug, to gain visions. movies as “The Maltese Falcon” (1941), “The Big Sleep”
(1946) and “The Third Man” (1946). Noir comes from the
The Indians had a wide variety of classes of supernatural
French word for black and refers to both the darkly lit style
practitioners, including “doctors” that could control of filmography and the darkness of the plots.
rattlesnakes, control the weather, transform into bears and
those that could both cure and send diseases. Those who The heroes of early noir were not rich adventurers or
would become shamans were generally gifted, during a principled heroes; they were hard-working middle class
dream or vision, with spirit animals or power objects that people trying to get by doing an unglamorous 9-to-5 job,
would thereafter aid them. The L.A. area Indians also had such as the job of being a private detective. Through
people who dressed and lived as the opposite sex and were the eyes of these middle class heroes Noir portrayed
generally considered holy. the lazy and corrupt world of the rich and the desperate
and dangerous world of the poor. The rich were villains
Spanish missionaries established missions: fort-like because they had no principles and would do anything to
entertain themselves. The poor were villains because they
compounds in which Indians were forced to live so they would do anything for a buck.
could be indoctrinated into Catholicism and European ways
of life. For the most part the L.A. area Indians submitted Although Noir is remembered for what people today think
peacefully to this process. However, Europeans diseases of as exaggerated stereotypes (the hard-boiled private dick,
continued to ravage the Indians, especially a smallpox the sultry femme-fatale, the streetwise gangster) at the time
epidemic in 1864, and by 1900 there were only a handful of it was an unparalleled attempt at realistically portraying the
L.A. area Indians left. crime, misery and moral ambiguity of urban life.
Spanish settlers arrived in the L.A. area in 1781. In 1835 Noir showed rich people being miserable and
the Mexican congress incorporated L.A. as a city and named psychologically corrupt despite their palatial mansions,
armies of servants and ability to get away with nearly
it the capitol of the Mexican state of California. At that
anything. Rich characters who sought to isolate themselves
time there were about 2,000 people in L.A. The US briefly from the rules and concerns of normal Americans usually
captured L.A. during the Mexican-American war, but left ended up dying in the gutter. It was a rejection of all the
behind insufficient forces to hold it and were driven out by promises and ideals that L.A. based itself on. Noir was
the residents. In 1848 Mexico transferred possession of not only a criticism of L.A., it was a criticism so well made
California to the US (part of the agreement was that Spanish that it caused people around the world to hate L.A. Noir’s
would remain one of the official languages of California) and effect on the world’s image of L.A. continues to this day.
in 1850 L.A. was incorporated as an American city. There
History 159
In Dark
By 1870 White Anglos outnumbered an aqueduct to bring water from the Owens
L.A. Timeline Hispanics and Indians. L.A. also got its Valley. Later, Owens Valley residents,
8,000 BC – Chumash settle in L.A. angry at having their water stolen, bombed
area. first Chinese community. A year later
200-500 AD – Tongva displace
there was mass violence in the Chinese the aqueduct with dynamite.
Chumash as major group in L.A. area. quarter. A White man was accidentally
1542 – L.A. first seen by Europeans. killed during a Chinese gang battle. A In 1914, Birth of a Nation was filmed in
1771 – 1st mission in what is now White mob attacked Chinatown, killing L.A. This movie showed the Klu Klux
Montebello 19. Klan as the saviors of a South in crisis after
1777 – L.A. pueblo established, the end of the Civil War. Birth of a Nation
Indians baptized. By 1900 L.A. was a city of 100,000 was generally regarded as the greatest
1781 – Spanish settlers arrive in L.A. people. It was a major center of industry movie of its era by White Americans and it
area. and the rich and powerful of L.A. were began the shift of the movie industry from
1810 – Gage Mansion completed – fighting to try to establish a union-free the East Coast to Hollywood.
today it is the oldest building in L.A..
city which would attract businesses and
1817 – First school in L.A..
investors from around the country. The The great depression began in 1929.
1921 – Mexico gains independence California was not as badly hit as the rest
from Spain. Los Angeles times, at the direction of
1835 – L.A. is capitol of Mexican its owner, used all of its propagandizing of the nation. Thousands of “arkies” and
California power to fight unions. This culminated “oakies’ (Arkansas and Oklahoma farmers
1836 – Civil War between North and in bombs set by union leaders killing 21 who has been wiped out by the depression
South California. people at a Times printing press. For and dust bowl) tried to hitchhike to
1836 – L.A. population is 2,228. some time thereafter L.A. remained one California. To stem the influx of jobless
1846 – US briefly occupies L.A. during of the least unionized industrial areas in people into the state, Los Angeles
Mexican-American war. the country. blockaded the California-Nevada border.
1848 – California to US from Mexico.
1850 – 1 murder per day in L.A.. At the same time that L.A.’s barons In the 1930s, L.A.’s mayor and chief of
1864 – Smallpox epidemic kills nearly were trying to create L.A. as a utopia police ran a huge corruption ring. City
all remaining L.A. Indians. for industrialists, real estate speculators contracts were awarded to those who
1868 – 1st streetlights. were designing, adverting and selling gave kickbacks. Police force jobs and
1870 – 1st Chinese community in L.A.. the Los Angeles area as we know it promotions were sold out of city hall. The
1870 – White Anglos outnumber today. L.A. was the first such area to LAPD (Los Angeles Police Department)
Hispanics and Indians.
be extensively planned and marketed by vice squad was the most corrupt divisions,
1871 – 19 killed in White mob attack acting as bag men for the city’s vice kings
on Chinese quarter. private interests. L.A. was envisioned as
1873 – 100,000 eucalyptus trees a series of small, idealized Midwestern and queens. When a restaurant owner
brought from Australia. towns connected together (and to and a private-detective tried to expose
1892 – Oil discovered in L.A. area. industrial areas) by freeways. L.A. was a the corruption the restaurant owner’s
1897 – 1st automobile in L.A.. city designed to use the new technology taxes were raised, family was threatened
1900 – 100,000 in L.A.. of the automobile and to make people and restaurants were stink-bombed and
1910 – Bomb set by union leaders kills simultaneously insulated and connected the detective’s car was bombed, severely
21 at L.A. Times printing press. to the amenities of city life. It was injuring him. Despite these attacks the
1912 – 1st gas station in L.A.. also a city designed to be extensively two succeeded in exposing the corruption.
1913 – Los Angeles aqueduct brings economically and racially segregated, The mayor was recalled in 1937 and many
water from Owens Valley where nobody would have to live next to LAPD officers were forced to resign.
1914 – Birth of a Nation (historical someone not like themselves. This built- Many of the vice lords left L.A. and went
movie about KKK) filmed. in segregation created huge Black and to Los Vegas.
1916 – Forest Lawn cemetery opens. Hispanic ghettos that exist to this day.
1922 – 1st radio stations in L.A.. WWII was a time of greater-than-usual
1924 – L.A. has one million people. Retiring middle-class Midwesterners racial tension in L.A. Japanese-Americans,
1924 – Owens Valley residents were convinced that they could buy many of whom were successful farmers
dynamite aqueduct. small orange groves and live in peace, in the L.A. area, were imprisoned in
1927 – Warner brothers produces first prosperity and excellent weather. Like ‘relocation centers’ from 1942-1945.
talkie.
all advertising, though, the promises of Evidence of their disloyalty was later
1928 – 1st Mickey Mouse cartoon.
utopian life were, at best, an exaggeration found to have been manufactured by White
1928 – L.A. has highest suicide rate
in nation. and, at worst, a flat-out lie. By 1928 farmers who just wanted to take their
1928 – Gambling ships off coastline it was a city of pollution and racial land. At the same time L.A. was a major
(outside 3 mi. jurisdiction). tensions, with the highest suicide rate in military port and the streets were teeming
1929 – Great Depression begins. the nation. with soldiers on leave. These soldiers
1933 – 120 dead in Long Beach came into conflict with zoot suiters, young
earthquake. L.A.’s growing population (one million Mexican-Americans known for wearing
1933 – 36 fire-fighters die in canyon people by 1924) had a need for water that snazzy outfits. The tensions culminated
fire. quickly outstripped the needs of the area in the Zoot Suit Riots in 1943 in which the
1935 – Griffith Observatory opens (which, except for the L.A. river, was soldiers went on a rampage beating zoot
continued next page basically a desert). In 1913 L.A. created suiters and other Mexican-Americans.
History 161
In Dark
Culture
In Brief: Many in L.A. quirky, trendy, unempathetic. L.A. has no “center.” There is no part of town that is the
heart of the urban sprawl and links the city together. Some
Many people come to L.A. because they don’t fit in with the say this lack of center makes L.A. democratic, since no
communities where they grew up or because they dream of part of town is more important to the L.A. experience than
making it big in the entertainment industry. The waitress another. Others say that this makes L.A. a soulless place,
trying to become an actress is a stereotype but it’s one based not a real city but a generic sprawl. In truth the highways
on reality. The influx of outcasts and fame seekers means are the real center of L.A. They’re where nearly everyone
that L.A. has a larger than average number of people who in the city meets and interacts. That such interactions
are quirky, eccentric, colorful, shallow or have unrealistic are between people isolated in their bubbles of security,
views of themselves and the world around them. Many and that these interactions are often selfish and angry and
who come to L.A. to become famous have their dreams
randomly violent, is emblematic of the culture of L.A.
dashed and become crazy or bitter.
Los Angeles is a city of trends. Every few years a new However, much of the population of L.A. is made up of
trend sweeps over the city, holds a large portion of the immigrants, who have a very different experience of L.A.
city in its thrall and then fades away once it becomes too In L.A. they find community, opportunity and hope. They
commonplace to be trendy. For a while ‘new age’ was don’t want to be famous or trendy or to isolate themselves
trendy and all the cultural elite had to be seen wearing from the rest of the world. They just want better lives.
crystals or getting their astrological tables done. Then all For most immigrants the promises of L.A. are not empty
the trendy people had to be seen working out in expensive promises: if they work hard they can achieve better lives
gyms and drinking wheat grass. More recently there was a for themselves and their families.
minor intellectualism trend where the trendy people wanted
to be seen in cafes wearing glasses and reading philosophy
books. L.A. Liberals
Los Angeles is known as one of the most liberal cities in the
The willingness of L.A. to adopt new trends at the drop of a country. Yet L.A. liberalism is very different from liberalism
hat is, in part, because this is the home of the entertainment in other areas. L.A. liberals are mainly home-owners who
and real estate industries, who specialize in taking a take up local environmental causes such as ‘saving’ a local
lifestyle or ideology and turning it into something that can area from development or keeping the beaches clean in order
be packaged and sold. to keep the value of their homes high. They try to keep
housing density low in their neighborhoods, supposedly to
Angelinos are often the target of derisive humor by the fight urbanization and protect the environment, but the bottom
rest of the world because, in their rush to adopt the latest line is to keep their communities wealthy and exclusive.
trends, they don’t realize that they’re doing things that look
ridiculous. Los Angeles liberals will consistently vote for popular
causes like saving the whales or providing aid to third world
The economic and racial segregation of the city, the lack countries. They will give money to charities and be seen at
of public spaces for people to meet, the constant natural fancy fundraising events for these popular causes, yet they
disasters and the broken dreams of so many has come will consistently vote against anything which would cause
together to make L.A. one of the cruelest cities on Earth. more homeless people or minorities to live near them or
Angelinos, on average, have no empathy for the tragedies which would hamper the LAPD’s military-style war against
of others. drugs and gangs
Entertainment
In Brief: Clubs, beaches and shopping are popular. During the day the beaches are where many L.A. residents
(especially the White and wealthy) go to hang out. The
L.A.’s night life is centered around night clubs, especially Venice Boardwalk is one of the most popular beach
on Sunset Strip in West Hollywood. L.A. bars stop serving hangouts. Surfing is big at L.A. beaches. There are also
alcohol at 2 PM and there is no smoking in bars and clubs. many sunbathers, bicyclists, rollerbladers, people eating at
Some nightclubs go to extreme lengths to be seen as hip and beach-side cafes, street performers, people walking dogs,
fashionable, mostly by using the most extreme interior décor etc.
they can imagine, from cold and completely bare concrete
to a profusion of red velvet. Some clubs are so extreme For many wealthy L.A. residents, shopping is a major
and unique that stepping into one is like no experience to pastime. A day long shopping trip may take them to
be found outside the world of dreams. Some clubs are so Hollywood and Beverly Hills and leave them proudly
exclusive that bouncers don’t allow anyone in who doesn’t carrying a number of bags with the logos of upscale shops
look trendy enough. Other clubs have VIP rooms where on them.
only the rich and famous can go.
162 Chapter Four - Los Angeles
Alleys
So called ‘higher-culture’, e.g. theater, orchestras, opera, etc. keeps
Club xVx trying to leave L.A. to go where it would be more appreciated, but
This is a trendy new club in West Hollywood, on the real estate interests, who know that ‘culture’ is a part of real estate
Sunset Strip. Octavio Hidalgo (p.219) owns a third value, keep paying it to come back.
of it. It has been the site of several equally trendy
clubs that went bankrupt after their popularity
slipped.
Two black-clad bouncers at the front keep out
anyone who isn’t trendy, famous or rich enough
Population
to enter. They can be bribed and this is a common There are about 11 million people in L.A. County and about 15
occurrence.
million in the L.A. area.
Inside is a fairly standard night club dance floor:
colored lights, a DJ booth, video clips playing on
big TV screens, two bars, chill-out rooms, large and
clean bathrooms. From the moment the club opens
Nationality
its doors (at 7 PM) until is closes (2 AM) there is
In Brief- Many immigrants, many illegals.
constant pounding music, a mix of techno, pop and
rap, almost too loud for anyone to talk. Each night 10 million L.A. residents were born in the US, 1 million are
there is at least one person dealing coke, ecstasy, naturalized citizens, about 3.6 million are non-citizens. There are
speed and other ‘club drugs.’ The management about 2 million illegal immigrants in the L.A. area (about one-fifth
knows the dealers are present but says nothing so of all illegal immigrants in the nation). Most new immigrants are
long as they are subtle. from Mexico, the Philippines, El Salvador, China, Korea, Vietnam,
At the back of the dance floor area are two more Iran, Taiwan, Vietnam and India.
bouncers that guard the entrance to the VIP area.
The management is purposefully unclear about what Life as an Illegal Alien in L.A.
it takes to become a VIP, but most anyone who has
to ask will be turned away. Most illegals have paid thousands and risked their lives to come to the
US. Some Asians pay as much as $30,000 each to be smuggled into the
The entrance to the VIP room is two large, heavy, US, and when they get here they still owe money to their smugglers and
ornately carved wooden doors. Behind them is are forced to pay it off working in sweatshops.
a diffusely lit hallway. The walls have small,
blunt metal spikes on them and the floor is clear Immigrants can buy fake social security and green cards, allowing
plastic over a carpeting of plastic masks of people them to get jobs, for as little as $20. Most men work as day laborers,
screaming. At the end of the hallway two more large mostly on construction sites. Most women work in garment industry
wood doors lead into the actual VIP room. sweatshops where they earn as little as 70 cents per hour. There are
over 4,500 sweatshops in L.A. In theory, employers could face fines
The VIP room is a strange mix of antique and ultra- if they are caught employing illegals, but in reality the number of fines
modern. There are Victorian chairs, divans, tables employers face is far too small to discourage them from employing
and fainting couches which have been reupholstered illegals.
with soft red velvet. The ceiling is mirrored but
the mirrors have been made yellowish, cloudy and Most immigrants find a community waiting in L.A. to welcome
slightly warped to make them look antique. The them: those from their old homes who came here before them. Most
walls are covered with red velvet. The carpet immigrants send a significant portion of their income to relatives back
(burgundy) is plush and immaculately clean. home. Although some immigrants live in cheap hotels or in garages,
There is a bar made entirely from smoked glass. most live in modest but comfortable working-class apartments.
Expensive liquor bottles sit on glass shelves with
amber lights shining through them from behind. For the most part illegals worry about the same things as other working
There are several abstract glass sculptures filled class Angelinos: keeping their cars running, getting a good education
with a cloudy grey liquid. By virtue of a mechanism for their kids, paying their bills. Although some live in fear, immigrants
inside, old black-and-white daguerreotype photos have little cause to worry about being deported so long as they keep out
(sealed in clear plastic) occasionally emerge from of trouble with the law. Even those who do get in trouble with the law
the cloudiness, pressed for a second against the may get through the justice system without being deported, since L.A.
surface of the glass before dissapearing again. law enforcement and INS still don’t work together as well as they’re
supposed to.
The lighting is dim and tinted purple. The music is
less loud and tends to be of the ‘ambient-industrial’ The Border Patrol, the military force which is a bane of immigrants who
genre. The smell of cigars and clove cigarettes are came through the US-Mexico border, has recently caused terror among
common. Drugs are often used openly. Most of the illegal immigrants by conducting raids in the Inland Empire.
people found back here are young celebrities and the Being illegal has inherent problems beyond the possibility of being
children of the rich. deported. Getting car insurance is difficult, and without car insurance
There is no special significance to the club’s décor; an immigrant can lose his or her car if pulled over. Getting anything
it was simply the result of hiring the trendiest other than emergency medical care is also difficult. Many have limited
interior decorator available. The beautiful, exotic, English skills.
mysterious and slightly menacing ambience has Illegal immigrants also face a lot of hatred. There are anti-immigrant
been enough to make a few drugged-up celebrities groups whose hatred and paranoia resemble that of the Nazis.
freak out.
Population 163
In Dark
Ethnicity Income
In Brief- Largely Hispanic, many Blacks and In Brief- Many rich (especially in Orange County), many poor
Asians. (especially in L.A. County), many homeless.
There are about 6 million Hispanics, 6 million Whites, About 2 million people in the L.A. area are living below the
1 million Blacks and about 1.5 million Asians in the poverty line. L.A. County has the largest percentage of people
L.A. area. Whites are the majority in Orange County in poverty (18%), followed by San Bernardino County (16%),
and Riverside County. The vast majority of Blacks Riverside County (14%) and lastly Orange County (10%).
are in L.A. County. Most Asians are found in L.A.
County. Each county has a large number of Hispanics There are about 800,000 people who make $100,000 or more
but in L.A. County they are the largest group. per year. There are about 150,000 who make $200,000 or more.
Orange County has the highest percentage of people making
Although L.A. has a diverse number of ethnic this much money (5%).
communities, there are some that are unique in the
nation: L.A. has the second largest Hispanic population There are about 90,000 homeless people in L.A. County, the
of any city in the world (Mexico City being the first), largest homeless population of any urban area in the nation.
the second largest Jewish population in the country About two-thirds are male. There is a fairly equal mix of White,
(the New York area having the first). It has more Black and Hispanic homeless people. Only about one-in-four
Guatemalans, Salvadorans, Filipinos, Cambodians, finds a bed in a shelter on any given night. More than half of the
Koreans, Thais, Israelis, Armenians and Hungarians homeless have mental illness and/or substance abuse problems.
living outside their respective nations than anywhere About 1 in 10 is a veteran, about 1 in 4 has a physical disability,
else in the world. L.A. has the nation’s largest Persian, and about 1 in 10 has been a victim of domestic violence. The
Japanese and Native American populations. There are average homeless person is 40 years old. A growing portion of
also a relatively large number of Roma (Gypsies) in the homeless population are single-mom families, though they
the L.A. area. L.A. also has the nation’s second largest tend not to be among the “long-term” homeless.
population of native Pacific Islanders (Honolulu,
Hawaii being the first). Life as a Homeless Person in L.A.
The most popular area for homeless people to sleep is Skid Row. Other
Native Americans in L.A. significant areas of homeless occupation are other parts of downtown, South
L.A. has one of the largest Native American populations of Central, Long Beach, Pomona, Pasadena and Venice.
any urban area in the US. There are about 200,000 Native Some sleep in shelters, others in cars. Some have tents or construct cardboard
Americans in the L.A. area. Some are Native Californians. shelters on sidewalks or under underpasses. Some take advantage of L.A.’s
Although the Native Californian population was decimated by temperate weather and sleep on cardboard sheets on the sidewalk.
plagues their numbers have been growing. In 1906 there were
42 Chumash people. Today, 2,000 claim Chumash ancestry. About half receive some sort of government assistance (often disability
checks that they cash at the local liquor store). Some receive money from
Many Native Americans from other parts of the US were put on friends or family. About one-third have jobs (typically minimum wage
busses to L.A. in the 50s by the Bureau of Indian Affairs, who jobs that don’t pay enough to pay the rent on an L.A. apartment), some
thought that dispersing Indians from their traditional homes panhandle, some engage in prostitution, some do small-time drug dealing,
to large urban areas was a good way to break them of their some sell cans to recyclers. Food can be gained fairly easily by going to
traditional cultures and ways of life. soup kitchens or eating out of dumpsters and the majority of a long-term
Another major component of L.A. Native Americans are homeless person’s income is spent on drugs or alcohol.
natives of Latin America who immigrated here with along Legal problems are common for the homeless, especially when the LAPD
mestizos. The Latin American Natives usually live in the same choose to enforce anti-camping, anti-loitering and anti-public urination
neighborhoods as other Hispanic immigrants but they are often laws. Many of the homeless in Skid Row are parole or probation violators.
isolated and discriminated against because many only speak Medical problems are common, especially because hygiene is difficult for
Spanish as a second language. the homeless. Some are homeless because physical disabilities made them
There are a disproportionately large number of Native Americans unable to work, others are physically disabled because of an injury or illness
in L.A.’s homeless population. Alcoholism, displacement caused by being on the streets. Homeless people are attacked and raped at
from their communities and a spirit of independence are all a much higher rate than the rest of the population.
contributing factors. Many homeless people are underage. Most are runaways. About one-third
The major gatherings for Native Americans in Southern of homeless youth are gay, lesbian, bisexual or transgendered. Homeless
California are the UCLA pow-pow, held in May on the UCLA youth are likely to engage in drug dealing, unsafe sex and illegal drug use.
campus, and the CSU Long Beach pow-wow, held in March.
At these pow-wows Native American dancers from the L.A.
area, and some from all over the country, put on their best
traditional costumes and dance, hoping to win a cash prize.
Religion
Others drum and sing. Others set up booths to sell food, crafts In Brief- Catholicism big. New Age & cults relatively big.
or merchandise. Others are just there to watch and socialize.
Due to the limited autonomy granted Native Americans under There are abut 4 million Catholics in L.A. County. About
American law, many Native American tribes have opened 1 million people in L.A. County consider themselves non-
casinos. The nearest big casinos are near San Bernardino in San
Bernardino county and near San Jacinto in Riverside county. religious/agnostic/atheists. There are about 3 million Protestant
Christians (with Baptists and Evangelicals the largest sub-
groups). Other large religions are Judaism (½ million), tape liberal priests doing or saying things contrary to
Church of Mormon (100,000), Islam (100,000), Buddhism archdiocese policies.
(70,000), Hinduism (70,000) and Jehovah’s Witness (70,000).
Catholicism, Buddhism and Islam are growing rapidly, mostly The mother church for the L.A. archdiocese is the
because of immigration. Cathedral of Our Lady of the Angels, see p.175 for
more.
Catholicism- L.A. has the largest Catholic congregation in the
New Age- While it may no longer be cool for people to
US. The vast majority of these Catholics are Hispanic, although
a significant amount (10%) are Asian. The L.A. archdiocesecall themselves ‘New Agers,’ many L.A. residents to
has more than 2,000 ordained employees, more than 12,000 laysubscribe to such beliefs. New Age is an amorphous
set of beliefs as well as the products (books, crystals,
employees, runs schools, cemeteries, colleges and hospitals and
has a lot of investments and real estate. aromatherapy equipment) and services (classes,
workshops, alternative health treatments, ‘readings’)
The L.A. archdiocese also has a history of being one of the that are sold to believers. New Age is made up of a
country’s more conservative and intolerant archdiocese. The generic sort of mysticism, little bits of beliefs stolen
archdiocese has been known to send undercover agents to from other cultures and terms and ideas from science
Population 165
In Dark
taken completely out of context. New Age practices can Cults- L.A. has a lot of cults. The ideal victims of cult
include crystals, astrology, past life regression, meditation, indoctrination are the kind of people who come to L.A.
yoga, herbalism, aromatherapy, female inner-goddess- in droves: young people who have just arrived in a new
empowerment, organic/raw food diets, etc. community, are disoriented, desperate and have not
formed a social network.
Transportation
In Brief- Complicated but congested freeway system. Busses- About 450,000 people ride L.A. county busses.
Underutilized busses & subway. Yet bus usage has been declining lately, mostly because
of rising fares. 90% of bus riders are poor non-Whites.
Unlike other major cities, which were built within limited
space, L.A. is purposefully spread out. The design of L.A. Subways- There are four commuter rail lines. They run
means that everyone is forced to travel. Very few in L.A. in underground tunnels in some sections and are above
have homes, workplaces and shopping within walking ground in others. They run every 5 to 10 minutes at peak
distance of each other. Despite the addition of carpool lanes, times and every 20 minutes at night. They run from
most commuters still drive alone. Commuting to work is 4:30 AM to midnight. It costs $1.25 for a single fare. In
a way of life and spending half-an-hour driving to or from mid-day and evenings ridership is low and it is not hard
work is considered perfectly normal. Freeway congestion is to find a completely empty car.
still a major problem and can double, or more, the time of a
trip. Because of this, most L.A. radio stations feature regular
traffic reports so that drivers can adjust their routes to avoid
the worst traffic.
L.A. is behind every other US metropolis in public
transportation. The “red car” line of trolleys was dismantled
starting in 1949 and a replacement (the subway) was not
opened until 1990. Even the public transportation that exists
is underutilized by the L.A. population.
Freeways- L.A. is known for its complicated cloverleaf and
diamond interchanges, on-ramps that shoot into the sky like
roller coasters and many overpasses. Yet L.A. has relatively
few freeways for its large and dense population.
Many freeways are surrounded by walls on either side to
keep traffic noise from bothering local populations. These
walls feature murals, mosaics and a lot of graffiti.
The freeways are most congested during “rush hour” (around
6:30-8 AM and 5-7 PM). Average speed goes as low as 17
MPH (27 kmph) during these times.
With so many people spending so much time on the freeways,
random freeway violence is common. “Road rage” is
attributed as the cause for much of the violence. There have
been a string of freeway shootings in recent years.
Climate
L.A.’s proximity to the ocean gives it a rather mild climate. The L.A. basin and the San Fernando Valley suffer from
In summer the daytime highs are around 85° F (29° C), with smog, a hazy air pollution caused by cars and industry.
occasional highs the 90s. The nighttime lows in summer L.A. has improved its air pollution greatly in the last
are around 65° F (18° C). Temperatures are warmer the decade, but it is still a serious problem. Smog reaches
farther one goes from the ocean. unhealthy levels about one-third of days. Exposure to
smog causes eye irritation, coughing, headaches, nausea,
In winter, daytime highs are around 67° F (19° C) and shortness of breath and chest pains (altogether -4 END, 10
nighttime lows are around 48° F (8° C). difficulty distracting pain).
Los Angeles has an average of 325 sunny days per year. Los Angeles is known for its many disasters: earthquakes,
Los Angeles doesn’t see much rain. Most of the rain is in wildfires, floods and mudslides. Hardly a year goes by
winter and spring. Snow is a near impossibility. without some disaster killing many and causing millions
in property damage.
Politics 167
In Dark
Law Enforcement The LAPD has one of the most hostile relationships with
In Brief- Immigration overloaded, LAPD brutal and high-
tech, jails overcrowded. non-White communities of any police force in the nation.
See p.161 of History for more on why. The LAPD have
INS- The INS (Immigration and Naturalization Service) not made any significant improvements to their race
aka ‘La Migra’, is a large part of law-enforcement in L.A. relations. There are a few officers (mostly gang task
INS agents conduct raids on factories and cheap apartment force detectives) can converse freely with any member
buildings looking for immigrants without valid visas. Yet of non-White communities, even hard-core cop-hating
no matter how many illegal immigrants they capture they gang members, because they have learned the ‘secret’ of
can’t dent L.A.’s 2 million illegal immigrant population. showing at least a little respect to the people they talk to.
The L.A. jail system is also supposed to hand over criminal LAPD gang experts are in a very nice position: they get
suspects who are illegals. The INS has a major problem
to appear on TV a lot and when they retire early they can
housing these suspected illegals until they can be dealt with.
make a lot of money acting as expert witnesses in gang-
Lately the INS has had to contract out to private companies
to turn old motels and apartment buildings into mini-jails related trials.
to hold illegals. From the outside they look like regular
motels or apartments, but inside hundreds of illegals are Many new projects (public housing units built to house
held under lock-down conditions. poor people) are like little police states. Residents have
to carry identity passes, LAPD officers have their own
LAPD- More than any other police force in the country, substations there, fences funnel anyone entering or
the LAPD uses technology rather than manpower to deal leaving past checkpoints where police officers can frisk
with L.A.’s significant crime problem. High crime areas them, check their identities and ask where they’re going
are patrolled on a regular basis by LAPD helicopters using and why.
spotlights and infrared cameras. Helicopters also swiftly
deliver LAPD SWAT teams, armed with body armor Jails- The L.A. county jail system is the largest in the
and automatic weapons, to any situation where LAPD nation. This is where prisoners are kept who are awaiting
patrol officers feel they don’t have the enemy completely trial or who were sentenced to sentences too short to be
outgunned. sent to state prisons.
Crime 171
In Dark
Some Asian gangs are sets of traditionally Black or Hispanic and memorabilia, wear body armor and have automatic
gangs. Most Asian gangs, however, are independent of those weapons. When they attack they typically lie in wait and
groups. ambush lone individuals or bomb sensitive places like
churches. These hate groups are most commonly found
Asian gang members are, on average, 16 to 25 years old. They in the Inland Empire, which was recently rural and mostly
dress in the latest styles. They may have tattoos (dragons, White until urban sprawl and non-Whites moved in, making
tigers, eagles and ships are common) or cigarette burn scars Whites a minority.
(the more scars the more macho or crazy the gang member is).
Asian gangs tend to put less significance on turf and graffiti. After the Rodney King riots in 1992 White supremacist
Violence is usually only used to achieve a specific end. Most groups tried to capitalize on racial tensions by bombing and
Asian gangs are all about money. They are also more likely shooting Blacks to try to start a full-on race war.
than non-Asian gang members to leave their homes and travel
long distances to commit crimes.
Triads- These are branches of Chinese organized crime Next most expensive are the massage and acupressure
societies. The two main triads operating in the L.A. area are parlors where hand jobs, blow jobs and sex can be bought.
the Sun Yee On from Hong Kong and the United Bamboo Most are run by Asians and most of the prostitutes are
Gang from Taiwan. They import and distribute heroin, they Asians, though some parlors employ Hispanic immigrants.
run illegal gambling operations in Chinese areas, they smuggle Many massage parlors are for Asian clientele. Most
illegal Asian immigrants into the US (often to work in sweat massage parlors are found around Hollywood Boulevard,
shops) and they run massage parlors that are thinly veiled Inglewood or heavily-Asian neighborhoods of Orange
fronts for prostitution (see Sex Industry). Like most organized County. Prices are typically $100 to $140. Similar in
crime groups with a long history they have complex codes, price are seedy strip clubs where johns can negotiate to
procedures and rituals that are rarely known to outsiders. follow strippers home and have sex with them.
The sewer system has 6,500 miles (10,000 km.) of pipes In 1995 the California power industry was deregulated
ranging from 8 inches (20 cm.) to 12 feet (3.7 m.) in (opened to private companies who were forced to bid
diameter. 48 pumping plants help move sewage uphill on and sell power on a commodities market). This led
where it goes to 4 major sewage treatment plants. to booming prices of power and reduced power creation
which, in turn, led to rolling blackouts throughout the
L.A. has 1,200 miles (2,000 km.) of storm water drainage, state. Although the system has improved there are still
most of which is 20 to 40 years old. What was once the L.A. occasional blackouts in summer when most of the city
River has been turned into a giant concrete-walled storm has air conditioners running.
drain that exits into the ocean. Homeless people bathe in the
river and when it’s dry movies are sometimes filmed there Most L.A. groundwater has been badly polluted by
and graffiti artists and skaters trespass there. solvents and other industrial chemicals. L.A. gets most
of its water from the Colorado River and from Northern
L.A. gets most of its power from the Palos Verdes nuclear California via a large system of aqueducts.
plant in Arizona, from the Hoover Dam, from the aqueducts
that bring water to the city and from coal plants in Utah, L.A. has 1.25 billion square feet of paved streets. About
Arizona and Nevada. There are 4 natural gas powered half are considered to be in poor condition. About one
generators in L.A.. They are meant to only operate at third of streets are not lit by streetlights at night.
Geography
Union Station- A major subway and train station. Across
Downtown L.A. from the station is Olvera Street, which hosts a Hispanic
market bazaar and many Hispanic celebrations.
In Brief- Office buildings, Asian neighborhoods, homeless
people. Historic Core- This historic section has a lot of grand
old movie theaters, most are underused or are abandoned.
Downtown has both incredibly expensive office buildings, This section has a lot of small retailers and swap meets
the poorest area in L.A., and, due to recent gentrification, catering to Hispanic shoppers. There are a lot of drugs
upper class dwellings. For all its variety, Downtown L.A. and prostitutes in this section.
doesn’t have the cultural ‘pull’ on Los Angeles residents that
downtowns in other urban areas do. Among the landmarks Fashion District- Featuring clothing design, production
of the downtown area are Dodger Stadium, the USC Medical and distribution and cloth wholesalers. The are also
Center, the L.A. County Jail and the bootleggers (fake designer wear,
University of Southern California. pirated DVDs) operating out of
back alley shops.
Chinatown- 15,000 Chinese
and Southeast Asians (especially Jewelry District- This section has
Vietnamese and Cambodians) live 5,000 jewelry related businesses
here and many more come here to and has a yearly 3 billion in sales.
shop. The oldest part of Chinatown
was built by Hollywood set designers Bunker Hill / Financial District-
as a tourist attraction. Few Chinese A section of skyscrapers,
live in that part anymore. including a hill with skyscrapers
on it. Some of the oldest office
Little Tokyo- Once a major Japanese- buildings have been turned into
American population center, now expensive high-rise apartment
there are only about 1,000 Japanese buildings. Near Bunker Hill is the
(mostly elderly). It remains a focus Cathedral of Our Lady of Angels,
of Japanese cultural events. the mother church and seat of the
Geography 175
In Dark
Los Angeles archdiocese, built after the 1994 Northridge (mostly fish and produce) and toy wholesalers still
earthquake destroyed the old mother church. The site operating here. At night, though, about 20,000 homeless
includes a lot of modern art, a 12-story-high cathedral, a people live in this area, which some have called the most
plaza, gardens, waterfall, conference center, gift shop, café dangerous 10 square blocks in the world. Some live in
and administrative offices. The 50 ft. (15 m.) high cross, cheap SRO (single-room occupancy) hotels, some sleep
which is lighted at night, can be seen for miles. Many in the area’s many shelters, some sleep on the streets in
homeless live on the fringes of Bunker Hill. The Library tents or on sheets of cardboard. Skid Row has the highest
tower, at 71 stories, is the tallest building in the Western concentration of crack addicts in the city. There is a lot
US. of drug dealing and prostitution here. There are dozens
of missions and homeless service centers here. There are
Civic Center- This is a complex of many federal, state and also many vacant lots: given the choice between bringing
local government buildings. Included are the Parker Center buildings up to code or demolishing them, many building
(the headquarters of the LAPD), major federal and county owners chose the latter. Not far away the real estate is very
courthouses, orchestra halls and art galleries. Many working expensive, but because this is the homeless containment
class immigrants and homeless people live nearby. zone the property here is nearly worthless.
Skid Row
1 Northridge Hospital Med. Ctr. 13 Kaiser-Permanente Hospital 25 Little Toyo 37 Long Beach Memorial Med. Ctr.
2 Burbank Airport 14 Los Angeles City College 26 Civic Center / LAPD HQ 38 Long Beach Airport
3 Universal Studios / City Walk 15 UCLA 27 Little Manila 39 Disneyland
4 Hollywood Sign 16 UCLA Med. Ctr. 28 Santa Monica Pier 40 Marineland of the Pacific
5 Griffith Zoo / Observatory 17 Golden Triangle 29 Dogtown 41 St. Mary’s Med. Ctr.
6 Griffith Park 18 La Brea Tar Pits 30 Muscle Beach 42 Queen Mary
7 Forest Lawn Cemetery 19 Korea Town 31 USC 43 Little Phnom Penh
8 Huntington Hospital 20 Angelino Heights 32 His Lai Buddhist Monastery 44 CSU Long Beach
9 Cal Tech 21 Macarthur Park 33 LAX 45 Little Saigon
10 Huntington Library 22 Abandoned Subway Tunnel 34 Watts Towers 46 John Wayne Airport
11 Sunset Strip 23 Skid Row 35 Lac-King/Drew Med. Ctr. 47 UC Irvine
12 Masonic Temple 24 Cathedral of Our Lady of Angels 36 Harbor UCLA Med. Ctr.
Geography 177
In Dark
East L.A. is largely working class. Most of the people who prostitution and drug dealing. Recent revitalization
live here are Mexican immigrants who have been in the US efforts, including the addition of security cameras, have
for several generations and discovered that it is possible to significantly reduced crime in the park.
make it in the US without giving up their unique culture.
Accordingly, East L.A. is culturally conservative. Recent Near MacArthur park are Korea Town (a section with
Mexican and Central American immigrants live in the in the many Korean and Central American immigrants) and the
poorer parts of East L.A. East L.A. is a major hotbed for La Brea Tar Pits.
Hispanic street gangs (see p.171).
Watts- Nearly half of Watts lives below the poverty line.
East L.A. is home to a lot of factories, especially industries Most of the population is Hispanic. In 1965 Watts was
that create pollution. East L.A. has ten times worse air the center of a big riot that damaged much of the area.
pollution than West L.A. Any improvements to the area since then were undone by
the crack cocaine epidemic, which turned the area into
Many hard-working Hispanics commute every day from a wasteland, and then the 1992 Rodney King riots. It
East L.A. to West L.A. where they work as maids and remains one of the most blighted parts of L.A. The only
gardeners in the homes of rich Jews and Anglos. recent event which has improved life in the area was a
truce between major Watts gangs which reduced violence
Also in this area is the City of Industry, a city that (if not drug problems) in the area.
incorporated to prevent its commercial areas from being
annexed and taxed by nearby cities. The City of Industry Watts is also known for the Watts Towers, a bizarre piece
has no business taxes and pays for its limited costs with of sculpture created between 1921 and 1954 by an Italian
taxes on retail establishments. The city of industry has immigrant living in Watts. The sculpture contains several
few residents: most of the area is taken up by industrial tall towers (two over 99 ft. or 30 m. high) made of a metal
buildings, retail centers, a large shopping mall and the only skeleton. Imbedded in the sculpture is a huge variety of
drive-in movie theater in the L.A. area. ‘found objects’ including pieces of pottery, glass from
bottles and construction scrap.
South Central Inglewood- A city near the West Side with a working and
middle class Black population and an increasing number
In Brief- Mostly Black and Hispanic, poor, lots of gangs. of Hispanics. There is a fair amount of manufacturing in
Inglewood. Inglewood has a long history of Black gang
As large numbers of Blacks came to L.A. (primarily during activity.
the great depression and after WWII), often seeking an
escape from Southern segregation, they found that most
L.A. neighborhoods had formed restrictive covenants to
prevent Black people from moving there. They found
West L.A. / Beaches
themselves forced to live in what was increasingly an In Brief- Rich, white, touristy.
overcrowded ghetto in South Central. In more recent times
the booming Hispanic population has moved into the area, This is a wealthy area populated mostly by upper-class
displacing Blacks as the dominant ethnicity in many parts Anglos and Jews. Real estate prices here are extremely
of South Central. high because of the good air quality, good weather, and
proximity to beaches. This area has a high concentration
South Central is one of the poorest and most crime-ridden of plastic surgeons, health clubs and BMWs. The people
areas in L.A. and is a major hotbed for gang activity. Much living here are often culturally isolated. Often times the
of modern gang culture started here and spread throughout only Hispanic people they know are their gardeners and
the US and beyond. Many gang members throughout the maids.
country see South Central as a semi-legendary homeland
of gangs. Also in the area: several high rise office buildings, a major
Reform Jewish synagogue and several Japanese owned
Crenshaw- This was once one of the largest middle businesses.
class Black neighborhoods in the US, then the 80s crack
epidemic, the 1992 Rodney King riots and the 1994 Westwood- This college town is dominated by UCLA
Northridge earthquake did significant damage from which (University of California at Los Angeles). UCLA was
this area was unable to recover, turning it into a poor and built in 1927 and has, among other things, a law and
violent area and an epicenter of gang activity. Crenshaw medical school. Out of the 11,000 students who attend,
is made up mostly of single story bungalows and small 8,000 live in on-campus housing.
apartment buildings. The streets are lined with palm trees.
Santa Monica Mountains- This is a small chain of
MacArthur Park- The MacArthur park area was once mountains which forms the boundary between the L.A.
wealthy, featuring a lot of nice old apartment buildings, basin and the San Fernando Valley. Many mansions are
but now it is generally a poor part of town where a lot of built on mountainsides overlooking the ocean, forming
Central American immigrants live. At the center of the one of the highest concentrations of rich people in the
area is MacArthur park, which features a band shell, a lake world. The mountains are a popular destination for hikers.
with for-rent paddleboats and a fountain. Until recently There have been mountain lion attacks here.
MacArthur park was known for gang activity, teenage
Dogtown- Parts of Santa Monica and Venice make up this Hollywood is a big center for tourism and shopping,
small neighborhood which is famous with skateboarders and with a lot of shops, theaters, trendy restaurants and night
surfers as the home of pioneering members of their sports. clubs. Hollywood Boulevard is the center of tourism and
has, among other landmarks, the Chinese Theater and the
Masonic Temple.
Venice- Large canals were built here in 1904 to try to
replicate Italy’s Venice. Now most of the canals have Hollywood has a big problem with runaways. They
been filled in, some of those that remain have stagnant come to L.A. hoping to make it big as actors. After
and stinking water. For some time is has been known as failing many become homeless panhandlers or prostitutes
a bohemian area and in the 60s it was the center of L.A. working the streets of Hollywood. Others move to the
Valley and become porn actors.
hippie culture. A lot of artists live here and Venice has a lot
of large and unique public art projects. Although the area is Hollywood Cemetery, near Paramount Studios, has a
becoming gentrified and yuppieized, Venice is still the home large number of famous people.
to many old hippies, artists and homeless people. Venice
has the largest free clinic in the US and is home to the head Griffith Park- The biggest park in the L.A. area. It
is located in the Hollywood Hills (part of the Santa
office of the country’s largest lifeguard organization. Monica mountains). Griffith Park has an observatory,
amphitheater, the L.A. Zoo, golf courses, stables, a train
Downtown Venice is a popular night spot, with a lot of clubs, museum, the Hollywood sign, an old merry-go-round
bars and trendy clothing stores. and hiking trails.
Oakwood is a small Black section of Venice, one of the West Hollywood- This recently incorporated city has a
large number of homosexuals, retired seniors and Russian
few Black neighborhoods on the West Side. Crip gangs
Jews. About one third of the approximately 40,000
operate here and there is a fair amount of drug activity and people living here is homosexual. Many businesses cater
violence. to homosexuals. This is the primary home and nightlife
spot for L.A.’s LGBT community. Many call Santa
The Venice Boardwalk features many street performers, Monica Boulevard in West Hollywood the “main street
bicyclists, rollerbladers, volleyball courts, and a fishing pier. of gay America.” The annual gay pride parade held here
Nearby is muscle beach where bodybuilders go to exercise is the largest in the nation.
and show off their muscles. Sunset Strip is the part of Sunset Boulevard that runs
from Hollywood, through West Hollywood, to Beverly
Malibu- This city is home to many rich people, including Hills. It is the home of L.A.’s hottest and most exclusive
many famous actors and others from the film industry. There nightclubs. This area has been on the forefront of new
are many mansions on hills overlooking the sea. Building developments in popular music, from go-go dancing,
houses on hillsides has turned out to be risky: in recent years to punk, to new wave, to hair metal. Some of the
wildfires and mudslides on the hills have done millions in nightclubs are so snobby that bouncers won’t let people
property damage. in if they don’t look cool enough. The strip is dominated
by huge billboards and tons of neon and the streets are
crowded with cruisers and people watchers. The area
also has many expensive hotels.
Beverly Hills Also on Sunset Boulevard in West Hollywood is an
In Brief- Wealthy, famous shopping. ‘adult entertainment’ district with a lot of strip clubs
and porn shops. There are also prostitutes (including
This wealthy city is home to the “golden triangle,” centered many transvestites) on the streets, although recent police
on Rodeo Drive, one of the most glamorous shopping crackdowns here have forced many of the prostitutes to
districts in the world. The area also has many legendary move elsewhere.
hotels and restaurants. Beverly Hills has a large population Angelino Heights- L.A.’s oldest residential neighborhood
of Jews and Persians. with a lot of old Victorian houses, especially along the
1300 block of Carrol Avenue.
Geography 179
In Dark
Long Beach has a major port (adjacent to the port of Los
Palos Verdes Angeles) and a popular harbor. One attraction in the
harbor is the Queen Mary, a 2,000+ passenger art-deco
In Brief- Wealthy, isolated, xenophobic.
ocean liner from 1934. It is a hotel and tourist attraction
with restaurants and shopping on board. Many say the
This is a very wealthy and very exclusive neighborhood on Queen Mary is haunted.
the Palos Verdes peninsula. Palos Verdes is made up of
several small cities like Palos Verdes Estates, Rancho Palos Major businesses in Long Beach include aerospace
Verdes, Rolling Hills, and Rolling Hills Estates. companies, shipping (at the port), and hospitals. Long
Beach is home to CSU Long Beach, a major state
There are few roads in and out of Palo Verdes. The
university. Many Asians attend this university.
residents are very wary of outsiders and will often call
police or private security on anyone who looks like they
don’t belong. Although the area has great surfing spots,
non-locals who come here to surf are harassed or find their
San Fernando Valley
tires have been slashed by local surfers. Other hobbies In Brief- Prototypical suburbia, now increasingly non-
enjoyed by residents are hiking, bicycling, bird watching white and urbanized.
and horseback riding.
Known throughout Southern California as “the valley.”
There is a small upscale shopping district in Rolling Hills It’s a large valley directly to the North of Los Angeles.
Estates. Also in Palos Verdes is the Marineland of the The valley was the early recipient of “White flight” when
Pacific, an aquarium which was closed in 1986 and has Whites fled the increasingly non-White L.A. basin. Today,
remained unused except occasionally as a set for TV shows however, the valley is about half Latino and one-tenth
and movies. Asian. There is a large Iranian community (including
both Moslem and Jewish Iranians) in the West Valley and
San Pedro / Port of L.A. Calabasas. Skyrocketing housing costs and increasing
minority populations has caused many Valley residents to
In Brief- Major port. move to the Inland Empire (p.181). Most major TV and
movie studios can be found in the Valley. The Valley is
San Pedro is a small historical district with a WWII cargo also home to a multi-billion dollar pornography industry.
ship and a Victorian-era lighthouse, both of which are Three-quarters of adult magazine and video distributors in
maintained as museums. the US are located here.
The historical district is dwarfed by the Port of L.A. This The Valley is scorned by most Angelinos as ‘not cool.’ It’s
massive port (7,500 acres, handling about 150 million tons the land of prototypical suburbs. The Valley is also the
of cargo worth $160 billion per year) is the busiest in the origin of ‘valley girls’ and ‘valley speak’ which developed
US. The majority of traffic there is container ships coming among suburban Valley teens in the 80s. The Valley is
from and going to Asia. There are also a number of cruise also designed to honor the culture of the car: just about
ships that dock here. The ships and land vehicles at the port everything can be purchased via a drive-through-window
are a major source of L.A.’s pollution. The Port of L.A. is and carwashes are huge landmarks in the hearts of Valley
just East of the Port of Long Beach, which is the second residents.
busiest port in the US.
The Valley has fairly bad air quality because the valley
traps pollution.
Long Beach
Glendale- More than half of this city is foreign born.
In Brief- Many Asians, large port, haunted ocean liner. There are Persians, Arabs, Filipinos and other Asians.
The city is best known for its huge Armenian population.
This community features fairly wealthy and fairly poor Glendale even has Armenian organized crime (p.172) and
neighborhoods. There are a significant number of Crips and street gangs (p.171). Glendale is also home to the Forest
Asian gangs here. Lawn Cemetery, a cemetery famous for its resemblance
to Disneyland. The cemetery has themed areas (e.g.
Long Beach has a fairly large Asian community, with
“Babyland” and “Dawn of Tomorrow.”) Many sections
many Laotians, Cambodians, Hmong and Vietnamese. The
are decorated with the aesthetics of a Precious Moments
Hmong and Cambodians are especially prevalent: Long
figurine. Speakers play recorded music or lectures.
Beach has most of L.A. County’s Hmong and is the world’s
Video biographies can be viewed via kiosks. Many
largest Cambodian community outside of Cambodia (mostly
famous people are buried here. Many people are married
in a part of Long Beach known as Little Phnom Penh).
here.
This city and surrounding communities are as old as The Inland Empire also has the area’s biggest Indian
L.A. They have a fair amount of poverty but also have casinos, one in San Bernardino and one in Riverside
expensive condominiums. Pasadena is mostly White with county.
a small section of Blacks and Hispanics. The Pasadena
area is home to Caltech, a major high-tech university Fontana- This town, in San Bernardino County, was once
rivaling MIT in its prestige. Pasadena also has the Rose an orchard and cattle ranch town. Then, during WWII, a
Bowl, a major sports arena. There are also flocks of wild large steel mill was built, turning it into a working class
parrots living in Pasadena. town. The Hell’s Angels formed in Fontana after the
war. The plant was closed in the 1980s, bringing poverty
and unemployment to the area. The economy has been
Pasadena also has the Huntington Library, which was built
improving as suburban sprawl moves in, but Fontana is
by a railroad tycoon. The library has 600,000 books and still a poor town. Fontana is the meth lab capitol of the
3,000 manuscripts. The library has some of the world’s country, home to lots of bikers, rednecks, KKK members
rarest and most valuable books, including a Gutenberg and poor people. There are ruins of the old steel mill,
Bible. as well as several big wrecking yards and trucking
companies. This is a major hub for truckers and there are
San Gabriel / Inland Empire a lot of truck stops and adult bookstores. A large number
of stray dogs wander the dusty streets.
In Brief- Once rural and White, now suburban with non- Palm Springs- Way out in Riverside County, 120 miles
Whites. (200 km.) east of L.A. is an oasis in desert. Palm Springs
is home to many resorts, golf courses, country clubs and
This area includes the San Gabriel Valley (East of Pasadena rich residential communities.
and East L.A.) and, to the East of the valley, Riverside and
San Bernardino counties.
Geography 181
In Dark
Orange County has many private and public colleges, most Westminster- This city is taken up mostly by Little
notably University of California at Irvine and California Saigon, the biggest Vietnamese community outside of
State University Fullerton. Tourism and theme parks are Vietnam. See p.20 for more on Little Saigon.
the county’s biggest industries. There are medieval and
old-west themed ‘show restaurants’ where people can sit Irvine- This city was planned and developed by the
and eat and watch a live show. There are also a lot of big Irvine Company in the 1960s. It is a city of pristine
tech businesses and business hubs. Orange County has suburbs, ecological preserves and careful landscaping.
several upper-class communities. There are also many Rather than a grid, the streets are laid out in a curving
toll-roads. pattern that resembles a necklace. It is the safest city in
the US. It is also known for the fascism of its homeowner
Punk is big in Orange County and it is the birthplace of associations who dictate everything down to what brands
several famous punk and pop/punk bands. of cars residents can park in front of their homes. It is
mostly White and Asian with growing Chinese, Korean,
Indian and Iranian populations. Irvine is the home to
Laguna Beach- Often considered the art capital of
the headquarters of many tech companies, the Ayn Rand
Orange County. There are a lot of art galleries and a lot
Institute and UC Irvine.
of artists living here. Laguna Beach has a yearly living
statue festival in which residents dress up and recreate
scenes from famous paintings. Laguna Beach has an Santa Ana- This is the county seat and the largest city
overwhelmingly White Anglo population. in Orange County. Santa Ana has a mostly Mexican-
American population. There is also a zoo, a museum
Anaheim- This is the tourist hub of Southern California. with many Central American artifacts, and the Orange
Its major attraction is Disneyland, though there are also County courthouse.
many resort hotels, shopping areas and entertainment
venues. Anaheim has more racial diversity than most of San Juan Capistrano- An old Catholic mission which
Orange County. has been restored and is now a tourist destination. It
is famous as the point of return to the US of migrating
Disneyland- This theme park was constructed in 1954-5. swallows, although changing migration patterns have
About 12 million people visit it every year. In recent recently reduced the number of swallows that come
times its owners have concentrated on turning Disneyland here.
from a theme park for kids into a full-service family
resort. Disneyland has the Sleeping Beauty Castle at
the center, surrounded by 8 themed ‘lands’: Main Street
USA, Adventureland, Frontier Land, Fantasy Land, King Catalina Island
Arthur’s Carousel, Tommorrowland, New Orleans Square, In Brief- Large wilderness island off coast.
Critter Country and Mickey’s Toontown. A railroad and
monorail help visitors move between these areas. There This is a 76 square mile (200 km2) island approximately
are also large “back stage” areas that visitors do not see 22 miles (35 km.) from L.A. One million tourists come
and which contain offices and maintenance shops. A here every year, mostly to camp, hike, mountain bike,
network of tunnels under Disneyland allows employees snorkel, scuba dive, see reefs and shipwrecks in glass-
to move between backstage areas and the rest of the park bottom boats and stay in the island’s two small resort
without being seen. Disneyland maintains extensive villages (Avalon and Two Harbors). Tourists come here
surveillance of the park in order to keep visitors safe via ferries or the island’s small airport. The number of
and to proactively deal with ‘undesirables.’ In October, cars allowed on the island is strictly limited and most
Disneyland has ‘gay days’ where around 30,000 gays and residents and visitors use bicycles or golf carts for
lesbians visit the park. transportation.
Fullerton- This city has several colleges (most notably
Catalina is a rocky island with many mountains, canyons,
CSU Fullerton), suburban communities and shopping
coves and beaches. There is a herd of around 125 bison
centers. Real estate prices here are very high. In recent
(brought here in 1924 for the filming of a movie) as well
times Fullerton has been the site of a big political battle
as boars and island foxes.
between “slow growth” forces and those who want to
develop the city to allow for more people and businesses.
The “slow growth” camp is mostly made up of homeowners
who want to keep their communities exclusive and their
homes valuable.
Geography 183
In Dark
G
A
M
E
M
A
S
T
E
R
S
O
N
L
Y
184 Chapter Five - Secrets of the Touched
Alleys
Chapter Five - G
Secrets of the ToucheD A
Secrets of the Androgynes M
In Brief- Members of the genderqueer movement
discovered a way to make sexual occult practices safe by
passion with emotions such as fear and self-hatred, and
wasn’t bogged down by established roles and rituals.
E
shedding the baggage of gender identity. Genderqueer created a new opportunity, and hopefully a
safer opportunity, to bypass established sex roles.
M
Origin- Since prehistory, people have chosen to dress and
live as another gender, either with or without the knowledge Structure- There are about a thousand Androgynes
and sanction of society. Almost every culture in aboriginal worldwide, almost all of them living in major cities in
A
North America had what Whites called “berdache”, people America, Europe and Japan. ‘Liberal’ cities, like San
who lived as the other gender and were often considered Francisco, Los Angeles and New York, where many
holy or powerful. homosexuals and transgendered people flee to, have the
S
highest populations. There are about 50 Androgynes in
In the mid 20th century, when homosexuality was thought of Los Angeles.
by most homosexuals as a terrible secret (and by society as
T
a crime and a mental illness), men met in public restrooms There is no leadership or official structure to the
known as ‘tea rooms’ for anonymous sex. Many of these organization. Some members acknowledge loyalty to
men lived as heterosexuals except for the few minutes they those who taught them or are more powerful than them.
Others do not. Some Androgynes take it upon themselves
E
spent in these tea rooms. Occasionally the sex would lead
to a supernatural accident, usually killing the participants. to travel to other cities to start Androgyne groups there.
Nobody wanted to admit to being there, so nobody reported The groups rarely communicate and no single Androgyne
knows what-all is going on with Androgynes as a whole.
R
or talked about the supernatural accidents.
Later in the century, tea room sex lost most of its power as Metaphysics- Sex is a product of evolution. The
exchange of genes is the only way to keep a population
S
homosexuality became more accepted and homosexual sex
roles and rituals standardized. genetically healthy. Pleasure is the natural means by
which evolution caused humans to have sex. However,
When sex-change operations were invented in 1952, it the powers-from-beyond quickly realized that the
created the possibility of actually becoming another gender ability to directly create pleasure in each other and to
and thus transsexuals were born. share in pleasure was dangerous. Two souls repeatedly
sharing such powerful emotions stood a greater chance
O
The term “genderqueer” came into use in the late 1990s, of awakening than one soul alone. So, since sex was
mostly among alternate-sexuality youth groups who wanted a biological necessity, the powers-from-beyond tried to
a way to define themselves that didn’t imply that they had “cripple” sex by creating numerous sexual taboos and
N
chosen and would adhere to a gender or sexual orientation. cultural constraints on sex. They also created gender
The idea of being non-gendered, multi-gendered or semi- roles and division of labor, essentially giving men and
gendered spread from youth groups to established queer women two separate cultures and making them strangers
L
academics and philosophers. Even some people who were to each other.
neither homosexual nor transgendered identified themselves
as genderqueer. In modern humans, these gender roles are learned
Y
early. Children are taught by adults and older children
Apart from attracting radical youth and cutting edge queer- what behaviors are expected from males and what from
philosophers, the genderqueer movement was the last females. To learn not to act like the opposite gender
piece in the puzzle for a number of gays and lesbians who children must internalize gender ideas. Thus the anima
remembered (or had heard about) the tea room events. They or animus is formed both as an internal model of the
had theorized that tea room sex had power because it mixed opposite sex and as a repository for repressed feelings
and impulses.
G
conscious self. Less psychological energy is caught up perfectly proportioned face, spiky black hair with patches died
in that psychodynamic and the energy is available to purple. Silver earrings and pierced septum ring. Naturally red
the conscious self. Second, genderless sex has less to lips. Road-worn cammo pants, plaid flannel shirt under a brown
A
leather vest, carrying a canvas knapsack.
distract participants from the pure sharing of pleasure
and is thus more likely to cause a minor awakening in the Attributes- AGY 16, AWR 13, CHM 17, END 25, INL 13, SPD
soul. Androgynes are trained to recognize these minor 22, STH 19, WIL 16, BLD 8, BDY 7, INCY 8.
M
awakenings and take advantage of the brief weakening
History- Vox was born Lance Peterson, the child of upper-
of the laws of physics. middle class suburban Los Angelinos. From an early age he new
he was different: he liked girls’ games as much as boys’, liked
E
Revelations- Androgynes haven’t been around long, so girls’ clothes and, as he got older, realized that he liked boys.
the oldest and wisest don’t know too much more than The other children were predictably cruel and Lance learned to
the newly initiated. Elders have seen intense sexual fight back physically and to throw up psychological defenses
experiences ‘break’ reality, often killing people in the against their insults. As a teen he leaned towards radical
process. Some elders have done historical research intellectualism, reading Marx, Sartre, Paglia and others. After
and have found evidence that sexual freedom has highschool he left home to become a cross-dressing gutterpunk
always had enemies among the ruling classes, and that living on the streets of West Hollywood. He was instantly
M
those enemies have often wielded supernatural powers. repelled by gay society. People looked down on him because
Some have found that “miracles” have favored societies he was a drag queen who was dirty and got into bar fights with
that were sexually restrictive, helping them thrive and bigots. He ended up hanging out with the misfits of gay society.
A
Once, in a bathroom at a public park, he started seeing the walls
destroy more permissive civilizations. To an Androgyne pulsate. The pulses grew stronger as the moans in the next stall
historian, the bible is a chronicle of some supernatural grew louder. Then he heard a crack and blood started to pour.
force, masquerading as ‘god’, manipulating historical When he looked he found bloody pieces of people, sheared off
S
events to wipe out sexually permissive pagan religions. cleanly as if they froze, shattered and thawed. Not long after
that he attended a gay youth conference where he first heard
Today the powers-that-be are ‘the patriarchy’, the small the term genderqueer. He loved the idea and quickly dropped
T
group of rich White men who benefit from every form Lance in favor of Vox and tried to obscure hir gender. Vox
of racial, sexual and class inequality. Elder Androgynes helped create Androgyne practice and developed Androgyne
know they could not win in open warfare with the abilities. Sie lost touch with most of the other elder Androgynes
E
patriarchy. This is why they keep the Androgynes so as Sie continued living on the streets, making a one-person war
secretive. They know that Androgyne cells have been against gender.
wiped out completely after being discovered by the Psychology- Vox has almost completely stopped thinking of
R
powers-that-be. hirself as male or female. Vox thinks of hirself as a lover,
explorer and, most importantly, as a freedom fighter trying to
Many elder Androgynes believe that the goal of the save humanity from the tyranny of gender. Sie doesn’t think it’s
S
powers-that-be and their secret masters is, and has wrong to destroy property or ruin the lives of those who support,
always been, to keep humans from finding the true power consciously or not, gender roles. Vox loves to confuse, disorient
of our souls. and scare ‘normals.’
Methods- Vox likes to seduce the rich and powerful and frighten
Various elder Androgynes are in possession of artifacts them with bizarre changes during sex. Hir favorite game is to
from sex-related shatters including: Mary Sutton’s switch bodies with someone, then seduce and switch bodies
Bloody Rags, the Vertigo Card, and the Glory Hole with another person, and on and on until finally coming back to
O
(p.244). hir original body, leaving a string of people in the wrong bodies.
The challenge for Vox is to find and get back in hir original
body before hir memories fade away. Vox also likes to enter
N
Androgynes and the Victorian Girls corporate or government buildings at night (getting past guards
using Be Other or Masks), disable fire suppression systems, and
While traveling around the world investigating then set them on fire.
supernatural incidents related to sex, a few of the
L
Androgyne elders have heard about the Victorian Girls Special Skills- Be Other (4), Birth Servant (2), Change Gender (4),
(p.244) and have started investigating. They have pieced Switch Bodies (4), Flesh Control (4), Masks (3), Revive (3).
together some of the incidents from suppressed historical Typical Attack- Vox attacks with a snake-like probe from hir
Y
records and have even managed to gain a Victorian Girl genital area (see Ultimate Genitals, p.82) which has range 4.
artifact. They have not yet figured out exactly how these Sie does a Strike at STH (25) + AGY (16) +1d20 vs. 25 (or 1d20
incidents fits in with their theory of the power of sex. +16 vs. 0) which does 3 damage (pierces armor as 6).
Figuring out how the Victorian Girls and the Tea Room
Saints are related would give the Androgynes a much Typical Reaction- An entangle with hir genital probe at INL
greater understanding of the universe. (13) + STH (25) +1d20 vs. 25 (or 1d20 +13 vs. 0).
‘Passion’ by CrotchPower G
I stare into your eyes. You seem more real than any person I’ve ever met.
A
M
Your mouth opens slightly. I feel like I am running down a hill and as the
incline grows steeper I must run faster and faster to stay on my feet. Yet
there is no fear here, not in this world we have carved for ourselves. Your
E
breath is hard and fast. I can feel my heart pounding in my lips, the lobes
of my ears, the tips of my fingers. The air between us is filled with warm
moisture. Every part of my body aches with desire to touch you.
We pull ourselves together. We both know the steps to this dance, make
M
them in perfect harmony, although neither is leading. There is softness in
your skin, but strength under it. Your body presses against mine and my
breath is taken away. We kiss and time is banished. Only this moment
A
exists. Your taste is on my tongue. Your smell fills my nostrils. The warmth
of your skin is all over me. Your wordless sounds of pleasure fill my ears. To
me there is only you. There has never been anything else and never will be
anything. You are the universe.
S
T
We lay ourselves down. In no hurry, we slide over each other, positioning
ourselves so we can each discover the fire burning between the other’s legs.
A touch there and we feel electricity leaping between us, traveling through
E
our spines, filling our bodies with a holy vibration. For a moment we are
tentative, afraid that this experience will be too intense, that it will obliterate
us. Yet we cannot stop, the parts of our minds that make decisions are like
tiny insects buzzing against the wrath of a hurricane.
R
S
Our fingers dig into each other’s flesh. We pull ourselves closer and closer
together. Our bodies rock in harmony. There is no longer any difference
between giving and receiving pleasure. Our bodies have no shape, all we
are is moving and feeling. The waves of pleasure grow higher and higher.
What once would have been heartstopping pain is now crashing ecstasy
filling all known worlds.
L
could be, thunder crashes. Petty gods are shaken on their thrones. For ours
is the passion that can destroy the heavens.
36
Y
Secrets of the Androgynes 187
In Dark
Secrets of the Animists
G
In Brief- Ancient peoples learned to gain power and deal rational order of the universe does not or can not exist. It
with the dangers of the invisible by driving themselves is temporary madness, accompanied by strong emotions.
insane with drugs, torture and deprivation. In the grips of temporary madness they are able to
A
overcome the rules of physics in minor ways: enhancing
Origin- Animism is a natural development of pre-scientific their physical abilities, leaving their bodies, imposing
cultures. Through trial and error, aboriginal people their will on those invisible beings or on inanimate
objects, etc. After imposing their will on reality while
M
compiled every technique that helped deal with the invisible
dangers of the world. Yet Animists were powerful enough insane, they become able to do it sober, but only because
to be a threat to the powers-from-beyond, so those powers of an absolute belief in their own ability. Each skill has
manipulated history so that organized priesthoods took over an explanation within the traditional cosmology. Even
E
the functions of shamans. The coming of science gave the when the cultural explanations aren’t true, the belief is an
powers-from-beyond an opportunity to slowly wean people important part of the ability. For instance, Animists with
off magic and the belief in an invisible world. Organized Command Inanimate believe they are speaking to sentient
religion, monotheism, science and colonialism were all spirits inside inanimate objects. In reality the objects do
attempts by the powers-from-beyond to slowly wipe out not have any sentience, but the belief that they do is an
Animism. important framework through which the Animist imposes
his or her will on the physical world.
A
cultures and converting those people to Christianity or ‘misfortunes’ and Outcasts call ‘wrigglers.’ These are the
Islam. There has been recent interest in shamanism by invisible beings that cause many of humanity’s diseases
Westerners, but this ‘neo-shamanism’ is no threat to anyone. and other problems. Yet not every illness is caused by an
S
The neo-shamans approach shamanism from a framework invisible creature. Some are caused by microorganisms
of western thought and ideas and, like modern occultists, or physiological failures, just as scientists and doctors
are almost never able to achieve real power. believe, and Animists find themselves powerless in the
face of these illnesses. In cities the proportion of illnesses
T
Structure- There are Animist elders and students scattered caused by microorganisms and toxins is greater than in
across the globe in remote wilderness areas and in the cities Animist’s aboriginal homelands. Thus many Animist
that play host to displaced people. Around the world there healers find their powers faltering in the face of modern
E
are about 100,000 Animists with some sort of real power medicine. See p.228 for more on wrigglers.
and about 100 in Los Angeles. Of those 100, about 60 are
Southeast Asians, 25 are from African Syncretic Religions, Animists’ ‘guardian spirits’ are really human
R
10 are Curanderos and 5 are from other assorted Animistic psychodynamics. The ‘spirit world’ they live in is really
cultures. the combined subconscious realms of the psychodynamics.
When Animists are possessed they are allowing
Most of these Animists will never move past the most basic psychodynamics (or occasionally Dances, see p.193)
S
skills. They will cure minor illnesses, bring small amounts to take control of their bodies. Most of an Animist’s
of good luck, make brief and timid forays into other worlds, psychodynamics take the form of entities from the
but will never gain more power or learn more of the Animistic culture’s myths. Insomuch as the ‘spirits’ have
universe’s secrets. self-awareness, they believe they are those mythological
figures. See p.258 for more on psychodynamics.
In centuries past there were a few Animists who were
Visions are knowledge from the subconscious that has
O
powerful enough to retain their minds and their souls when
their physical bodies died. They live in other worlds, only been allowed to leak into the conscious mind in the form
daring to come to our world briefly. When they come here of hallucinations.
they are almost immediately set upon by reapers. Most have
N
lost many of their memories when their brains died, so their Revelations- Animists have few sources capable of
understanding of our realms is fairly simplistic. Most still enlightening them about the secrets of the universe.
cling to an us-vs.-them worldview and seek to aid only their Psychodynamics (“guardian spirits”) can reveal secrets
L
particular tribe or people. Many are hostile to the ethnic about the mind, but don’t know much outside the
groups they warred against in life. These Animists are not subconscious (“spirit world”). They don’t even know that
completely immortal: if they wander the other realms long they are psychodynamics.
Y
enough they will eventually run into something capable of
destroying them. Animist elders may have a little more experience in other
worlds, but they rarely know what the things they’ve
Metaphysics- Animists use deliriant and hallucinogenic seen mean in metaphysical terms. Encounters with dead
plants, self-torture, self-deprivation and repetitive chanting Animists are very rare and the dead Animists have often
or dancing, all of which has the same effect: to put them in lost enough knowledge that they have little of importance
an altered state of consciousness where their belief in the to communicate.
R
cursed and caused him to melt. He narrowly avoided becoming a
puddle by finding a hole in the ground which led to a huge cave. The
S
cave was empty of everything except a giant tree. He climbed down
the tree and at the bottom he found himself emerging from the mouth
of a giant. Looking, he saw the giant looked like him. The giant was
asleep: lying next to countless other giants. Each giant was impaled by
O
a tent-pole and each tent pole had magic symbols inscribed on it. He
had to flee quickly, for the place was filled with monsters.
When he arrived back in this world he told his people that we were all N
L
dreaming and that if we awoke the real world, the spirit world, and even
the land of the dead would all be destroyed. Ever since then, the Aweti
grande dame claimed, her people held a yearly dance to propitiate their
own giant sleeping selves and keep them from waking up.
128
Y
Secrets of the Animists 189
In Dark
Cho’Taweh, Elder Animist
Appearance- Seven foot tall Native American male. His face is Secrets of the
G
emotionless and, like a mask, has few features or details. He has rows
of scars on his arms and thighs, is naked except for a small buckskin
breechcloth, wears a crown of feathers, is muscular, has glowing bronze
skin, glowing amber colored eyes, long black hair and carries a huge
Cannibals
A
flint knife. In Brief- Monk at leper colony, reading about
Gnostics, learned to deny and remove the flesh
Attributes- AGY 14, AWR 16, CHM 2, END 20, INL 13, SPD 18, STH
20, WIL 20, BLD 6, BDY 6, INCY 6.
and so raise the soul from its dormancy.
E
making trips deep into the spirit world. Shortly after hearing rumors
heresies, including the Gnostic heresies. Most
of Spanish explorers, a terrible plague stuck his village, one which of the surviving information about the Gnostic
his supernatural abilities were useless against. An enemy Animist in heresies were written by enemies of the Gnostics,
another tribe chose this time of weakness to attack Cho’Taweh. After yet Cook was able to piece together enough
half his village died, Cho’Taweh succumbed to the disease. As he lay of the philosophy to create his own model of
dying he decided to try to avoid being taken to the land of the dead by Gnosticism.
journeying to the spirit world. When his physical body died he was safe
M
in the subconscious of another. He was not prepared for the loss of his In 1880 the church discovered that he had taken
physical brain, though, and he lost most of his memories and knowledge. an unhealthy interest in the heresies and they
Cho’Taweh spent the following centuries wandering through the various had him transferred to a leper colony. Watching
A
realms. He has only returned to this realm when a portal inadvertently
people die, he had a revelation about how the soul
led here and each time he left as quickly as possible, knowing that there
would be spirits here who want to take him to the land of the dead. could gain freedom. He engaged in a number
of dangerous and degrading practices, including
S
Psychology- Most of Cho’Taweh’s memories and knowledge are that infecting himself with leprosy. He started teaching
of a lone wanderer though dangerous and alien realms. He remembers the lepers and staff what he had discovered. The
little of his own culture and knows nothing of the modern world. He colony was shut down in 1895, and Sebastian
has gathered that his people as he knew them are gone, usurped by
T
Cook disappeared (killed by Professionals), but
a mysterious tribe of ‘white people.’ He considers White people
his enemy, and will kill one if given a chance, although he doesn’t the monks and nuns that worked there took the
remember enough about his own society to have any real feelings about teachings with them. Each sought out, secretly,
peers they thought would be willing to learn their
E
its destruction. Cho’Taweh lost most of his language abilities and has
not found a reason to re-develop them. He does not think to himself in doctrines. Thus a secret group spread throughout
words and instead spends most of his time, like an animal, reacting to the catholic monasticism. At the turn of the century
world around him. His main motivations are to avoid being taken to the Cannibalism spread to the Catholic priesthood.
R
land of the dead and to find a place to live that is neither dangerous nor In the last 30 years is has spread to non-Catholic
is prone to ‘disappearing’ (as subconsciouses do when their conscious religious communities.
selves die).
S
Methods- Cho’Taweh walks though the various realms, seeking portals The Dead Sea Scrolls were discovered in 1946
to new places. He never stops to eat, rest or relieve himself. He is in a cave on the western shore of the Dead Sea.
constantly on guard in case something should attack him. When he These scrolls contained a huge number of Gnostic
meets something that looks like a human he bares his teeth, hisses at texts. Once the texts made it out of the hands
it, shows his knife and then waits to see what it’s going to do. If he of the Catholic Church they greatly increased
encounters a White person he may circle the White person and throw academic knowledge of Gnosticism and increased
rocks at him or her, trying to determine if the White person is a threat. If
O
the abilities of the Cannibals.
the White person does not seem like a threat, Cho’Taweh will attack.
Special Skills- Knife (4), Animal Form (4), Journeying (6), See True Structure- The Cannibals are organized into
Face (4), Visions (6), Flesh Control (5), Masks (5), Revive (5), Spirit independent cells who don’t know of each other’s
N
Speed (4), Spirit Strength (4). existence. The cells are visited sporadically by
Typical Attack- Whenever possible, Cho’Taweh will use Spirit Speed masters who bring teachings and, occasionally,
and Spirit Strength to increase his physical abilities. Unless he rolls tasks to be performed. The masters have been
L
a 1 he can boost his stats to AGY 29, END 50, SPD 33, STH 50. He practicing Cannibal doctrines between 20 and
will split his action twice, jumping into range, striking with his knife at 80 years. They have several body parts missing
AGY (29) + STH (50) -20 (2 splits) +1d20 vs. 25 (or 1d20 +34 vs. 0) but can still pass as normal (although severely
Y
and saving the next action to use as a reaction if attacked (e.g. a Dodge disabled) humans. Each master communicates
at AGY (29) + AWR (16) -20 (2 splits) +1d20 vs. 25 (or 1d20 vs. 0). A directly with one of a handful of ancient
successful strike will do 5 bladed damage. Cannibals. The ancients only rarely communicate
Typical Reaction- A split reaction jump (out of range) at SPD (33) + with each other. The ancients have been
AGY (29) +16 (skill) -10 (split) +1d20 vs. 25 (or 1d20 +43 vs. 0) and practicing between 50 and 100 years and cannot
Parry with his knife at STH (50) + AGY (29) +1d20 -10 (split) vs. 25 (or pass for living humans. They live cloistered deep
1d20 +44 vs. 0).
G
via underground tunnels. They live most of their life Appearance- Floating a few inches off the ground, under a
coarse and moth-eaten brown hooded robe, is a torso, part of
meditating, contemplating and reading texts brought to
a head and short stumps where arms and legs should be. The
them by masters. genitals have been removed, the front of the ribcage sawn out
A
and the guts removed, the tongue, lower jaw, nose, ears and
There are about 2,000 novice Cannibals worldwide eyes have been pulled out, the top of the head has been sawn off
(30 in L.A.), 100 masters (2 in L.A.) and 5 ancients and the brain removed. A simple gold crucifix dangles around
M
(1 near L.A.). the neck. The remaining skin is red, leathery, covered with
sores, scars and lacerations. Those who can see the invisible
see a muscular, beautiful, sexless figure. When he speaks what
Metaphysics- Cannibal abilities come from a remains of his mouth does not move, but people hear a warm,
E
cultivation of disdain for the physical world and, thoughtful voice with a thick Italian accent.
most of all, for the flesh. Cannibals meditate on
their souls as something existing separately from Attributes- AGY 25, AWR 30, CHM 5, END 30, INL 25, SPD
30, STH 35, WIL 20, BLD 10, BDY 2, INCY 10.
the flesh. A normal person’s soul conforms to the
shape and form of the body, like water conforms to Social Status- Father Garibaldi is one of the oldest Cannibals.
the shape of a vessel, and so when a normal person He lives in seclusion, in the ruins of a Southern California
M
loses a body part the soul contracts. A Cannibal’s monastery, only occasionally communicating with his juniors,
soul is just ‘awake’ enough to have its own shape who bring him books.
and to retain that shape even when body parts
A
are severed. However, even the most advanced History- Father Garibaldi was born in Italy in 1842. Early
experiences of ecstasy during communion left him wanting to
Cannibal is unable to destroy his or her entire become a priest. As a priest though, he questioned the wisdom
body, since that would bring Reapers (p.216). of his superiors too often and in 1878 he was sent to a small
S
mountain parish. There a monk at a local monastery introduced
Revelations- Novice Cannibals will only meet him to cannibalism. He soon retired to a life of monasticism
masters a few times and will not normally be and lived in seclusion as he amputated his parts. When some of
T
the monks left the monastery in 1909 to help start a monastery
able to meet ancients until they become masters
in California, he traveled with them. He kept his presence secret
themselves. from the majority of monks: only those he chose to recruit into
E
Cannibalism ever saw or heard from him. When the monastery
Masters and ancients can reveal to PCs the history closed in 1931 he stayed there.
of the group. PCs also learn that leaders of every
Personality- Since losing his brain, the father has slowly lost
organized religion are in a secret organization (the
R
his aesthetic sense, his ability to feel emotions and his empathy
“powers-that-be”) with the world’s most rich and with other people. Worst of all, he doesn’t feel the ecstasy of
powerful people. The powers-that-be know that loving God like he once did. He does not, however, regret
the Gnostic heresies are a major threat and try to
S
removing his brain. Most of his life takes place in the world of
wipe out active use of the heresies by manipulating ideas and abstractions and that is usually all he cares to discuss.
society and/or using supernaturally-powered He does not read newspapers, watch TV or listen to the radio
assassins. The powers-that-be have such great so he has little idea what’s been happening in history, culture,
worldly power because they are favored by the science and technology since the 30s.
powers-from-beyond. The powers-from-beyond
Methods- The father spends his days and nights (he doesn’t
are believed to be associated with the demiurge of
O
sleep) either reading or meditating on what he has read. While
Gnostic myth, the evil creator of this world. Since doing either he whips the flesh of his back. When he senses
the beginning of society, Cannibals theorize, the people in the monastery he dons his robe and hides in the
powers-from-beyond have used the powers-that- shadows, watching them.
N
be as a tool to control society and keep human
souls trapped and degraded. Special Skills- Mortification of the Flesh (6), Command
Inanimate (3), Ecstatic Rage (5), Flesh Control (4), Nihilist
L
Rage (4), Revive (5).
Cannibals have a lot of theories about what lies
beyond this reality, but none really know first Typical Attack- Split targeted Strike against a person’s heart
hand. They believe that our souls came from a at STH (35) + AGY (25) -10 (split) -4 (targeted) +1d20 vs. 25
Y
perfect being known as the godhead or from a (or 1d20 +21 vs. 0) and Disarm at STH (35) + AGY (25) -10
child of the godhead. The godhead, they believe, (split) +1d20 vs. 30 (or 1d20 +20 vs. 0). The strike does 4 BLD
damage if successful.
cares for us but cannot or will not help us because
we are too far from it. Typical Reaction- Split simultaneous targeted Strike (at 1d20
+21 vs. 0) and simultaneous Disarm (at 1d20 +20 vs. 0).
G
A
M
E
M
A
S
T
E
R
S
O
N
L
Y
192 Chapter Five - Secrets of the Touched
Alleys
Secrets of the Faustians
G
In Brief- Experiences, and the desire to express them, in phenomena they experience are strung together from
undisturbed abandoned buildings coalesce into entities the experiences of different people who lived in the
(‘Dances’). These entities become powerful and intelligent apartment that is now a Dance’s home. Some of these
A
when they reproduce themselves in human subconsciouses. people may still be alive, thus dispelling the idea that
Powerful Dances can make backup homes and can turn Dances are ghosts, and these people experienced no
humans into undead experience-machines. supernatural phenomenon during their lives. If PCs are
M
very lucky they may discern that the experiences that
Origin- Ever since humans have had souls there have been make up the Dance were experiences that meant a lot to
Dances. Most early Dances were born in the wilds and could the people and that those people had a burning desire to
E
only attack those who happened to wander by. express or communicate those experiences but couldn’t.
Dances blossomed in the last half-century where economic PCs who investigate their own minds can find out what
downturns could turn a heavily populated area into one the Dance is doing inside them. They will find that the
full of abandoned buildings that might stay abandoned for Dance is using the PC’s brain to think for it, that it is
decades. Only the modern economy would allow a building growing ‘larger’ in the PC’s subconscious (using more
in a populated city to sit unused for long periods. mental resources) and weakening and finally destroying
M
other psychodynamics (thus destroying the PC’s
Detroit has experienced one of the biggest economic personality). The psychodynamics know something is
downturns that an American city has ever experienced. wrong but don’t know what. They don’t recognize the
A
In 1967 a race riot and a loss of auto-plant jobs caused a Dance when they encounter it and they aren’t capable of
massive upper and middle class exodus from the city. The understanding something from the outside coming into
city’s population went from nearly 2 million in the 1950s the subconscious.
S
to less than 1 million, leaving a huge number of buildings
abandoned. Soon after, hundreds of Dances were born. Metaphysics- When a building sits abandoned for a long
They were surrounded by drunks and psychotics they could time, the unfulfilled desires for self-expression coalesce,
T
control and desperate people they could infect. For the first unperturbed by random stirring up by new desires, into
time ever, Dances began to communicate with each other. a single unitary desire. The thoughts, feelings and
There was a Dance renaissance, at attempt by Dances to perceptions that meant the most to the residents of a
cooperate and share information for their own survival. place, that they wanted to express and share but couldn’t,
E
Faustians, sent as messengers from this Dance society, have form a cycle of experiences that is the Song. The desire
communicated with Dances in every major city in North to make the Song be experienced by as many people as
America. possible is the Dance.
O
forming. They purposefully try to obscure evidence of perceptions and emotions of the Song and will, in turn,
their existence and origins. They don’t want any organized feel the desire to express those experiences, thus making
human resistance against them and they have been almost the Dance stronger.
completely successful.
N
Drunks and psychos are poor vessels for the Dance. It
In Detroit, a group of vigilantes have been trying to destroy has intelligence, but that intelligence is as flawed as that
Dances by burning down as many abandoned buildings as of the minds it infects. When a mostly sane and sober
L
they can. Their founding member is an ex-Faustian. They human who is near a Dance completely opens his mind,
don’t understand much about Dances and they believe a lot usually out of sheer desperation, a little copy of the Dance
of paranoid things that aren’t true, like that Dances control forms in that person’s subconscious. The Dance now has
Y
the higher echelons of government. Together with copycat a fully functioning brain that it is operating in, not only
arsonists, this group is responsible for Devil’s Night, the increasing its power but also giving it intelligence. As
orgy of arson that hits Detroit each year on the night before time goes on it takes over more of the person’s mental
Halloween. resources, becoming stronger and smarter. Eventually it
becomes self-aware and starts thinking in terms of self-
Revelations- Most historical research into Dances will preservation instead of just blind pursuit of spreading
be dead ends. At best, characters will discover that the itself into as many minds as possible.
G
intelligent, or more so, than a human. neurons still fire and their souls are still in their bodies).
To make maximum use of these undead slaves the Dances
Dances are not physical beings and care little about the often bisect them down the middle, having one half
A
physical world. They can sense the physical world only experiencing one thing in one part of the abode while the
through the senses of their hosts, and even then they depend other half experiences something else somewhere else. If
on the hosts to help them understand what they see. Dances the Dance is shocked, injured or distracted the puppets
may experience a few minutes of terrible self-awareness
M
exist on the mental plane. They can see the thoughts,
emotions and perceptions coming off people like a human before the soul escapes from the body.
sees the light from a bonfire at night. Thus Dances have
the ability to read minds, influence minds and sense hostile The only way to kill a Dance is to remove it from the mind
E
intentions. Faustians, s parts of the Dance’s intelligence, of each Faustian it has infected (or kill those Faustians)
can develop access to these abilities. These powers reduce and destroy the Dance’s abode and any copies it has made
as a target gets farther from a Faustian’s brain or Dance’s of those abodes.
abode.
Revelations- Historical research can tell Faustians the
circumstances in which Dances form and what Dances do
Dance Psychology to people and their environments. They may even find out
M Even through they can read minds, and even through they
what has killed Dances in the past. This will not answer a
are made up of human experiences, Dances have absolutely Faustian’s major questions: what is a Dance, what are its
no empathy for humans. Human thoughts, feelings and goals, what it is doing to the Faustian’s mind and how can
A
perceptions mean nothing to them except something they want a Faustian survive infection by a Dance.
to blot out and replace with the Song.
Encountering a Dance in the Subconscious
S
Dances may or may not know of the existence of other Dances
(depending on how long they’ve been around). When they Characters exploring the subconscious of a Faustian will turn
do know that other Dances exist they don’t think of them as a corner and find themselves in what appears to be the Dance’s
anything other than a potential tool to be used and a potential
T
abode. The more powerful the Dance is in the subconscious,
threat to be destroyed. the more likely one is to turn a corner and be inside of it.
E
Dances know that humans are mortal and that when a the place had when people lived there. Sometimes décor and
Faustian dies the part of the Dance that is inside that environment will regularly switch back and forth: walls will
Faustian will die. As long as the abandoned place that change color, day will change to night, pieces of furniture will
contains the thoughtless core of desire remains unperturbed,
R
change, the house may suddenly be on fire and then stop, etc.
though, the Dance can always gain new Faustians. What
Dances fear most, therefore, is some human invading their There will be people, but they will be engaged in mindless
abandoned space and messing up the song with his or her repetition. Some actors will be sedate: looking, thinking,
S
own experiences and desires. Thus Dances do everything speaking. Others will be doing intense and dramatic things: a
in their power to keep those with free will out of their man beating his wife, a young woman slitting her wrists in the
abodes. bathroom, etc. Observant visitors may recognize that some of
the actors are the same people at different ages.
Many Dances try to reduce their vulnerability by creating
These actors will not respond to anything the visitors say
copies of their abodes. First they have a Faustian redecorate or do. Visitors who touch or are touched by the actors will
a place to look, sound and smell like the Dance’s abode did
O
suddenly become those people and find themselves forced
when people were living there. Then the Dance has the to do the repetitive tasks until they can beat the Dance with
Faustian deliver a human whose free will is so weakened an opposed WIL save (make a save hourly until the visitor is
that the Dance can control that human completely. The free)..
N
victim is led around the abode, experiencing every
experience of the song. Then the facsimile abode is sealed The actors can also be used by the Dance to speak with the
up so that those experiences and the desire to express them visitors. The actors will keep doing their repetitive task while
L
can ferment and become another part of the Dance. communicating.
When Dances become very powerful they begin to be Leaving a Dance is not as easy as getting in. Leaving by any
exit will lead right back to the same place the character started
able to effect physical reality. Apart from redecorating,
Y
from. The only ways to leave are:
the main use of this power is to control human biology.
A Dance who can gain complete control of both the mind -To leave the subconscious altogether.
and biology of a human can create the perfect experiencer, -To persuade the Dance to let the visitors leave.
one who experiences the song over-and-over again without -To badly hurt the Dance by doing massive damage to the
pause for rest, sustenance or even death. The Dance usually abode.
directs the Faustian to find someone nobody will miss, drug
G
do so in one of three circumstances: First, if they are threatened psych STH, just like natural psychodynamics. A
and see no other choice. Second, if they completely trust a PC level 1 Faustian starts with a 10 STH dance. A
(even then the info is need-to-know). Third, if the PC can manage Dance’s AWR, INL and WIL are approximately
equal to the sum of all psych STHs within each
A
to take control of the Dance’s intellect (see Faustians Manipulating
Dances). Even then, the Dance doesn’t know the metaphysics Faustian’s mind divided by 5.
behind its own existence. It only knows that it is the desire to make Dances can hurt or manipulate a PC in the same
the Song be experienced by as many human minds as possible as
M
way a psychodynamic does: with impulses, slips
strongly as possible. and hindrances. For instance, the Dance might give
a Faustian an impulse to push someone into traffic,
Dance Defenses make the Faustian accidentally leave a burning
E
cigarette on an armchair, or hinder the PC’s ability to
Dances surround themselves with layers of protection. The first layer use the Mind Reading skill to read a certain person’s
of protection is the Faustians. The Dance uses its ability to read minds mind. See Using Psychodynamics, p.129 for more.
at remote to identify potential future threats and then it dispatches the
Faustians to remove those threats. The Dance understands little about
As time goes on the Dance grows stronger and other
the world of humans and it depends on Faustians to figure out the
psychodynamics grow weaker as the Dance eats
best way to deal with those threats. The second line of defense is the
more psychological resources. The rate of growth
M
almost-will-less: alcoholics, crazy homeless people, severely retarded
is ½ point per week if the PC is actively resisting
people that live nearby (often because the Dance has drawn them to live
nearby). They have enough free-will to keep themselves alive but they the encroachment, 2 points per week if the PC is
are weak enough that the Dance can take temporary control over them actively aiding the encroachment and 1 point per
A
and force them to attack threats. The next line of defense is physical: week if the PC is doing neither. A PC is actively
the Dance will have had Faustians install all manner of locks, bars and resisting when he or she tries to use distractions,
even traps. Dances strong enough to manipulate the physical world meditation, hypnosis or force of will to block out
the déjà vu feelings that run through the PC’s dreams
S
will have locks that can only be opened from the inside. The next line
of defense is any Puppets the dance may have in that abode. The final and wandering thoughts, and avoids situations and
line of defense is the Dance itself: it will try to drive off or destroy the environments which prompt the déjà vu feelings. A
invading humans by forcing the song on them and/or by manipulating PC is actively aiding the encroachment when he or
T
the environment (e.g. making the floor give way). she tries to prompt the déjà vu feelings.
E
A Dance’s Abode
R
S
O
N
L
Y
Secrets of the Faustians 195
In Dark
Faustians Manipulating Dances Regina Hamilton, Elder Faustian
Appearance- Late thirties Black woman with short,
If the PC can become fully conscious of a Dance (rather than the curly black hair. She is skinny, missing several
G
Dance hiding at the periphery of consciousness), the Faustian can try teeth and has a hateful expression on her face. She
to impose his or her will directly on the Dance, forcing the Dance to do typically wears bluejeans and an old T-Shirt under a
whatever the Faustian wants. To become fully conscious of the Dance, blue windbreaker.
A
the Faustian must do one of the following:
Attributes- AGY 9, AWR 17, CHM 6, END 5,
-Enter the subconscious or dreams of someone infected by that INL 17, SPD 9, STH 8, WIL 17, BLD 4, BDY 4,
Dance, enter the Dance (see Encountering Dances in the Subconscious) INCY 4.
M
and touch one of the actors, thereby becoming part of the Dance.
History- On the streets as a drug addicted teenager,
-Enter an abode and use the Psychometry skill on the Regina was captured by a gang of thugs who dragged
surroundings. her off to an abandoned place to rape her. Regina
E
-Use the Mind Reading skill on a puppet or will-less person being opened her mind to a Dance, who gave her the power
controlled by the dance. to reduce her attackers to tears. Regina reveled in
her newfound psychological strength: she quit doing
-Use hallucinogens or extreme self-deprivation to break down the drugs and became a drug dealer, all the while gladly
doors of perception. doing errands for the Dance. Over the next decade
she used her powers to become one of the wealthiest
When trying to control the part of the Dance within the Faustian, the and most powerful drug dealers in the city, yet the
Dance gets an opposed WIL roll with a WIL equal to the Dance’s psych
M
Dance continued to eat away at her personality until
STH within the Faustian. Success means the Faustian can make the she no longer felt any pleasure in wealth or power.
Dance in the Faustian’s head do anything the Faustian wants: tell its A decade ago she quit dealing drugs to work for the
secrets, use its powers in any way the Faustian wants, even reduce its Dance full time. The Dance taught her a lot about
A
influence on the PC (reducing its psych STH). If the Dance is forced to itself and its needs.
reduce its influence enough times it will disappear from the Faustian’s
mind and the Faustian will go back to being a regular person. Psychology- Regina is almost gone. Few of her
human drives remain. Most of her psychodynamics
S
After gaining control of the piece of the Dance in his or her own head, are dead and the survivors are weak and corrupted.
the Faustian can try to control the Dance as a whole, or parts of the Every moment, awake or asleep, the Song pounds
Dance inside other people. The Faustian must beat an opposed roll through her head. She has lost touch with any
T
vs. the Dance’s overall WIL (the total psych STHs divided by 5). compassion or morality. She will kill or torture
The Faustian who gains control of the Dance as a whole can make it with cold utilitarianism. Some tiny part of her
withdraw from all the minds it has infected, thus leaving it senseless fears the loss of selfhood that she knows is quickly
and nearly powerless. This will not kill it, however, for as long as an approaching, but that fear is tiny compared to her
E
abode remains intact it will eventually infect a new Faustian. overwhelming desire to help the Dance spread its
influence. The Dance has 72 psych STH in Regina.
The control lasts only as long as the PC can concentrate, after which the Methods- Regina lives in one of the abandoned
R
Dance regains free will. buildings her Dance lives in, on the floor below the
abode. She has quite a bit of money hidden away,
enough to pay for all her needs. She spends her days
Dance Psych STH
S
building fortifications in the Dance’s various abodes,
redecorating abandoned places in preparation for the
10- Faustian feels occasional déjà vu feelings, experiences weird Dance living there, assassinating anyone who might
dreams, but otherwise retains the same personality and behaviors. disrupt the Dance and kidnapping street people to
become puppets.
25- Faustian’s normal fears, desires, motivations, opinions and feelings
are noticeably weaker. Déjà vu feelings can come at any time, dreams Special Skills- Pistol (4), Control Will-Less (5),
are almost completely made up of the Song. Danger Sense (5), Déjà Vu (5), Read Minds (5).
O 50- Even casual acquaintances can tell there’s something ‘different’ Special Equipment- Pistol: Automatic (ROF 4,
about the Faustian. The Faustian is cold, emotionless, unempathetic FR 5 ft., 4 dmg, 9 rounds) with Silencer, Chloroform.
and unambitious. The Song is like a constant background noise to him Typical Attack- First she uses Déjà Vu to try to
N
or her. paralyze victims with hopeless sadness at WIL (17)
75- Faustian speaks short, awkward phrases in a monotone, has no +16 (skill) +1d20 vs. 30 (or 1d20 +3 vs. 0). The
facial expressions, keeps up only the bare minimum of personal victim gets an opposed save vs. emotion. Next she
L
hygiene, avoids human contact, spends free time staring onto space, makes a Vital Strike with her pistol at INL (17) +
experiencing the Song ‘full blast.’ AGY (9) +16 (skill) -1/5 ft. -4 (burst) +1d20 vs. 25
(or 1d20 +13 vs. 0) doing 32 damage (4 dmg/bullet x
90- The real world can only be experienced as a dim shadow perceived 4 bullets x double damage) is successful.
Y
through the constant repetition of the Song. The Faustian has trouble Typical Reaction- A split reaction Dodge at AWR
remembering even basic pieces of knowledge about the physical world (17) + AGY (9) +16 (skill) -10 (split) +1d20 vs. 25
(e.g. his or her own name, how to cross a street). (or 1d20 +7 vs. 0) and Strike at INL (17) + AGY (9)
100- The original personality, habits and knowledge are gone. The body +16 (skill) -4 (burst) -10 (split) -1/5 ft. +1d20 vs.
is merely a puppet. The soul remains but it experiences nothing but the 25 (or 1d20 +3 -1/5ft. vs. 0), doing 16 damage if
Song and wants nothing but for the Dance to be propagated. successful.
G
Patient History A
3/17, admitted, unresponsive, underweight and malnourished. Sores and rashes from poor M
E
hygiene. Started Haldol 500 mg/dy. intravenous. Police told admitting physician he went
missing from college around finals. Found ~2 years later in an abandoned building with
several dismembered corpses. Attacked police, went unresponsive when subdued.
3/20, patient asked nurse not to be drugged. Showed flattened affect, threatening demeanor,
knew (guessed?) personal information about nurse. Physician on record spoke to patient, M
promised to lower Haldol dose if patient would submit to interview. Patient agreed.
A
3/21, throughout interview patient referred to self in third person, implied that whoever
was speaking was entity other than the patient but would not say who. Patient showed S
remarkable empathy, often able to guess exactly what interviewer was thinking. Patient
tried to use this knowledge to intimidate interviewer. Patient would not acknowledge T
killing the dismembered bodies he was found with. Instead, he claimed the bodies were
alive and had been cut to pieces so they could “experience more sensations at once” and E
that they had only died when the police had come in and “interrupted the dance” – would
not elaborate on meaning of this term. When asked what he wanted, patient expressed R
desire for private room he could redecorate however he wanted and where he would not
be interrupted. When asked what he wanted if this was not possible, he said to be left S
alone and not drugged. When asked what he didn’t like about the medication, he said it
O
“interferes with this body’s ability to feel” – would not elaborate. Patient refused to answer
any other questions.
3/30, patient has been completely noncommunicative with doctors and staff since his
N
L
interview. Possibly communicating with other patients: patients have described ‘seeing’ or
have drawn items which can be seen in photos from the abandoned apartment where patient
Y
was found (see attached).
A Abodes- The Dance has its original abode, two working copies, of another person’s psychodynamic.
three that are fermenting and five places that Faustians are
remodeling. The original abode is in City of Industry, the copies Origin- Like serial killers, the phenomenon of Heroes came
M
are in Skid Row and in a run-down part of Pomona. and grew with cities. Both serial killers and Heroes tend to
The original abode is a small one-bedroom apartment with occur in places where people can live in a social vacuum,
yellowing paint peeling from the walls, warped floorboards, black with no relationships to other people giving meaning to their
E
mold in the bathroom, a layer of dust over everything. A bare light lives. In other words, when people can walk down a street
socket is empty and the only light is that which comes in through with complete anonymity, being nothing but a nameless
cracks in a boarded up window over the kitchen sink. The fart- stranger to everyone they pass, some will try to give their
like stink of a nearby pulp-mill pervades the apartment. There is a lives meaning via acts of illegal violence. Some choose their
broken wooden chair and a few old bottles, but otherwise the place victims via hatred or lust, others through a sense of justice or
is empty.
desire to make the world a better place. Gaining supernatural
In the two copies of the abode there is an old style radio in powers has always had the effect of making such people
M
the living room, a round wooden table in the kitchen with an old bolder and is often responsible for turning someone from a
female puppet sitting at it sobbing, and in the bedroom a patch of
carpet and a bed. Half a puppet hides under the bed. The other
wannabe Hero or serial killer into the real thing.
half alternates between standing next to the radio, swaying gently
A
in time to the music, and walking into the kitchen to stare at the old London was the first European city big enough and
woman. anonymous enough to create Heroes as we know them today.
The original abode has had the doorknob removed and plastered At the same time Jack the Ripper was killing prostitutes, an
anonymous tanner’s apprentice was fighting garroters (the
S
over so that it’s hard to tell where the entrance is. The copies have
bars on the windows, metal reinforced doors with expensive locks crime wave of the day) with a Victorian Girl’s artifact (see
(35 difficulty to pick) and a heavy chain inside. The floor outside p.244).
one of the apartments is been weakened so that people stepping on
T
it will fall through onto a pile of bricks on the floor below. Metaphysics
Servants- Several homeless winos and crazies are squatting in the Familiar: These Heroes have come across a partially
buildings where the abodes are. At any given time the Dance can awakened animal. This is a servant of humanity from
E
summon 1d6 near-will-less to protect an abode from invaders. before human souls were trapped in this reality. Like human
The Dance has 3 Faustians: souls, these servants are more-or-less immortal and are
Ted Ecklestein, a fat, middle aged tax attorney who is separated kept prisoner by the powers-from-beyond in the bodies of
animals. Due to some supernatural or h-tech accident the
R
from his wife and kids, keeps a pistol under the seat of his car, and
uses his powers to seduce teen schoolgirls. Ted will do just about animal became partially awakened and regained some of its
anything the Dance asks of him, but he is wary of committing powers and intelligence. It cannot remember its life before
murder. The Dance has a psychic STH of 25 inside him. this world, nor can it escape from the body it has been placed
S
Zoe Christiansen, a gutterpunk with a Mohawk and nose-ring, in, but it was able to find its former master. See p.240 for
who lives in one of the Dance’s buildings and has brass knuckles. more on awakened animals.
Zoe is constantly fighting against the Dance’s attempt to make her Occult Training: These Heroes trace the origin of
do things she thinks are wrong. The Dance has a psych STH of 12 their knowledge back to some Animist, Cannibal, Outcast,
inside her.
Professional or Scribbler who tried to teach supernatural
Andrew Lasky, an elderly Black man, retired, living in a welfare skills to a protégé without initiating him or her into the
hotel near one of the abodes. He has little free will or personality
O
heretical knowledge or philosophy that went with them.
left and the Dance uses him to assassinate threats or kidnap victims
to become puppets. The Dance has a psych STH of 87 inside him. Shattered Person: These Heroes have experienced
The Dance also has one whole puppet and two bisected halves some event so emotionally powerful that it momentarily
N
of a puppet in each of its two copied abodes. awakened their true selves. The true self, clumsily thrashing
out with its true power, destroyed the ‘machinery’ that
History- The apartment building at 1810 E. Haversham Blvd., City enforces the rules of physics. Some part of the Hero’s flesh
of Industry, was built in 1933. Three families lived in it, including a
is now permanently ‘warped’ in a way that changes the rules
L
family where a young boy was abused by his father, a young couple
where the wife cheated on the husband, and an elderly couple of physics around it. For more on Shatters, see p.234
whose son died in WWII. The building was sealed up in 1972 when Supernatural Object: Similarly, these Heroes’ power
it failed to pass an inspection by the County Health Department. comes from supernatural objects which are relics from
Y
At issue were a lack of fire exits, a wooden staircase, lead in the Shatters (see Shatter Relics, p.241).
plumbing and fumes from a nearby pulp mill. The owners did not
have the capitol to renovate the structure and nobody wanted to H-Tech Machine: The PC is heir to a machine that takes
tear it down and build something new because, by the 70s, it was advantage of some minor ‘error’ or ‘loophole’ in the laws of
surrounded by industrial zones and a freeway. The Dance came into physics. Most likely the machine was created by complete
being in 1983 and in 1985 it had gained its first Faustian (Andrew accident by an insane person who had no idea what they
Lasky). It gained its copied abodes in 1996 and 1997 after nearly a were doing. See p.233 for more on H-Tech.
decade of incubation.
G
the psychodynamic found itself facemask), gasmask, nightvision goggles, black boots, and two automatic pistols with silencers.
desperate to aid its conscious self
but it found itself blocked (either Attributes- AGY 10, AWR 9, CHM 3, END 9, INL 14, SPD 12, STH 15, WIL 14, BLD 5, BDY
3, INCY 4.
A
by the other psychodynamics, the
conscious mind of the person, or History- Richard was born to a working-class Black family. He was a sensitive, shy boy.
His father left when he was seven and this sent him into a spiral of isolation, self-hatred and
by external factors limiting the loneliness that left him friendless during his adolescent years. He entertained himself with
person’s free will). Desperate,
M
fantasies of violence, of him slaughtering armies of racists, terrorists, mafioso, etc. Soon he
the psychodynamic wandered was living more in his fantasies than in the real world. After high school he had a series of
through the nether regions of the demeaning customer service and manual labor jobs that barely paid the rent. He was poor,
subconscious and through a portal lonely and desperate. One evening blood started to drip from his ceiling. He called the cops
E
but nobody came. He went to check on his neighbor and found his neighbor hanging from his
into the subconscious of another neck, pierced with a dozen kitchen knives and masturbating. There was an explosion and a
nearby person. The psychodynamic knife cut his hand. Moths started flying from the wound until Richard bound the wound up.
was allowed by the ego to pass The wound would not heal and continued to expel moths whenever unbound. Richard decided
through to the conscious mind. The the moths were either a curse or a gift from god, and that he was responsible for using them
ego allowed this to happen because to smite sinners. He trained and equipped himself as a vigilante. Over the next 30 years he
killed more than 100 drug dealers, as well as pimps, rapists, abortion doctors, convenience store
it sensed that the psychodynamic robbers, carjackers, child molesters, serial killers, innocent people who he mistakenly thought
M
would give the conscious self what it were committing crimes and innocent people who were hit by stray bullets. He has also killed
needed: psychological strength and a supernatural serial killers, Faustians, an escaped psychodynamic, torturers, a surgeon, deserted
purpose in life. The two merged and city creatures, Animists, a Scribbler/terrorist and a Survivor. He has destroyed a Dance and
thereafter the Hero has been driven survived being sucked into a bubble.
A
to do the job of the psychodynamic. Psychology- Going out and killing “evil” things and people is all Richard has. He is a
pathologically lonely man. He works a dead-end job he hates and contact with his family is
so uncomfortable that he cuts it short whenever possible. His most intense relationships are
Example: Tim is being held hostage
S
imaginary relationships with the people he saves. There are a number of terrified young women
by escaped prisoners. Realizing who he harasses with anonymous letters and phone calls. Richard has a black and white view of
there is nothing it can do to help morality: anyone who kills or rapes deserves to die. He sees the justice system as unnecessary:
Tim from inside the subconscious, to him it’s obvious whether someone is guilty or not. He had long ago come to the conclusion
T
Tim’s Anima travels elsewhere. that the world is not what it seems, that alien entities prey on humanity with the permission of
the powers-that-be, that humans are capable of developing great power (though usually at the
Tim’s Anima enters Eva. Eva is expense of their sanity) and that there are other worlds that don’t follow the same rules as our
depressed, suicidal, desperate. Tim’s world. Although once a Christian, the things he has been exposed to have made him give up on
E
Anima makes a deal with Eva’s Ego. his beliefs. Religion and faith are still sensitive subjects for him.
Eva’s Ego will allow Tim’s Anima to Social Status- Richard is a friendless loser, polite but distant to those he meets. As Mr. Death
pass through and merge with Eva’s he is a legend, a scary story told by L.A. drug dealers. Some don’t believe in him, others live
R
conscious self, and Tim’s Anima in constant fear of him. Depending upon the teller of the story he is a demon, ghost or sorcerer.
will give the psychological strength LAPD homicide and narcotics detectives have files on Mr. Death, but can’t seem to convince
their supervisors that there’s anything worth investigating.
and purpose in life Eva needs to
overcome her psychological crisis. Methods- Richard drives around in an old white van with tinted windows listening to a police
S
Eva suddenly becomes aware that scanner. He investigates police calls and newspaper articles that sound supernatural and he
looks for drug dealers to execute. When he finds drug dealers he waits in his van until they
she need to save Tim and she goes are alone. He sneaks up on them, ungloves his hand and sprays a cloud of moths at the people.
and uses her newfound strength While they are stunned and partially blinded he shoots them in the head. He robs the bodies of
and abilities to save him from the cash to finance his activities.
prisoners. Special Abilities- Richard has a never-healing wound in his hand. When the wound is exposed
moths pour out. Large clouds of moths will obscure light sources, flutter in people’s faces and
O
Although the psychodynamic bite people. Most people will take a -7 penalty to actions/reactions and must make a moderate
‘traveled to’ another mind, it still (20) save vs. distracting pain. Richard will take no penalty because of his armor and because he
is used to fighting amongst the moths. The wound has the following power profile: Enclosed;
exists in and draws power from the Create: Creatures (3); Blockable (2).
N
protectee’s mind. If the protectee
Special Skills- Area Knowledge: Supernatural (3), Climbing (3), Running (3), Pistol (5), Sniper
were to die, that part of the Hero (4), Tae Kwon Do (4), Alarm Systems (3), Lock Picking (3), Organized Crime (2), Prowling (5),
would go away and the Hero would Crime Scene Forensics (3), Interrogation (4), Research: Law Enforcement (3), Tracking (4).
be back to the same state of weakness
L
Special Equipment- SWAT Armor (-4 AGY already figured in, AR 10 PR 10 bladed 3 blunt),
and purposelessness he or she was in Gasmask, Nightvision Goggles, Sniper Rile with Silencer, 2 Automatic Pistols with Silencers
before. and Armor Piercing rounds (ROF 4, FR 5 ft., 3 bladed pierces as 7 bladed), 4 Pipe Bombs, Knife:
Hunting.
Y
Revelations- The best chance a Hero Typical Attack- He makes a Vital Strike with a pistol at AGY (10) + INL (14) +20 (skill) -1/5 ft.
has to discover the secrets of the +1d20 vs. 35 (or 1d20 -1/5 ft. +9 vs. 0). If successful it does 6 bladed damage.
universe is if some knowledgeable Typical Reaction- A split reaction Dodge at AWR (9) + AGY (10) + 20 (skill) -10 (split) vs. 25
member of the powers-that-be or the (or 1d20 +4 vs. 0) and simultaneous Strike with 4 bullets at INL (14) + AGY (10) +WIL (14)
powers-from-beyond offers to give +20 (skill) -10 (split) -4 (burst) -1/5 ft. vs. 45 (or 1d20 -1/5ft. vs. 1) doing a total of 12 bladed
up his/her/its secrets in exchange for damage (3 damage x 4 bullets).
not being killed.
G
A
M
E
M
A
S
T
E
R
S
O
N
L
Y
200 Chapter Five - Secrets of the Touched
Alleys
Secrets of the Lost
In Brief- Some born such that reality has a harder time
nailing them to one point in space, yet because rules of
Since alcohol is a big part of the lives of most Lost,
the eldest and most powerful Lost are old homeless
winos. Their livers are damaged, leaving them G
A
location are ingrained in human consciousness they can
only overcome location when they don’t know where they chronically ill, and their brains are damaged, leaving
are. them unable to remember things for more than a few
minutes. They never want for food or drink (which
M
Origins- There have been Lost as long as humans they pull out of their pockets) or a warm place to
have had souls. Becoming Lost was frightening and stay (which they simply walk through a door into).
dangerous: an aboriginal person who got Lost would Some of the most powerful Lost don’t even know
E
most likely wind up in the camp of some group who they have powers. They don’t know or care how
spoke a different language and would kill a stranger. they ended up where they are or where the things in
There were a few ancient Lost who learned to control their pockets came from.
their powers well enough to use them to their advantage
(as warriors, messengers, traders and thieves) but the Metaphysics- Space, as we understand it, is not
ability was too rare for them to find others to teach their something that limited human souls before this
M
skills to or share information with. world. Before this world, souls could go anywhere
or be in multiple ‘places’ at once just by casting
These were the wilderness Lost. Urban Lost appeared their attention in those places. Our reality is the
A
with cities large enough to become lost in. By the only one where people are meant to be limited to a
1890s there were enough Lost that they started to meet single location.
each other and trade stories and techniques. Naturally,
S
they met in bars and saloons. Yet the Lost who knew These limitations cease when humans travel to
of each other remained a tiny group, and only a tiny non-physical realms or when their souls leave their
percentage of those who had the ability. bodies. Yet even in these situations the limitations
T
of location continue to exist in the minds of the
Psychogeography was created in 1958 but didn’t really explorers. The explorers still believe in themselves
become popular until the 1980s. It was popularized as a being existing in a single location, and so
E
by the Situationists, a group that was influenced by they do exist in a single location. Yet if they are
the Surrealists and Existentialists. Psychogeography wandering around with no concept of where they
is the art of wandering a city at random and mapping are, then they move randomly through space.
R
how different parts of the city made one feel. Some of
the psychogeographers became Lost. They found new The human body, a prison for the human soul,
Lost skills and methods and taught them to the loose has the duty of keeping us in one location, like an
S
Lost community. anchor. Even when we do not know where we are,
the body (like all physical things in this reality)
In recent decades growing cities and growing remembers where it is and stays there. Yet some
population has made Lost meeting Lost an almost bodies are better at staying in one place than others
regular occurrence and the Lost ‘culture’ has grown (are ‘heavier anchors’) and some souls are more
more complex. restless. The combination of a body that is a poor
O
anchor, a soul that doesn’t like being bound by
Structure- There are about 700 people in the world space and a mind that doesn’t know where it is leads
who have the power to become Lost and regularly use to momentary escapes from the tyranny of space.
N
it. About 200 are rural or wilderness Lost who rarely
find themselves in cities and will most likely never Even the most inebriated mind demands some sense
meet another Lost. The remaining 500 are urban Lost, of special continuity. The Lost don’t experience
L
about 25 of which are based out of the L.A. area. themselves being in two places at once or suddenly
popping out of one location and into another
The organizational capabilities of the Lost are limited because the mind does not allow it. Yet a Lost
Y
by the fact that thy are a group of heavy drinkers who can turn around an unfamiliar corner and end up
move around randomly in space. The Lost are nothing in a different city because, even if the Lost knows
more than a loose group of friends and acquaintances abstractly that he or she is traveling through space
who trade stories. No Lost has any authority over randomly, at least the visceral sense of spatial
another. continuity is not violated.
G
another run-down industrial zone than hair, a grey beard, tanned, weather-beaten skin. He is often a little dirty
from an industrial zone to a forest glen. and smelly. He usually wears a powder blue sweater, blue jeans, black
When such changes do happen they happen hiking shoes, black leather gloves. He walks with a cane and wears a
A
gradually, progressing through different wide-brimmed hat.
types of neighborhoods. Until they learn
to control their location the Lost will end Attributes- AGY 2, AWR 5, CHM 7, END 5, INL 6, SPD 4, STH 5,
M
up in places that match their mood: if they WIL 8, BLD 2, BDY 1, INCY 4.
feel depressed and lonely they will end up History- Carlos’ parents moved from Mexico in the 1940’s. His
in empty places full of grey concrete, rusty parents worked hard to get him in a nice school, but there were not
E
fences and trash; whereas if they are in a many Hispanics in his class and he became an outcast. By the time he
partying mood they will find themselves graduated from high school he had an alcohol problem. He started work
in a center of nightlife. The more extreme as a janitor, working at the same hospital his father worked at. In his
their mood is the more likely they are to be mid-twenties he discovered his abilities. When he was 32 he was fired
drawn out of the mundane realm, and thus from his job for absenteeism and he became homeless. He was skilled
the Lost find themselves in other worlds enough by then that life as a homeless person was fairly easy: he could
always find safe, warm places to sleep and he could get away from
M
most often during a psychological crisis.
cops if he was caught shoplifting. He continued drinking everyday and
practicing his skills. He didn’t meet another member of the Lost until
If a member of the Lost could somehow
his forties. That person’s experiences eased Carlos’ fear that he was
A
‘get over’ the visceral belief of continuity crazy. Continuous use of alcohol continued to eat away at his brain,
of space, then that Lost would be able to be damaging his ability to recall or create memories.
multiple places at once or to cycle through
S
locations at the speed of thought. Special Skills- Get Lost (6), Homing (6), Grab Bag (6).
Revelations- The Lost doesn’t experience Personality- Due to being constantly drunk, brain damage from alcohol
revelations by being told things but by poisoning and being constantly disconnected from the rational order of
T seeing things. The Lost have the ability space, Carlos lives in sort of a waking dream. He never knows, nor
cares, where he is, how he got there or where he is going next. He
to wander out of this reality, to see the
lives in the moment. He is usually not aware that he is doing anything
subconscious, the land of the dead, the
E
supernatural. Only if interrogated will he be able to recall a time when
deserted city, the citadel and the machinery walking into bank vaults and helping himself to money seemed odd.
of this reality. A member of the Lost may Sometimes his faulty memory brings him back to the times when he
even find the sleeping body of his or her believed he was crazy. He has little concept of morality and does not
R
true self. Whether the Lost has any idea think of anything he does as wrong. He mostly ignores other people’s
what it is they are seeing is another matter. problems, but if he sees someone in tears he is moved to do whatever he
can to help (usually by pulling something out of his pocket that might
S
make them feel better). His attention span has deteriorated to the point
that, if forced to speak, he will forget the topic of conversation and go
Killer Lost off on tangents.
Although very few Lost have ever thought Methods- Carlos is perpetually lost. When he wants something, like a
to do so, it is possible for very powerful whore or a warm bed, he opens a door or turns a corner and he is in a
Lost to use the Grab Bag skill to kill people place that meets his needs. If he wants something physical he pulls it
O
by remote. They need a body with a large out of his pockets or wanders into a place where he can pull it off the
hole in it. They can then reach in and pull shelves. He is never sober or hungry, never has to put up with poor
out the internal organs of an enemy. The weather, and is never bored. He appears randomly all over the globe.
N
He spends a significant amount of his time in other realms and is quite
Grab Bag skill requires that the person not
familiar with them, though he does not put much thought into what they
know what’s in the container, so the Lost are. Since he is not centered on any given location, it is unlikely that
can’t know that the body they are reaching
L
anyone (except another Lost looking for him) will ever encounter him
into doesn’t contain the organs of their twice.
enemies, which means they can’t know
whose body it is they are reaching into. Typical Attack- Area Attack with 2 submachine-guns he’s pulled from
Y
This skill is therefore extremely difficult his jacket at INL (6) + 20 (ROF) -4 (paired) -1/5ft. vs. 20 (sprays a 10
to use. Yet when done correctly it allows a ft. area) or 1d20 -1/5ft. +2 vs. 0.
Lost to kill an enemy anywhere in the world
Typical Reaction- Dodge at AWR (5) + AGY (2) +1d20 (or 1d20 vs.
and the enemy doesn’t have any means of
18).
defense.
G
A
8:23 PM I’ve been wandering this place for hours. No
sign of habitation. No stars. Tried the radio - weeping on
every channel.
8:58 PM What kind of city has no street signs? The
only words I’ve seen are old faded posters but all they M
say is “pain pain pain” over and over again.
9:25 PM I think I’m being followed. Tried getting Lost
but it stayed right behind me. Can’t see what it is, just a
E
shape in the shadows.
19:35 PM Saw it passing under a streetlight.
a human face but I don’t think it’s human.
It has
M
12:05 AM Thing still following me, keeping its distance.
Should I confront it? Too scared. Been experimenting: it
A
S
takes no effort to be Lost here. In fact, it takes effort
not to.
T
12:17 AM This place makes no sense. I’m looking at
an old crumbling Victorian with some ultra-modern all-
glass office block built on top of it.
12:22 AM I think it lost me.
E
R
1:45 AM I get it. This place isn’t a city. A city is
just the closest thing my mind can come up with. It’s not
even a real place.
2:02 AM I’m inside an old house. I found a box of
photos of the people who used to live here. They look
like humans, but that’s probably just my mind putting
S
them in a form I can understand. They look so confident,
so unafraid. There’s no kids or old people. No cheesy
fake photo smiles. What happened to them?
2:05 AM The pictures are so familiar. I can almost O
remember living here.
2:09 AM It’s back. It’s outside, trying to get in. N
Banging on door but not turning handle. Going to open
door and try to make it open to somewhere other than L
Y
where this thing is
A
who could see and hear what normal people couldn’t. meaning the inhabitants of each realm are mutually invisible
In ancient cultures their abilities were valued and they and intangible. The only exceptions are where the powers-
were called upon as supernatural professionals. When from-beyond have specifically designed a being to be able
to see or interact with the other realm or where supernatural
M
rationalism started to take over the planet, these people
were increasingly called mad. Most were convinced that powers have awakened the human soul’s ability to interact
they really were mad. They were put into mental hospitals with the other realm. For more on the nature of the invisible
that treated them like animals. Then, in the last half of realm and its inhabitants, see The Invisible, p.227.
E
the 20th century, the system changed focus to controlling
patients with lobotomies and heavy doses of drugs. Revelations- Like the Lost, Outcasts learn the secrets of
the universe by observing what is really going on. Where
Ever since Outcasts have been concentrated in asylums the Lost see other realms, Outcasts see the secrets of this
and mental hospitals they have created their own cultures world. They may discover that this world is a machine:
and beliefs. A few institutions have played host to Outcast storks bring souls to human fetuses, wrigglers plague us
with problems to make sure our lives are not easy and when
M
cultures more than a century old. In addition to the senses
of Outcasts, the delusions of paranoid schizophrenics and we die reapers take our souls away. The powers-that-be
the beliefs and language of psychotherapy have contributed eliminate any paranormal event or person that might shake
to these cultures. people’s perceptions of this realm. A smart Outcast with the
A
right senses should be able to determine that our souls are
Towards the end of the 20th century in the US, increased prisoners, this world is a prison, and that the powers-that-be
mental illness rates and decreased public-welfare-budgets and the powers-from-beyond are our jailors. Why we are
being imprisoned, who is imprisoning us and what we were
S
meant that people labeled mentally ill were released to the
before being imprisoned is probably beyond the revelations
to live as homeless people. When the mentally ill spilled
available to an Outcast.
out on to the streets so did the Outcast cultures from
various mental institutions. Sometimes those cultures
E
there had been a semblance of hierarchy (e.g. ‘talk to old sweatsuit.
John, he knows everything’) yet the streets had no such Attributes- AGY 3, AWR 18, CHM 16, END 3, INL 14, SPD 2,
hierarchy. Every ex-mental patient claimed to be the one STH 8, WIL 13, BLD 4, BDY 2, INCY 4.
R
who knew the secrets of the universe, and Outcast culture
saw a definite decline. Social Status- Henry is a patient at an upscale mental institution
in Pasadena. Henry instructs new patients about the invisible
world. Most patients regard him as an authority in such matters.
Structure- There are about a million Outcasts worldwide,
S
He uses his supernatural powers to take care of patients and staff
about a thousand in the L.A. area. There is no organization who bother him. He is the most influential patient in the facility,
or hierarchy. Some Outcasts learn a lot about the invisible often called ‘king of the crazies’ by the staff.
world and how to manipulate it to their advantage. History- Henry’s father was a wealthy real-estate mogul and
Unfortunately, most of these elders are so isolated from when young Henry began talking about seeing monsters his
normal society that all they can think of to do with their father hired L.A.’s best psychiatrists to convince him that these
power is seek revenge. Others try to accost random people things were not real and that he wasn’t really seeing them. Henry
O
and tell them the truth but they are dismissed as rambling learned to block the visions and to act like the perfect son. He
psychotics. was handsome, athletic and popular, even though deep down he
knew he was different. He managed to keep up the charade until
Metaphysics- As Cannibals know, the soul can develop his junior year at Stanford where he had a breakdown, barricaded
N
the ability to sense things that the biological senses cannot. himself in his room and almost killed one of the campus security
Yet most souls are too lazy to ever develop such an ability. officers who came in to retrieve him. His father sent him to an
expensive private mental institution in Pasadena. He adapted well
Outcasts are people who, in the womb or early childhood, to life there, enjoyed being able to relax his ‘normal person’ act
L
accidentally developed a ‘spirit eye’ or ‘spirit ear’ or some for the first time since childhood. He found others there could see
sense organ with no human anatomical counterpart. Most the same things he did and he pieced together their experiences to
were taught at an early age that seeing things that nobody create a theory about what was going on. As time passed, other
Y
else sees is bad, so their Egos started blocking such visions patients came and went but Henry stayed. He showed no progress
from reaching the conscious mind. At some point, though, towards overcoming his “schizophrenia.” His doctors said he was
the Ego weakened and faltered, allowing visions to come safe to go live at home, yet his father didn’t want him and Henry
through unimpeded. The resulting crisis kept the Ego too didn’t want to leave, so he stayed. Henry soon found himself the
busy to block the visions. By the time the visions have elder Outcast in the place. His father died, but a trust fund was set
been accepted by the conscious mind the Ego has given up up to pay for his stay in the institution for the rest of his life.
trying to block them. continued page 28
M
see the half of it, you can’t see the tentacles that have
been strangling us half to death since we were born. See,
A
that’s where I can help you out. You think that thing
they removed from your nutsack was a cancer because the
fraud witchdoctor quacks who have a monopoly on the health
S
system have pushed the microbe theory of diseases on us
all since we were schoolkids but I’ll tell you the truth:
T
diseases are caused by invisible monsters whose job it is
to keep us distracted with pain and disease. Just like
it’s the job of the military-industrial-media complex,
E
the ones who have bought every US election since 1841, to
keep us distracted with wars and shitty mind-numbing jobs
R
and so-called ‘reality TV shows’. It would be funny if it
weren’t so sad because the purpose of ‘reality TV’ shows
is to distract us from the reality of the situation, which
S
is that we are all prisoners and our jailors figured the
best way to keep us from escaping was to make us think
we’re not in prison by making the bars invisible and the
guards invisible. Except I can see them, and unlike most
others with the vision I haven’t been driven insane by
O
the experience. Whey is that? I think I’ll appoint a
commission to answer that when I join your staff. Well,
N
it’s been nice writing to you but I can’t stay in one
place for too long. I look forward to seeing you.
Artheta Hanamoto L
Y
Secrets of the Outcasts 205
In Dark
Henry Dewitt, Elder Outcast (continued)
Psychology- Henry knows he is not delusional, that the things he sees are really there, but he also knows that he sees things
G
others don’t and he believes this makes him unsuitable to live in normal society. He pretends that the things he sees no longer
scare him, yet this is self-deception. He no longer fears wrigglers, but he lives in constant fear that some more intelligent and
powerful denizen of the invisible will find out what he knows and sees and will come to destroy him. Henry enjoys being a
A
powerful man in the institution. After living there for more than 40 years he would have a panic attack if asked to walk around
outside or, worse yet, take care of himself.
M
Methods- Henry uses Blood Sigils (hidden under furniture) and Command Misfortunes to make sure that wrigglers never come
near him. He has several patients that are loyal to him and will do anything for him. If someone is causing him a lot of trouble
he will command a misfortune to attack him or her.
E
Special Skills- See Invisible (5), See Souls (4), See Reapers (4), Blood Sigils (3), Command Misfortunes (5), See True Face
(3), Read Minds (3), Psychometry (3).
Typical Attack- He can cause a misfortune to attack someone at a roll of WIL (13) +16 (skill) +1d20 vs. 30 (or 1d20 vs. 1). If
forced to physically defend himself he will make a tackle at SPD (2) + STH (8) +10 (weight) +1d20 vs. 25 (or 1d20 vs. 5).
Typical Reaction- A drop at AWR (18) + AGY (3) + 1d20 vs. 20 (or 1d20 +1 vs. 0).
S
as they keep society away from anything that might tribal mysticism, pagan occultism, even ideas from Buddhism
enlighten them, have a secret society to train their found their way into Israel. Gnosticism (see p.152) developed
agents to fight supernatural enemies. as a variant of Christianity, yet the tenants of Gnosticism were
T
dangerously close to the truth. Gnosticism was a threat to the
Origin- The powers-from-beyond have always favored powers-that-be and its enemies were given special favor by
leaders that changed or restrained society in a way that the powers-from-beyond in order to eliminate it.
E
made humanity less likely to gain knowledge of its true
nature. These leaders often felt they were ‘favored Yet ideas fromEuropean
Myth: Gnosticism Witches
survived and the Christian
Were Heirs Tochurch
by god’ and in a way they were right. Through this Aboriginal European Paganism
R
manipulation, the powers-from-beyond helped usher in
every major social change: the rise of nations, the rise of A vast majority of those accused of being witches were wrongly
organized religion, the rise of monotheism, the rise of accused.
scientific rationalism and more.
S
A few accused witches were part of small cults. Although these
cults preserved a few pagan and shamanistic practices from
This ‘favor’ comes in three types: manipulating events
ancient Europe, they contained no faith or mysticism, just occult
in the ruler’s favor (e.g. causing a natural disaster to hit ritual, much as the Hoodoo practices of the American South
an enemy city), giving the leader objects with beneficial contained rituals and superstitions from African culture but
supernatural properties (see Blessed Objects, p.244), without the religious and cosmological beliefs that once went
and imparting supernatural knowledge to the leaders. with them.
O
The last two can be used by leaders themselves or, as
empires grow larger and leaders do less of their own These cults offered those without power (especially women)
dirty work, by servants and soldiers loyal to the leaders. power by teaching supernatural ritual and, more importantly,
N
knowledge of poisons. Like many secret societies who
Smart leaders realized that is was what they were successfully keep their secrets, the cults made new members do
doing, not who they were, that gained them favor of things (mostly taboo sexual practices) which they would never
want to admit to the authorities. They also used dangerous
the powers-from-beyond and so they kept doing it, even
L
deliriant drugs (e.g. deadly nightshade, mandrake, henbane) to
passed it down to their successors. The kings of Israel make sure that prospective members couldn’t recall many details
had favor of the powers-that-be because they practiced of the night’s rituals.
monotheism and discouraged homosexuality. This favor
Y
allowed the Jews to triumph over many superior forces. When witches had ‘power’ it was mostly the power to punish their
Yet after the death of Christ, Christianity emerged as abusive husbands by putting things in their food that would make
a proselytizing monotheism capable of converting the them sick, or punish their neighbors by feeding the neighbor’s
Roman empire from paganism. Favor of the powers- livestock things that would kill them. Only a very tiny minority
from-beyond quickly transferred to the Christians. learned supernatural rituals that had any real power, and those few
had no idea how or why the rituals worked.
G
less about Jesus, for others it is very important to integrate their because they helped spread science, enhanced the
beliefs about Jesus into their newfound understanding of the authority of academic dogma and represented a new
universe. Here are some possible theories about Jesus: transnational model of power. The merchants started or
A
Jesus Was A Scribbler- A student of many philosophies, Jesus co-opted secret societies, most of which tried to model
discovered the true nature of the universe. By meditating on themselves after the Knights Templar or other ancient
the true nature of reality and the human soul he was able to mystical orders. Here the rich and powerful would
M
gain occult power, perhaps even to break free from our reality form connections, conspire to control the economy and
altogether. teach each other occult secrets. Yet the more prestigious
Jesus Was A Survivor- In the midst of a mass execution ground people who joined lodges, the more popular and less
E
the reapers were kept busy enough for this young Jewish mystic elite they became. The wealthy merchants couldn’t give
to come back to life. everyone the secrets to wealth and power, so they were
Jesus Was A Myth- There was a small time Jewish cult forced to hide the real power of the lodges, first inside
leader, but he never did anything remotely supernatural. His degrees of ordination and then in secret-societies within
beliefs were nothing special or unique and it was only random secret-societies.
confluence of social and political factors that turned Christianity
into a major religion.
M
By the Victorian age (mid 1800s), the rich and powerful
Jesus Was A Savior- The Christian Gnostics were right. Jesus men at the top of these societies recognized that growing
wasn’t a human, he was a being sent by benevolent powers population, urbanism and metropolitanism meant more
supernatural threats. They knew that they gained favor
A
from outside this world to give us the key to recapturing our
true glory. from the powers-that-be when they suppressed knowledge
of these supernatural events, yet they didn’t like doing
Yet ideas from Gnosticism survived and the Christian church the dirty work themselves. So in 1862 they created the
S
had to deal with more heresies that popped up, as well as Order of the Protector, a secret society designed to train
fighting the pagan and animistic cults that persisted in lands what would later be known as Professionals to take care
that has nominally converted to Christianity. The church of supernatural threats.
T
became adept at using the special abilities and objects
granted to it, by the powers-from-beyond, to fight heretics. Sociocultural Movements and Secret
Objectives
E
In the mid 10th Century, the Cathar movement appeared.
Organized Centralized control of magic/spiritual
The Cathars were influenced by Gnosticism. There were Religion beliefs.
Cathars throughout Europe but it became most popular in
R
Southern France. The Cathars believed that the physical Keeping lines of descent clear, allowing
Monogamy concentration of wealth and power in elite
world was evil and that only an ascetic priest could wipe families.
the sin of worldliness from a person before death. At the
Solidificaion of gender roles, reducing
S
beginning of the 13th Century the Catholic Church initiated Homophobia
likelihood of Androgyne-type powers.
a crusade to wipe out known Cathars, and created the
Inquisition to uncover secret Cathars. The Inquisition Consolidation of power, assimilation of
Empires
became especially skilled at using the abilities and objects animistic societies.
given to the powers-that-be to find hidden Cathars. The last Written
Allowing for a single unchanging dogma
of the Cathar priesthood were killed by 1321 and the group to be passed between peoples and
Language
was completely gone by the 15th century. generations.
O
Destructions of animistic holdouts/cults in
Witch Hunts
At the same time, the Christian kings, because they conquered otherwise non-animistic societies.
pagan kingdoms, were given favor by the powers-from- Consolidation of power, assimilation of
N
Colonialism
beyond equal to that of the church. Yet when the Christian animistic peoples.
kings went to war against the Islamic empire they found Capitalism Creation of a transnational elite.
themselves, for the first time, fighting a group that also had
Scientific
L
favor of the powers-from-beyond. In 1118, to gain an edge Empiricism
Destruction of magical worldviews.
against these enemies, the crusaders created the Knights
Templar, a group that combined the occult knowledge of Putting healing, the hardest part of
Western
Animistic magical traditions to destroy, in
Y
the church with the combat skills taught to agents of the Medicine
the hands of a controllable elite.
kings. The Templars even gained occult knowledge from
the Assassins, a group of Muslim mystical warriors that Consolidation of power in a small elite and
Racism
justification for colonialism.
had gone rogue from the empire. The Templars became too
powerful and were destroyed in 1307 by the church, yet their Elimination of hallucinogens, deliriants
War on
power was remembered and there were several attempts to and euphoriants useful to supernatural
Drugs
practitioners.
preserve their secrets for future use by the powers-that-be.
G
ability to manipulate society grew to cover the entire globe. Degrees one through thirty-two contain active Professionals.
Power was consolidated into fewer and fewer hands, and The thirty-third degree is the leadership of the Order. Some
world travel became easier, turning the powers-that-be into of these leaders are retired Professionals, others became
leaders after being loyal servants of the Powers-That-Be.
A
something more akin to a circle of friends than a massive
conspiracy. Although they retained the Order, the powers Thirty-third degree leaders decide when a Professional can
themselves found they did not need secret lodges. Anyone attempt initiation to a new degree. Professionals advance
who gained large amounts of power was either inducted into when they show ability to defeat supernatural enemies and
M
the group, driven to poverty and powerlessness, or killed. loyalty to the duty of ‘protecting’ the world from knowledge
of the supernatural. ‘Tests’ are arranged when the loyalty or
Since 1910, the powers-that-be have maintained an artifact abilities of a professional are in question.
E
that allows them to bring people back from the dead (see
Mausoleum of Life, p.245). They reserve use of this object By the fourth degree a Professional must prove willingness
for only inner members of their group and only when they to take on any supernatural danger and destroy or hide
compelling evidence of the supernatural. By the seventh
die at a young age. The use of this artifact sometimes results
degree a Professional must kill someone who is a potential
in obituaries being published for people who later turn out to supernatural threat but is also completely innocent (e.g.
be alive (a phenomenon which is blamed on a mistake by the someone who was given supernatural powers by being too
M
news outlet). close to a shatter). By the eleventh degree the Professional
must be willing to kill a complete stranger for no reason
Structure- The Order of the Protector is only one arm of the other than the say-so of Order leaders. By the twentieth
powers-that-be’s sophisticated network of secret and not-so-
A
degree the Professional must be willing to kill people, as
secret controls on society. The Order is the arm that deals commanded by the Order leadership, who they know for
with supernatural threats. Other arms, completely ignorant a fact are not supernatural and have done nothing wrong.
of the Order and visa versa, manipulate the news media, start By the twenty-fifth degree the Professional must be willing
S
and end wars, eliminate non-supernatural threats, discredit to kill children or torture innocent people. By the thirty-
heretical philosophies, control the economy, manipulate second degree the Professional must be willing to kill a
elections and choose world leaders, and more. lover or close family member.
E
to 6. 25% (1,250) are degrees 7 to 19. Only 4% (200) are
buildings owned by other fraternal organizations. Its secrets degrees 22 to 32 and only 1% (50) are 33rd degree. There are
are hidden in secret chambers within or under the lodges. The about 100 Professionals in the L.A. area taking orders from
leaders of the Order are among the leaders of these mundane three 33rd degree leaders.
R
S
O
N
L
Y
208 Chapter Five - Secrets of the Touched
Alleys
Metaphysics Sixth Degree: Certain strong emotions can shatter
Blood Sigils: This ability works by first turning blood reality. Places, objects and people associated with
into an extension of the human soul (thus making it ‘visible’ shatters can have dangerous powers to warp reality.
G
to members of the invisible who can only see souls), and Christian martyrs, repressed Victorian young woman and
second, by writing ‘commands’ with this blood that the anonymous homosexual sex in public places were the
wrigglers are designed to follow. Wrigglers instinctually source of many shatters.
A
obey symbols that mean ‘congregate here,’ ‘do not attack Seventh Degree: The world is full of invisible,
here,’ ‘stay here.’ Even rumblers, the invisible beings that intangible beings. Certain experiments and supernatural
cause natural disasters, can be induced to attack by a sigil. objects can give one the ability to see these beings.
Seeing them can be dangerous and should be avoided
M
Soul Blade: Like Blood Sigils, this skill makes blood
taken from the body an extension of that person’s soul, thus unless it is necessary to hunt down a threat to humanity.
a blade coated with that blood becomes an object of soul as Only a tiny minority of these beings are threats that need
well as matter, one capable of doing damage to invisible to be eliminated.
E
beings and human souls. Eighth Degree: There are worlds beyond this. They
Ecstatic Rage: This is nothing more than psychological contain dangerous beings. Humans were not meant to
training that allows one to enter a state where one does not venture into them. Portals to these worlds can open
fear death and is barely aware of pain and exhaustion. It accidentally or be opened by heretics. Things that wander
is especially well suited to Professionals who believe, not from those worlds into this should be killed.
without reason, that they are servants of a higher power who Tenth Degree: There has been an ongoing war,
M
can reward them after death. sometimes open and sometimes secret, for thousands
Truth Ordeal: This ability was created by the powers- of years. On one side were the forces of order and
from-beyond specifically to aid Professionals in rooting out civilization, the ancestors of the Order. On the other side
A
heretics. When the Professional is initiated into this skill, a were various aboriginal groups, pagan cults and heretical
special invisible being comes to live within the professional. sects that gained supernatural powers and were using
When the Professional holds a hot blade the being reaches them to try to destroy society.
its tendrils into the brain of the person being questioned
S
Twelfth Degree: The Order can trace its roots back to
and saves that person from being burned if the brain areas the Inquisition, the Templars and the early Freemasons. It
associated with lying do not activate. exists solely for the purpose of training Professionals to
Untouchable: This is intense belief that one is protected fight supernatural enemies.
T
from worldly dangers by a higher power. It was first Fourteenth Degree: Several dangerous heretical
developed by Christian martyrs who believed god would sects exist today. They are dangerous not only because
save them from the fire or arrows of their executioners, but they have supernatural abilities but because they spread
E
it was later co-opted by the Order for use in battle. The dangerous ideas about the nature of reality. Only the
Scribblers also have this skill but for them it is based on a heresies (and the Order) can consistently give people
powerful disbelief in the physical world. supernatural abilities – all other means are haphazard
R
and extremely dangerous and thus pose a threat of limited
Revelations- The revelations a Professional receives from scope. See What The Powers-That-Be Know About the
the order are strictly scripted. They come as the Professionals Touched (p.210).
S
reach different degrees of initiation and tell the Professional Sixteenth Degree: The powers-that-be secretly rule
only what he or she needs to know to be able to hunt dangers the world and are given favor from ‘a higher power.’ The
to the Powers-That-Be. Such revelations include: powers-that-be are charged with protecting humanity
Second Degree: There are many ways humans can gain from the heresies. The Order was created by and serves
supernatural abilities: through bizarre occult, technological or the powers-that-be.
psychological experiments, by being present at a shattering Twentieth Degree: The ‘higher power’ (aka he
O
of reality, or sometimes, apparently, completely at random. powers-from-beyond) has its own agents in this world
All of these means are haphazard and extremely dangerous. and they should never be interfered with. One type look
Third Degree: The same means that give humans like old grey men. They rewrite history, change memories
and physical records. Another type look like doctors in
N
supernatural abilities can sometimes give animals
supernatural intelligence and abilities. These animals should surgical scrubs who take people ‘away’ (someplace
be killed. outside this reality) for experiments. Other agents are
invisible and intangible. Stay out of the way of all agents
Fourth Degree: Things that exist inside people’s heads
L
of the powers-from-beyond.
can sometimes become real. People can be sucked into
these imaginary worlds or beings from these worlds can The 33rd degree leaders have the ability to give this
come to this world as physical entities. Killing the mind that information to Professionals of any degree if it is vital
Y
imagined the world/beings usually ends the phenomena. that they know it (e.g. warning a novice Professional to
Fifth Degree: Many small cults pop up which stop hunting one of the Grey Men).
‘accidentally’ gain supernatural powers. These cults should
be wiped out quickly, if they don’t destroy themselves first. Only thirty-second degree Professionals are told the true
One group believes they worship a ‘red sun.’ They seek out identities of the powers-that-be, and then only so that they
astronomical charts and have the power to start fires. can protect their lives.
G Androgynes- Know: Their general shaven, salt-and-pepper grey hair in a short, military-style cut, navy blue suit with a
philosophy, abilities and structure. striped red-and-blue tie.
Don’t Know: Who the leaders are, how
A
they recruit and train new members. Attributes- AGY 16, AWR 16, CHM 12, END 15, INL 12, SPD 16, STH 17, WIL 18,
BLD 4, BDY 4, INCY 5.
Animists- Know: Their abilities
Social Status- Lawrence lives alone and has no friends. His paycheck says that he
M
and beliefs, the communities they come
from. Don’t Know: Which things is a senior FBI field agent, yet his office is nearly always empty and his ‘supervisor’
the Animists believe in are real and knows not to give him assignments. He is a thirty-second degree member of the Order
which are just superstition. of the Protector, the most experienced and trusted field agents in the L.A. area.
M
Faustians- Know: That some He rose quickly through the ranks and within two decades he had risen to the thirty-
people have powers associated second degree, the highest degree an active Professional can achieve.
with abandoned buildings, that they
A
sometimes kidnap and/or murder Psychology- Lawrence knows that his primary job is to stop society from being
people. Don’t Know: What Dances disrupted by knowledge of the supernatural and that his work primarily benefits the
are and that Dances are the source of world’s most powerful people. He knows that loyalty has its advantages and so he
Faustian powers. has taught himself to be innately loyal to the powers-that-be. He has no illusions
S
that his actions or his masters are on the side of “good.” He has not, for quite a
Heroes- Know: That they exist, while, thought in terms of good or evil, only in serving this world’s greatest powers.
what they do. Don’t Know: How many Lawrence is lonely and miserable, but he is so consumed by his work that he rarely
T
there are, the various sources of their notices. Lawrence has no fear of death. He is prejudiced against anyone with a
abilities. non-mainstream sexuality, religion or political ideology and he is quite open with his
Lost- Know: The abilities of disgust.
E
novice Lost; that many are barhoppers.
Methods- Lawrence is an accomplished investigator and tracker. He is selected to act
Don’t Know: The structure (or lack
as a bodyguard for the powers-that-be when they feel threatened by the supernatural.
of structure) of the community, the
He is also sent to track down and destroy supernatural threats that junior Professionals
R
abilities elder Lost can achieve.
were unable to deal with. In addition to his mundane tracking and investigation skills,
Outcasts- Know: That some can Lawrence will use torture and the Truth Ordeal skill to find out what people know.
see the invisible and other things When he finds his target he attempts to sneak up on him/her/it, pump it full of bullets
S
normal people cannot, that many live and then finish it off with his Black Rock Sword.
on the streets as homeless crazies.
Don’t Know: How much Outcasts Special Skills- Pistol (6), Sniper (4), Florentine Sword (5), Aikido (3), Lock Picking
know about the other Touched and (3), Prowling (4), Crime Scene Forensics (3), Torture (4), Offensive Driving (2),
about the powers-that-be. Tracking (4), Blood Sigils (3), Ecstatic Rage (4), Truth Ordeal (4), Soul Blade (5),
Untouchable (5).
Scribblers- Know: Their
O
Philosophy and abilities; the library-era Special Equipment- Pistol: Heavy (ROF 2, FR 5 ft., 5 bladed, 6 bullets) with silencer,
history of the group. Don’t Know: The Black Rock Sword (see p.245) which has range 1-2, does 10 bladed, is not effected by
current use of graffiti to communicate. armor and cannot be easily blocked or entangled.
N
Survivors- Know: Their abilities, Typical Attack- Lawrence makes a surprise attack whenever possible (he can prowl
that many are associated with large- at 30 +1d20 vs. difficulty). He will try to enter an Ecstatic Rage (will succeed on any
scale accidents. Don’t Know: How but a 1 roll) giving him +20 vs. pain/fear, simultaneous strikes at no minuses, +10
L
or why they gained their abilities; that STH and +5 INCY. He will then attack by making a Vital Strike with his pistol at INL
reapers are trying to kill them. (12) + AGY (14) +24 (skill) -4 (burst) -1/5 ft. +1d20 vs. 35 (or 1d20 +15 vs. 0) doing
10 bladed damage if successful. Next he takes out his sword and rushes into range,
Wonderlanders- Know: What
Y
making a split Jump (into range) and Strike at STH (27) + AGY (14) +20 (skill) -10
kinds of phenomena are associated (split) +1d20 vs. 25 (or 1d20 +26 vs. 0). If successful it does 10 bladed damage.
with Wonderlanders and that killing
Wonderlanders stops the phenomena. Typical Reaction- Lawrence will close his eyes and attempt to use the untouchable
Don’t Know: How Wonderlanders are skill to avoid damage at WIL (18) +16 (skill) -10 (using Untouchable as a reaction)
created, the goals of Wonderlander +1d20 vs. 20 (to take one-fourth damage) or 30 (to take one-tenth damage) or 1d20
elders. vs. -4 or 6.
G
Appearance- Male Caucasian in his sixties. He has thick, bushy silver-white hair. He has bushy eyebrows, a
permanent scowl, loose skin with wrinkles and liver spots, wears thick glasses. He wears charcoal grey suits and
American flag ties. He has a silver crucifix pin on his lapel.
Attributes- AGY 4, AWR 12, CHM 16, END 3, INL 17, SPD 5, STH 6, WIL 11, BLD 4, BDY 4, INCY 5.
Social Status- Wallace is a member of the powers-that-be. He is one of a handful of the wealthiest and most A
M
powerful men in the world. He sits on the boards of directors of several fortune-500 companies, he sits on the
federal government’s Council on Economic Affairs, and he is part of the Institute for American Achievement, a
privately funded think-tank which produces ‘reports’ that the president of the US depends on to help determine
E
domestic and foreign policy. He is close friends with kings, presidents, prime ministers and CEOs from around
the world and most of them owe him favors. He has a wife (who spend most of her time doing charity work),
four children (who were wild in their youths but have settled down to be respected business people) and seven
grandchildren (who he spoils).
History- Wallace’s mother was from a wealthy textile’s family, his father was a Baptist minister. Wallace went
to business school, then served in the military in an accounting office in the 50s, then worked as a governor’s aid
M
in Louisiana, then served one term as a congressman in the 60s. He was hired to work at a defense contractor’s
corporate office in Los Angeles. He rose through the ranks and became CEO in 1983. By buying and selling power
and favors he made himself very powerful. Using inside information he invested his money and became very rich.
A
He soon found himself invited to parties, dinners, cruises and retreats with some of the most powerful men in the
world. As he became friends with them they began to hint that maintaining a stable world order took more “behind
the scenes” action than anyone else knew. He told them he was willing to do his part. In 1987 Wallace retired as
CEO, though he maintained a position on the Board of Directors. Meanwhile, the truth about the powers-that-be,
S
their otherworldly benefactors and their need to suppress knowledge of the supernatural was slowly revealed to him.
He attended a late night “party” deep in the woods in which he sat on a throne and a crown was put on his head.
After that he has enjoyed exceptional health and fortune.
Personality- Wallace loves money and power. He hates poor people, sexual “deviants” and smart-ass progressives.
He doesn’t think of himself as liberal or conservative. He knows that both are just lies to get people to accept the
T
E
actual, secret, agendas of politicians. He thinks anyone who takes liberalism or conservativism seriously is an
idiot. He thinks that God is on his side, but he also thinks that God is a petty dictator who only wants to be obeyed
and doesn’t care if humans are happy or good. Besides gaining power, his other pleasure in life is having sex with
children. He doesn’t care much about his family: for the most part they’re only there to appear in photos with him.
R
He is cold, grumpy, emotionally distant, quick to anger, holds grudges for decades and lies as a matter of habit.
Methods- Wallace lives in a mansion on oceanfront property in Malibu, with a round-the-clock security staff. He
S
has a private jet in a nearby private airfield and he flies all over the world for meetings. While out of town he stays
in the finest hotels. He sends his personal assistant to get child prostitutes, who he meets in cheap hotel rooms. He
keeps up on world events, reading several newspapers, journals and wire service clipping each day. He averages
two hours a day ‘chatting’ on the phone with members of the powers-that-be and world leaders. He exerts his
influence to stamp out any threat to the power of the powers-that-be. In a given day he might ‘fix problems’ by
financing a military coup, manipulating markets to cause an economic depression in certain countries and paying
the mafia to assassinate a public figure. He is kept up to date on supernatural happenings by the Director of the Los
O
Angeles field office of the FBI, who is a 33rd degree Order of the Protector initiate. Wallace has only once been
contacted by the powers-from-beyond and he lives in fear of it happening again.
N
Wallace travels in an armored limo with an armed and well-trained driver. Wherever he goes in the world,
private security firms are hired to place guards outside his hotel room or whatever place he is holding a meeting
at. When he slips past his security to have sex with children his only protection is his personal assistant, who has a
ballistic vest and automatic pistol. If he thinks something supernatural is happening he can have a Professional at
L
his side within the hour.
Typical Attack- Wallace will run away from any confrontation. His assistant, however, will make a Vital Strike
Y
with an Automatic Pistol with armor piercing bullets at 1d20 + 11 -1/7 ft. vs. 0 doing 24 damage (3 damage x 4
bullets x2) if successful.
Typical Reaction- Wallace will Drop at AWR (12) + AGY (14) + 1d20 vs. 20 (or 1d20 vs. 4). His assistant will
make a simultaneous Strike at 1d20 +7 -1/7 ft. vs. 0, doing 12 damage if successful.
G
A Having proven himself worthy
to attain the thirty-second degree Second, the initiate shall be
M
of initiation of the Ancient and questioned thusly:
Holy Order of the Protector,
E
the initiate shall come to the holy “Dost thou, initiate, swear upon
temple on midnight of the eve of this hot blade, that thou wilst fight,
the first Sabbath of the month. even if it means your life, against
The elders shall approach him, the spread of the three heresies,
sword in hand, and bind his eyes those being that the world and its
A holy chalice and holding the tip that the world that can be seen and
to the initiate’s neck as each asks touched is a deceit?”
S
him, in turn, one of the three great
questions. To each question the
Third, the initiate shall be
T
initiate must answer “I shall.”
questioned thusly:
If he answers differently, or if the
E
blade shall burn him, the elders
shall fall upon him without pause “D ost thou, initiate, swear upon
and run him through.
R
this hot blade, that thou wilst kill,
even if it mean murdering your
First, the initiate shall be own child, any man who, by means
S questioned thusly:
paganism, sodamism, onanism,
asceticism, alchemy, witchcraft,
sorcery, meditation upon heretical
“D ost thou, initiate, swear texts or by any other means, gain
O upon this hot blade, that thou powers outside the scope of natural
wilst dedicate thy remaining days law, save where the heavens have
L
appointed by the heavens to rule servants?”
humanity?”
Y
212 Chapter One - Character Creation
Alleys
Secrets of the Scribblers
In Brief- Rogue 30’s philosophy students, communicating
in the margins of library books, started putting together
elements from suppressed philosophies, gained power by
dating back to the 1970s (or 30s if they are lucky enough
to gain access to an annotated volume). There is no
Scribbler hierarchy: each person is judged by his or her G
A
angrily denying the validity of this reality. words alone. Along with real Scribblers with real insight
into the nature of the universe, there are many crazies and
Origins- In the 1930s some anonymous philosophy student, wannabes who write complete nonsense or stereotyped
M
angry at his professors’ unwillingness to consider the hyperbole alongside the words of real Scribblers.
possible validity of certain philosophies, started scribbling
notes in the margins of library books. Later students with Scribbler activity is confined mostly to the US and UK,
E
similar feelings were inspired by those notes and defaced and is rarely found outside of cities and towns with
other books, either with their own new comments or by large universities. There are about 500 currently active
quoting their favorite comments from other books. Scholars Scribblers in the world, about 20 in L.A. Scribbler graffiti
who changed schools or who borrowed books through can be found all over the city but is most concentrated in
interlibrary loans spread the comments to new libraries and the public restrooms, phone booths, bus stops and alleys
thus new scholars. on or near one of the major colleges and universities in
the area.
M
In 1968, someone discovered the existence of the heavily
annotated books. Agents of the powers-that-be began Metaphysics- Although the techniques Scribblers use
searching out and destroying the annotated books. to gain supernatural abilities can be traced back to
A
Scribblers managed to save a few books before the enemy Gnosticism, Greek mysteries, occultism, psychotherapy,
got to them. A few Scribblers tried to fight back and were surrealism and even rituals stolen from the Templars, all
never seen again. rely on the Scribbler’s disbelief in the physical world as
their source of power. Scribblers discover, early in their
S
The Scribbler community, loose and disorganized as it initiation, that not only is this world an illusion but that
was, quickly found its only means of communication gone. they have been purposefully deceived about the nature of
Scribblers went back to being lone weirdos, subscribing to this world. Just as Cannibals learn to disdain the physical
T
ideas everyone they knew would laugh at. body which they believe keeps them from God, Scribblers
disdain the world of external phenomena which they
Yet some Scribblers were so mad at their suppression that believe keeps them from the truth. The indignant anger
is enough to let the Scribbler temporarily use his or her
E
they took to scrawling truths on walls. Graffiti became a big
thing in New York in 1970 and quickly spread throughout will destroy (Nihilistic Rage), bypass (Untouchable) or
the country, and a minority of that graffiti was Scribbler manipulate (Command Inanimate) the physical world.
graffiti. The old Scribblers seized this new way to continue
R
their great philosophical discussion and began to use walls Revelations- A Scribbler’s Secret Life is all about
as places for discussion. Places where graffiti was never revelations. Every night a Scribbler tries to find out
painted over became host to lengthy discussions and the new something new about the nature of the universe. The
S
hubs of the Scribbler community. most dangerous, yet most rewarding, part of this quest is
finding real-world confirmation of theories and hearsay.
Graffiti that was visible to the public was quickly painted
over, yet the Scribblers continued to put up their messages. A major find for a Scribbler is an ‘annotated volume’ from
The attempted censorship only made them more determined the era when the Scribblers conversed in the margins
to broadcast the truth to as many people as possible. Most of library books. See p.247 for more on Annotated
people who saw this graffiti ignored it, yet some were Volumes.
O
intrigued and sought out more. Where the library age
only had a few dozen Scribblers, the graffiti age gained Phonebooth in the Desert
hundreds.
N
Some Scribbler bulletin boards list the location of a
Scribblers briefly tried to use computers to communicate. phonebooth in the middle of the desert, about 150 miles
(240 km.) Northeast of Los Angeles. Apart from a gas
This worked back in the days of dial-up bulletin board station 5 miles (8 km.) away, the phonebooth is nowhere
L
systems, since these systems were isolated and could be kept near anything.
fairly secret (you couldn’t find them if you didn’t have the
phone number). Yet when the internet came along it became When someone travels to the phonebooth they usually
too easy for the enemies of the Scribblers to find and censor find the phone already ringing. Picking up they may
Y
Scribbler communication. Scrawling on bathroom walls and be connected to Scribblers from around the globe, to
inside phonebooths remained king. curious ‘normals’ who saw the number scribbled on a wall
somewhere and decided to call it and see what it was, or
Structure- Since most Scribblers write anonymously, the automated dialing machines set up in the crawlspaces of
only way they knew each other is by their handwriting. Very unused apartments set to call again and again and play back
whatever illicit message the owner wanted to convey to
few Scribblers will ever meet another Scribbler in person,
visitors to the phonebooth.
although they will read the writings of dozens of scribblers,
A
Social Status- Karl is a lone hermit with no friends or family. Survivors.
History- The son of German and French ex-patriots who organized labor in
turn-of-the-century New York, Karl was born to be a radical intellectual. He Origins- There have been Survivors since prehistory, yet
M
was a bright student who liked to have raucous debates with professors. His they have been so rare that they rarely met. They appear
conscience moved him to join the army and fight in WWII. His experiences in legends as unstoppable warriors, avenging spirits
in the Pacific convinced him that there was something fundamentally or miraculous holy people. It has only been since the
wrong with this world. When he came back he went to school, hoping to
E
get a Ph.D. in philosophy at Stanford. He gravitated towards the world of 1980s that the formation of ‘support groups’ for accident
non-mainstream philosophers. He discovered that people were Scribbling survivors had brought together enough Survivors that they
interesting notes in the margins of these philosophers’ books and he joined in have created a body of shared knowledge.
the discussions. Quickly he became convinced that the physical world was
just a prison to trap human souls. He did experiments to confirm this. He Structure- Communities of Survivors only exist in the
quit academia so he could travel around the country reading the scribbles in world’s largest cities. Worldwide there are about 2,000
various books. He continued living this way, surviving many experiments, Survivors. There are about 50 in the L.A. area, but only
M
encounters with the Powers-That-Be and encounters with supernatural
beings, mostly by sheer luck. At the same time he used his new powers to about 10 know any other Survivors. The rest are in the
make terrorist-like strikes against the institutions that he believed enforced dark: alone, unsure that’s happening to them and taken by
the will of the Powers-That-Be (a police station, a seminary, a university surprise when the reapers attack.
A
administration building and an FBI office). He managed to find a stable
portal to a Surgeon’s lab and he started using it as his secret hideout. When There is a high turnaround of Survivors. Survivor
Scribbled-in books started to disappear in the late 60s he grabbed as many communities see Survivors die and new ones appear
as possible and hid them in his hideout. He has seen some Scribbler graffiti,
S
but he assumed that the Scribbler community died with the removal of the
weekly. A Survivor who hasn’t met with and learned
books and that the graffiti is the last gasp of lone Scribblers. from other Survivors lasts a month on average. One
who has learned about the danger of reapers lives a year
Psychology- Karl has become an isolated, paranoid hermit. He thinks of
on average. Thus the Survivor community is constantly
T
the average human as ignorant and brainwashed, not worth the effort of
speaking to. He lives, for the most part, in the world of abstract ideas and made up of new people trying to come to terms with what
theories. The intellectual game of truth has become more important than is happening to them.
the cause of freeing humanity from imprisonment. Karl has dehumanized
E
anyone associated with preserving the status quo (rich people, cops, lawyers, Worldwide there are less than 10 Survivors who managed
soldiers, government employees, priests). He thinks of them as parasites to eliminate their reapers. These Survivors are practically
and predators and he does not regret those he has killed. In his years of immortal (although severe enough damage will bring new
solitude he has created his own terminology for describing metaphysical
R
and ontological ideas, a terminology which would make little sense even to reapers and allow the soul to be taken). None are involved
another Scribbler. in the Survivor community.
Methods- Karl spends most of the time in his lab/library, reading books
Metaphysics- This world is a factory through which souls
S
and Scribbling notes in notebooks. He can usually be found at a messy
old wooden desk, squinting back and forth between two open books while are moved. Stupid and insensate souls, having forgotten
scribbling in a notebook, under the yellow glow of an old lamp. A loaded everything from their previous lives, are carried by
shotgun is always within arms reach. He leaves only when he has to: invisible creatures (‘storks’) who are attracted to fetuses
dumping his waste, getting water and groceries, and making the rounds of a certain age. The souls are locked inside the bodies,
for new books at the few places he still considers safe (the few bookstores where they will remain imprisoned until death. When a
that don’t have video surveillance). He no longer has the courage to make
terrorist strikes against the Powers-That-Be. His disgust for the mundane
person’s body dies their muscles stop working, neurons
O
world is so great that, unless he concentrates on stopping it, his Nihilistic stop firing and the soul, for the most part, goes to sleep.
Rage involuntarily activates, making things brittle and decompose quickly. The death of the body attracts an invisible being, a reaper,
He does not carry any weapons in the mundane world (he is worried the cops who detaches the soul from the body and stuffs it through
a portal to the Land of the Dead (see p.255).
N
will stop and search him).
Special Skills- Rifle/Shotgun (3), Automatic Writing (3), Blood Sigils (2),
Nihilistic Rage (5), Untouchable (5), Command Inanimate (4), Dreaming Sometimes, however, while waiting for the reaper the soul
(3), Get Lost (3), Soul Blade (2), Spirit Speed (2), Spirit Strength (2). ‘wakes up.’ Although the biological neurons cannot fire,
L
Special Equipment- Shotgun: Pump (ROF 1, FR 6 ft., 6 bladed, 7 shots). the souls have grown into a metaphysical mirror image of
Typical Attack- In his lab he uses the shotgun to make a Vital Strike at AGY the body, down to the neurons, and thus have the ability for
(5) + INL (19) +12 (skill) -1/6 ft. vs. 35 (or 1d20 -1/6 ft. +1 vs. 0), doing 12 consciousness and thought even when the body does not.
Y
damage if successful. In the mundane world, where he is typically unarmed, The soul experiences itself trapped in a dead body. In most
he uses his Nihilistic Rage skill to cause weapons to break and the ground to cases of awakening a reaper arrives and takes the trapped
collapse at WIL (19) +16 (skill) vs. 30 (or 1d20 +5 vs. 0). soul before the soul can figure out how to do anything.
Typical Reaction- Karl closes his eyes and uses the Untouchable skill to However, when the reaper takes a long time (as is the case
reduce physical damage at WIL (19) + 16 (skill) -10 (using Untouchable in a mass death where the bodies greatly outnumber the
as a reaction) vs. 20 (to take one-fourth damage) or 30 (to take one-tenth reapers) the soul has time to come to terms with and try to
damage) or 1d20 vs. -5 or 5. do something about its situation.
G
would be, but can travel anywhere within the blur. Those who can touch the invisible (e.g. someone using the Journeying skill) will feel most of
the Reaper as nothing more than a thin fluid. The only ‘solid’ thing on the reaper is five tiny points, which they use like fingertips to grab souls
and manipulate the physical world.
A
Attributes- AGY 2, AWR 2, CHM 0, END 100, INL 0, SPD 5 (see Special Abilities), STH 30, WIL 5, BLD 20, BDY 0, INCY 20.
Abilities
-Can sense death, even at a great distance.
M
-Can sense several signs of likely imminent death: plagues, severely ill of starving people, suicidal or homicidal people, deadly wrigglers,
structurally important materials under strain, imminent natural disasters.
-Can accelerate to any speed (increasing by 5 SPD per round).
E
-Can grab a human soul, detach it from a corpse, and stuff it through a small invisible portal within itself that leads to the Land of the Dead.
-Minor manipulation of the physical world: starting fires, cracking brittle materials, moving small objects, corroding metals, rotting wood,
causing liquids to flow uphill, making surfaces more slippery, etc.
-Do not die of old age and their memory is limitless.
-Can track a particular human soul anywhere in this realm.
-Are immune to most attacks that would damage other denizens of the invisible. Attacks that do the equivalent of blunt or bladed damage to
an invisible entity (e.g. a punch by a Journeying Animist or a stab with a soul blade) will pass right through the reaper. The only thing that can hurt
M
the reaper is that which does broad damage to the invisible or destroys the fabric of reality itself (e.g. high level Nihilistic Rage or a shatter).
Behavior- When no deaths are happening nearby, Reapers hover around places where death is likely. When someone dies the body sends out a
beacon which attracts Reapers. If it observes a corpse come back to life it will remember that soul and hunt for ways to kill that person for as long
A
as it exists, pausing only to attend to mundane deaths. The Reaper will follow its prey through portals into other worlds, yet has no way to travel
between worlds unaided. Reapers can be effected by Command Reapers or with Sigils currently unknown to the Touched, but only briefly.
Psychology- Reapers are about as intelligent as a cat, yet they have instinctual knowledge of various things that are dangerous to human life. They
S
thus excel at problem solving where the problem is how to alter the environment to kill a person. They are emotionless and fearless. They do not
communicate. They only do the job they were created to do.
Origin- Reapers are beings created and manufactured by the powers-from-beyond to do a specific job. They are the smartest and toughest of the
beings manufactured for use in this reality. They are the main line of defense between humans and immortality. They are designed to be difficult
T
to see, even by those rare humans who can see the invisible.
Typical Action- A Grab at STH (30) + AGY (2) +1d20 vs. 25 (or 1d20 +7 vs. 0).
Typical Reaction- None (see Special Abilities).
E
A Reaping
R
S
O
N
L
Y
216 Chapter Five - Secrets of the Survivors
Alleys
Some souls will themselves out of
their bodies. These are the unlucky Octavio Hidalgo, Elder Survivor
ones. The Reapers who witnessed this Appearance- Handsome, middle aged Hispanic male, light skinned, neatly trimmed bushy
G
follow them everywhere, relentlessly black hair with a sprinkling of grey, tall, muscular, wearing a crimson suit over an olive
hunting them until they catch them, green shirt, sunglasses, expensive diamond ring, usually smoking an expensive cigar.
at which point the naked souls are put Attributes- AGY 11, AWR 9, CHM 12, END 30, INL 14, SPD 30, STH 30, WIL 12, BLD
directly into the Land of the Dead.
A
10, BDY 10, INCY 10.
History- Octavio was born in the newly independent Mexico in 1820. He was a mestizo,
Other souls manage to will their child of an Indian mother and Spanish father. As a young adult he moved to the Mexican
bodies back to life. At this point they settlement in Los Angeles and worked as a carpenter. In 1839 an Earthquake killed many
M
are temporarily safe: the reapers do people but Octavio survived. He soon figured out that ‘angels’ (as he thought of them)
not have the power to put a human, were following him, trying to end his life. Seeking to escape this fate he spent several years
physical body and all, into the land traveling and living with Californian Indians, seeking a practitioner of Indian magic who
E
of the dead, nor to sever a resisting might be able to help him. After several years, and several near-fatal ‘accidents’, he found
soul from a living body. Yet the an old native practitioner who knew of a dangerous place in a mountain that annihilated
reapers have been given the ability spirits. He made a dangerous trek up a mountain and into a cave whose walls dripped with
to manipulate the physical world blood. He saw his reapers getting chopped to pieces. Afterwards he moved back to L.A.,
but found that in his absence California has been ceded to the US. Fearing discrimination
to cause accidents. Reapers are of by the Americans, he moved back to Mexico City. Having no fear of death he worked as a
subhuman intelligence, but they do bull fighter by day and robbed banks by night. He grew wealthy, got married and had kids.
have an instinctive knowledge of Then he watched his family grow old as he stayed the same. In 1915 his oldest son (now
M
dangers to human life. Survivors are 65) begged Octavio to help him cheat death. Octavio tried to train his son to retake control
not easy to kill though. Once they of his body at the instant of death, then Octavio drowned his son. His son never revived.
have forced their physical bodies The last of his children died in 1923 and Octavio, though he had frequent love affairs,
back to life once, they can often do decided never to marry or have children again. Octavio worked at a number of high-danger,
A
it again. The Reapers must follow high-pay jobs, both legal and illegal, and had invested the money in a number of ways,
some of which eventually made him one of the wealthiest men in Mexico. In the 1935 he
and wait patiently for an opportunity bought a mansion in L.A. and since then he has spent most of his time in L.A.
to kill the Survivor in such a way that
S
decimates the body, leaving too little Psychology- Octavio suffers from three major problems: First, there’s nobody he really cares
for the Survivor to revive. In addition about or who cares about him. His life is a series of meaningless short-term relationships.
Second, he knows he can get away with doing almost anything he wants. Third, he has
to decimating the bodies, reapers look grown bored of all the worldly pleasures money can buy. These three factors have tuned
T
for opportunities to kill Survivors in what was once a compassionate and thoughtful man into a man who is cruel, deceitful,
their sleep, hoping that Survivors will arrogant, ill tempered, obsessive, amoral, picky, vengeful and intolerant of discomfort. The
not wake in time to use their revival only people he cares about are his descendents. The only thing he really fears is the Powers-
ability. That-Be (he is rich enough to know they exist, but knows little else). Octavio is bisexual,
E
not because of natural inclination but because he long ago bored himself with physical
Once Survivors have learned to use pleasures of sex and, like a collector who has forgotten how to enjoy the things he collects,
their force of will (and fear of death) he now concerns himself with abstractions like ‘perfection’ and ‘rarity.’
R
to restart their hearts, it is not hard Methods- Octavio only has to spend a few hours a day managing his various investments
for them to learn to manipulate their and the complicated shell companies he uses to obscure himself. Mostly ‘managing’ means
flesh in other ways: healing injuries, making sure his accountants, lawyers and investment managers live in fear of screwing up.
He lives in a palatial mansion in the Malibu hills where a staff of domestic servants takes
S
improving physical strength, etc.
care of his every need. Because of his cruel temper he goes through servants quickly. In the
Revelations- The most important evenings he goes to the city’s most exclusive nightclubs where he meets with and seduces
some of the most attractive young men and women in the city. He owns several nightclubs
thing for Survivors to realize is and those he doesn’t own he pays large bribes to the owners to ensure that people who ask
something which they must discover questions about him are met with feigned ignorance. He always has the best drugs, both
quickly or they will die: that reapers for personal use and for bait to attract young people. He spends most of every day high on
are trying to hurt them so badly a combination of cocaine, heroin, nicotine and alcohol. He often forces his lovers to join
O
they cannot revive. The next most him on dangerous adventures (robbing convenience stores, driving up to gang members
important information for Survivors is and calling them ‘putos,’ driving the wrong way on the freeway) which he does simply to
how to escape or destroy reapers, yet enjoy his dates’ fear. He has arranged for his descendents to move to L.A. and gain US
this information is not easy to come citizenship. From afar he keeps them out of trouble and makes sure they are comfortable.
N
Most of his descendents know only that they have a “rich uncle Octavio” who gives them
by. Reapers will follow Survivors gifts sometimes. They have no idea of the extent that he manipulates their lives. Octavio
anywhere in this world and it would has a number of false identities and bank accounts set up should he have to quit his current
take very clever use of a portal to trap identity in a hurry.
L
them in another world. They can only
Special Skills- Flesh Control (6), Revive (6), See Reapers (1), Spirit Speed (4), Spirit
be temporarily delayed by skills like Strength (4), Offensive Driving (4), Assassin: Unarmed (5), Wrestling (4).
Blood Sigils and Command Reapers.
Y
Killing people can distract them Typical Attack- Before combat he will attempt to use Spirit Strength and Spirit Speed to
temporarily (they will stop hunting increase his AGY to 21, SPD to 40 and STH to 40. He will make a Grab at the victim’s
head with his bare hands at STH (40) + AGY (21) +12 (skill) -4 (targeted) +1d20 vs. 25 (or
Survivors to reap souls) but will not 1d20 +44 vs. 0).
appease them. Only rare supernatural
skills and objects which Survivors do Typical Reaction- If the previous grab was successful, he will attempt a simultaneous Neck
not normally have access to can kill Breaking (see Assassin: Unarmed) at STH (40) + AGY (21) + WIL (13) +16 (skill) vs. 60
reapers. (or 1d20 +30 vs. 0).
G
Los Angeles Police Department
1/13/89 – Case #D561003 – Samuel Wachowski Interview
A
001 Interviewer One: So you see, this is your only chance to give us your side of the story. We know most
002 everything about what happened, but we still want to give you the opportunity to tell us what was
003 going on in your head.
M
004
005 Interviewer Two: We don’t think you’re a bad guy. We know you must have had some reason for
006 doing what you did.
E 007
008
009
010
Suspect: Look, there’s someone after me, okay? And I had to start that fire so I could spy on them, see
how they do what they do.
M
012
013 Suspect: See, the body is like a prison for your soul.
014
A 015
016
Interviewer One: What are you talking about Mike? Be straight with us. You said someone was after
you. Who’s after you?
S
017
018 Suspect: It’s like you’re locked in your body, and when you die, someone has to come along and take
019 you out of your body and send you to the afterlife.
T
020
021 Interviewer Two: Like an angel? Is that what you think you are, Mike, an angel?
022
E 023
024
Suspect: No, see, I was supposed to die, but I barricaded my cell. Do you see? I wouldn’t let them
take me. So they’re after me, looking for a way to make me come out.
R
025
026 Interviewer One: So you were supposed to die, but you didn’t, so they’re trying to kill you.
027
S
028 Suspect: But I can’t be killed, not by normal stuff, because I’m in charge of my body, see. But if they
029 can blow my body to pieces or cut it in half then they can pull me out. So they’re always looking for
030 ways to do that…
031
032 Interviewer One: Yeah but…
O
033
034 Suspect: …except when I give them other souls to take and that distracts them.
035
N
036 Interviewer One: Now Mike…
037
L
038 Suspect: If I can get rid of the ones that are chasing me, the others don’t know I’m supposed to be....
039
040 Interviewer One: Now, Mike, listen…
Y
041
042 Suspect: …dead, I’ll have broken the cycle, and I can help other people too. Nobody has to die.
Page 2 of 8
A
become immortal by living in those subconsciouses. generation Wonderlanders (dead Wonderlanders living in
the minds of other dead Wonderlanders) have dozens of
minds they can wander through.
Origin- The first books written and published especially
M
for children were in 1740’s England. In the century that A dead Wonderlander’s primary motivation is to keep his
followed the genre of children’s literature flourished as or her children from dying prematurely. Next is to teach
writers grew more cognizant of what best suited the tastes the child how to achieve his or her own immortality in
E
of children. time for the child to escape death (yet not too quickly,
lest the child rebel). Another important motivation is
The most popular children’s books were written by adults to keep the child at least moderately mentally healthy,
who spent a lot of time with children and created stories for since psychological and emotional problems will make
the amusement of those children, often with creative input the subconscious into an unpleasant and dangerous place
from the children. The creator of Alice in Wonderland based to live in.
it on stories he told to Alice, the daughter of his boss. The
M
creator of Peter Pan based it on his play with the children Wonderlanders achieve immortality by sending their
of a friend. The creator of the Oz series based it on the consciousnesses (or their entire bodies) to live in the
stories he told his daughters. Many less-famous children’s pocket universes they have helped to create. If their
A
authors created their stories the same way. In the 1870s, at bodies die in the mundane realm and reapers show up they
the same time that spiritualism and investigation of occult find no soul to reap. The soul has taken up its own life in
phenomenon were popular in the western world, many of the playland. As playlands are not physical realms, old
these authors began perceiving phenomena that suggested
S
age, disease and death only exist when they are part of the
that the worlds they had created with their young companions fictional setting, and even then they can be overcome by
were real or were trying to become real. A group of British force of will. Dead Wonderlanders who can find the right
children’s book authors took it upon themselves to discover
T
kind of portal can return to this world as physical beings,
what was going on. although like escaped psychodynamics they remain part
of the child’s minds and will die if the child dies.
It wasn’t until 1910 that the children’s books authors used
E
techniques recently developed by Freud for probing the Some Wonderlanders have a motivation that has little to
subconscious mind to determine that the playworlds were do with wanting to be immortal. They have a romantic
manifestations of the children’s subconsciouses. Using an or sexual attachment to one of their children and have a
admixture of spiritualism, occultism and Freudian techniques
R
plan to live for eternity with him or her in some playland
the authors discovered ways to send their consciousness into paradise.
the playlands of their children. An ailing elderly member
was in a Playland when her physical body died, but she soon Metaphysics- Humans have incredible power over
S
contacted the other members to tell them she was still alive reality. They can make things ‘exist’ simply by believing
in the playland. The group devised a scheme for their own hard enough. The requisite belief is emotional and
immortality. They would each escape death by hiding in the not intellectual. Humans have to feel the truth of a
playlands of their children, then convince those children to thing, which is a power which dawns with the birth of
do the same. imagination and slips away quickly as a young person
becomes more indoctrinated into the rules of “real” and
The members of this group, and those they chose to teach
O
“not real.” The ability to imagine things real peaks at
the secret of immortality to, went on to start lineages of around 4 or 5 years.
Wonderlanders. Many prepared more than one child (in case
something should happen to one) and thus the phenomenon The things children believe into being exist outside this
N
has grown and evolved. universe. They only exist by degrees and after the child
stops believing in them most disappear. Only a few
Structure- There are about 1,000 children who have been or circumstances can keep them around, and one is if they
L
are being manipulated by Wonderlanders, 400 living adult are linked to a person’s subconscious. Children have an
Wonderlanders and 200 dead Wonderlanders living inside unsophisticated Ego that allows various thoughts and
the others. impulses from the subconscious to leak out in what, to an
Y
adult, is a poorly disguised form. Children often project
A few adult Wonderlanders are free from manipulation their psychodynamics onto characters in their imaginary
because their adult friends died while not in the play. Adult Wonderlanders figure out what those
Wonderlander’s mind. The majority, though, have either characters represent and enhance the connection to that
a live or dead adult friend manipulating them. The adult psychodynamic by telling stories about those characters
friend can speak to the Wonderlander when necessary, but that enhance that part of their personality. The adult
prefers more subtle manipulation: by tampering with the friends help create a fictional world that the child can
world of psychodynamics to effect the very personality of
G
of the human soul, and so instead of fading away as most in a bun, in her sixties, wearing a blue-grey dress with padded
imagined worlds do it grows in strength. The beings that shoulders and round glasses, speaks with an upper-class Victorian
live there and the things that happen there are at once real English accent.
things living in another universe as well as patterns of
A
Attributes- AGY 7, AWR 15, CHM 13, END 15, INL 16, SPD 5,
neurons firing in the human brain and its soul counterpart. STH 5, WIL 18, BLD 7, BDY 6, INCY 7.
Social Status- Agatha Hartford is one of the first Wonderlanders.
Revelations- A Wonderlander’s life is one of slow, planned
M
She lives in the subconsciouses of her ‘children’, who now only
revelations. The trespasser in the Wonderlander’s mind has exist in the subconsciouses of other Wonderlanders. Her children,
front row seats to the Wonderlander’s changing psychology and some of her children’s children, know she exists and fear her.
and can make an educated guess when the Wonderlander She usually lets her children manage the affairs of the living
E
will be receptive to each new revelation. Finding out Wonderlanders unless someone messes something up badly. She
things faster then the trespasser intended can be a threat has been known to find portals into the subconsciouses of enemies
because it might cause the Wonderlander to fight back of her ‘grandchildren,’ then attack their psychodynamics, driving
against the adult friend’s plans. them insane. She is not in touch with any of her old colleagues,
she doesn’t even know if they still exist or not.
Revelations can come in many forms: History- Born in England in 1840, Agatha was one of the group
A long-lost friend of the family from the Wonderlander’s of children’s book authors who discovered that it was possible
M
childhood shows up to tell the Wonderlander some to cheat death by taking up residence in the imaginary world
important secret. that once belonged to a child. She was the second to achieve
immortality this way when her body died of “consumption”
When the Wonderlander turns 18 he is given a note (tuberculosis) in 1914. She made sure that the Wonderlanders
A
from a lawyer executing the estate of a dead uncle. whose minds she inhabited went on to take up residence in a new
Searching for an explanation for the strange phenomena generation of Wonderlanders.
happening to her a Wonderlander rereads a children’s Psychology- Agatha acts like a sweet, unassuming, forgetful old
S
book that was dedicated to her by her old nanny and she woman. In reality she is scheming, manipulative and prone to
discovers secret messages in the text. cruelty against anyone who doesn’t do what she tells them to. She
The Wonderlander is searching through his parent’s clings to Victorian manners and morality and is quite intolerant of
any behavior that is not ‘proper.’ Agatha’s strongest motivation
T
attic trying to find out exactly what happened to him or her is a fear of death, especially because she has become convinced
and finds an envelope with his name on it. that cheating death is a sin and that when she finally dies she
A dead friend-of-the-family shows up in a will go to hell. Her second strongest motivation is her sense of
E
Wonderlander’s dream with an important message. abject loneliness. Agatha also hates the real world. She thinks it
is dirty, unpleasant and uncouth and she would much rather live
While lost in her playland a Wonderlander meets a in playlands. Her brief forays into the modern world have only
playland character who has a message from ‘the strange increased this feeling.
R
woman.’
Methods- Agatha has Victorian mansions staffed with servants, all
Most adult friends try to send revelations in the following of which she has created with her mind, in the subconsciouses of
order: each of her children. She spends most of her day puttering around
S
the mansions or working in the gardens. She coerces the conscious
-Playland is your subconscious mind. selves of her young friends (the ones whose subconsciouses she
-You can gain power and psychological health via your lives in) into paying her regular visits for tea and playing games.
unique connection to your playland. She forces them to assume the form of themselves as children,
even though most prefer to walk the playlands in adult forms.
-You can gift other children with a connection to their The young friends have grown to fear and hate Agatha, yet they
playlands. come and they pretend to have a nice time because they are scared
-You can enter these children’ playlands to help them by of her. She knows this but pretends she doesn’t. She has severely
O
using a toy of theirs. beaten young friends who haven’t played along with the charade.
When she hears of trouble, or occasionally out of boredom, she
-One can escape physical death by going inside the explores the many subconsciouses she is attached to. Only when
playland of another person.
N
given no other option does she come to this world.
Special Skills- Playland Geography (5), Masks (4), Enter
Was Lewis Carroll, author of Alice in Playland (6), See True Face (4), Imaginary Powers (5) (super
L
Wonderland, a Wonderlander? strength, flying, walk through walls, invisibility).
The Short Answer: No. Special Abilities- While in a subconscious, Agatha can
manipulate the environment at a roll of 1d20 vs. 5.
The Long Answer: Although he was not part of the lineage
Y
of immortality seeking Victorian children’s literature Typical Attack- If given time to prepare, Agatha will turn
authors, he almost certainly experienced some playland invisible, create a club out of thin air, activate her super strength
phenomena, and his later writing suggests that he grasped power and then strike at STH (25) + AGY (7) +1d20 vs. 25 (or
the meaning of some of those phenomenon. Other ideas 1d20 +3 vs. 0) doing 5 blunt damage if successful.
in his writing, especially the infamous red-king’s-dream Typical Reaction- A block with the club at STH (25) + AGY (7)
(p.214), suggest that he was exposed to Cannibal doctrine +1d20 vs. 25 (or 1d20 +7 vs. 0). If she is invisible, opponents are
or something similar. -15 to hit her.
E
woods, she would have laughed her pretty laugh and said you were silly. “Everybody
knows there are no adults in the great woods,” she might have said.
“Hello there,” Amanda curtsied politely, “my name is Amanda.”
“I know your name,” the man said, “we’ve met before.”
M
“Have you? That’s queer, for I don’t remember you, and I’m quite sure I would recall
if I had met you.
A
“It wasn’t here, it was in the real world.”
Amanda scrunched up her nose at this peculiar statement. “This is the real world,”
she insisted.
“Perhaps to you it is,” he said with a wry smile.
S
T
Amanda did not know what that meant, so she ignored it. “I didn’t know there were
any adults living in the great woods
E
“I’m the only one.”
“And may I ask how you came to live here?”
R
“You showed me the way.” This was another statement she didn’t understand and so
decided to ignore. “And I came here because nobody ever dies in the great woods.”
S
Amanda smiled the kind of smile one gives to the mentally infirm. She and her
friends has been through many harrowing adventures, and through luck and wit
they had always managed to survive, yet there was always the danger of the worst
happening.
“You see,” the silly man continued, “As long as your real body lives, the great woods
will exist. And as long as the me that you see now is here, I can’t die no matter what
O
happens to my real body.”
Amanda was determined to follow this chain of nonsense to the end in hopes that it
N
might be anchored to at least a tiny piece of sense. “Well then, what happens to you
if my ‘real body’ dies?”
He gave her another smile. “Clever girl. I can only hope that, by then, you are in
L
someone else’s great woods.”
Y
98
G
Chapter Si x - Secrets of Thi s World
A Secrets of Los Angeles
M Fulfillment Dynamics According to FD literature the Maladaption Destimulator
isolates Maladaptive Patterns, unhealthy ways of relating
to the world that we have developed during times of trauma
E
In Brief- Cult/Scam, headquartered in L.A., uses h-tech or stress and that now make us unhealthy and unfulfilled.
to kill psychodynamics. Paranoid leader has an army of Once a patterns is isolated, the machines “destimulates” it,
personality-less superhumans.
robbing it of its power and eventually destroying it.
This enterprise has stolen the most successful elements of Tom Abernathy knows this explanation is bullshit. He
several cults, new age movements and self-help/alternative- knows that destroying some ‘maladaptive patterns’ can
M
medicine pyramid schemes. Much of its organization and help some people but that destroying all of them turns
recruiting techniques were stolen directly from Scientology people into emotionless, unmotivated, unempathetic
(with whom it competes). Fulfillment Dynamics sometimes shells that do whatever they’re told. Tom won’t use the
calls itself a religion and sometimes a form of therapy,
A
machine on himself or any of his children.
depending on who’s asking and what legal status would
be most beneficial at the moment. Fulfillment Dynamics What the machine really does, although nobody
is very profitable and is growing quickly. There are 60 FD
S
in FD knows it, is damage and eventually destroy
centers in America, Canada and Europe, and the book “Your psychodynamics. A one-hour session does 1d6 damage
Personal Path to Fulfillment” was in the non-fiction best to a psychodynamic’s psych STH. Victims of this process
seller top ten for over a year. Los Angeles, the birthplace
T
have superhuman strength of will (since the psychological
of FD, has the most FD centers of any urban area. There energy previously used by the psychodynamics is now
are five centers, including the exclusive Hollywood center free) but lack all normal human desires. Fortunately for
for celebrities. FD members the sessions are very expensive and it takes
R
the occult and exotic drugs. While temporarily insane
Organization- Fulfillment Dynamics acts as a pyramid
from these experiments he invented the Maladaption
scheme: new members become dependent on sessions to
Destimulator, a piece of H-Tech which FD is based on.
keep their more troublesome personality elements under
S
control, but very few can afford continued treatments so
The early history of FD was plagued with problems with
patients. Several committed suicide when weakening of they start working for FD. They advertise and sell FD
psychodynamics allowed the Thannatos to take control, products in malls, subway stations and even door-to-door.
others committed murder or rape or died doing dangerous Eventually they train to become session operators (this too
stunts. Tom Abernathy learned what order to destroy costs money) so they can work full time for FD.
psychodynamics in to prevent these occurrences, but they
O still remain a skeleton in the closet that FD would prefer to Tom Abernathy is the undisputed head of FD. He surrounds
keep secret. himself only with trusted high-level FD members who
will do whatever he commands and agree with anything
N
Maladaption Destimulator- Among other components, he says. His oldest son, Cameron Abernathy, 26, is being
the Maladaption Destimulator has a TV screen, a bank groomed to take over FD when Tom dies. He is the
of controls, and a plastic cap with dozens of electrodes. unofficial second-in-command of the organization and
L
When active, the machine shows a blurry, distorted face commands almost as much respect as his father.
that looks like the patient’s face but is distorted enough to
give the impression that it is a different entity. When the Besides those two there are various directors, each
Y
controller finds the right face, representing the Maladaptive handpicked by Tom Abernathy. There are directors of
Pattern he or she had chosen to work on, the controller hits PR, legal, R&D, accounting, publishing, advertising
another button which causes the face to writhe in pain, and regional directors of treatment and training centers
then to scream and curse. As destimulation progresses for the Northeast, Southeast, Northwest, Southwest and
the face starts looking tired and ill, goes unconscious, and international regions.
eventually disappears.
G
this center, Mary Lewis, once a personal neatly trimmed beard, glasses, slightly pudgy, crooked teeth, well tanned skin.
trainer for supermodels, has almost as He wears either cream colored suits or plaid sweaters and beige slacks.
much power as a director and regularly Attributes- AGY 6, AWR 11, CHM 15, END 8, INL 15, SPD 8, STH 9, WIL
meets with Tom Abernathy.
A
10, BLD 4, BDY 3, INCY 3.
Tom, Cameron and the directors have Social Status- Founder and owner of Fulfillment Dynamics. Considered
offices in the FD head offices, which take the ultimate authority in spiritual and psychological matters by thousands of
M
up several floors of a prestigious downtown devotees. Very rich and very powerful.
L.A. office building. Tom is rarely in the History- As a young man growing up in an upper-middle-class Long Beach
office, though. He usually rules by remote family, Tom thought he would be a rock star, yet all his music was just poor
E
from his yacht or his home on a sprawling copies of other popular music. After years of struggling he gave up on being a
and secluded Rancho Palos Verdes estate. musician. He worked a number of jobs, including appliance repairman, door-
to-door salesman, and music promoter. At the same time he joined a cabal of
Methods- Fulfillment Dynamics will do just occultists that was loosely affiliated with the Golden Dawn. He participated in
about anything to protect its profitability. a lot or rituals (most of which were thinly disguised excuses to do drugs and
have orgies). Under the influence of cocaine his egomaniacal side grew. After
FD has defrauded the FDA by giving
a week-long binge he became convinced that his consciousness had ascended
them a fake version of the Maladaption
M
the Kabalistic tree of life and now he had the knowledge to build a machine
Destimulator. It has performed various that would liberate human potential. He worked in his garage off-and-on
forms of tax evasion, has used litigation again for months, almost always while high, before creating the Maladaption
and the threat of litigation to silence critics, Destimulator. After experimenting on people from his occult group (including
A
has burglarized the homes and offices of the woman who would become his wife) he decided that he hadn’t discovered
reporters, has hacked into web servers. the key to enlightenment. However, after reading an expose on Scientology in
Tom Abernathy has ordered the murder of the L.A. Times, and how it had made its founder rich, Tom decided to create a
high-up members of FD who threatened to similar enterprise. FD grew slowly at first. Meanwhile Tom married and had
S
go public with FD secrets (including Tom’s kids. In the 90s FD began to really grow and Tom became rich and powerful.
wife). As a result of these practices FD has He also learned how to use Cleans. In 1995 his wife started telling friends
had practically no bad publicity, despite the some of FD’s dark secrets and those friends started telling reporters. Arguments
T
fact that the FBI, cult experts, conspiracy followed and his wife threatened to divorce him. He told his assistants that
buffs and religion reporters know that FD his wife was suffering from a particularly virulent Maladaption and he ordered
is a dangerous scam. them to force her into the Destimulator. Between sessions they kept her locked
in a closet, but she became dehydrated and died of a heart attack. Tom and
E
his followers did their best to make the death look natural. Since then he has
Fulfillment Dynamics gets away with so committed several murders to protect FD.
much because of “cleans.” These are the
approximately 100 for so FD members Psychology- Tom is megalomaniacal. He believes he is destined to change
R
that have had all their psychodynamics the face of society. He believes he is his generation’s greatest philosopher
destroyed. They are without fear, morals or and spiritual leader. Yet at the same time he knows he is running a scam that
selfish desires. They are easily manipulated promises happiness but delivers only poverty and flattened personality. Tom
S
is addicted to the loyalty of his followers and he is constantly asking for more
and will do anything Tom Abernathy tells
proof of devotion. He is obsessed with the occult and is constantly looking
them to. They also have incredible strength for proof of any occult phenomena that aren’t just a scam or self-delusion.
of will which gives them superhuman Politically he considers himself a libertarian. He is a Theist but thinks that
abilities. Tom even has a few Cleans God is just an abstract principle of ultimate knowledge. He is fairly paranoid
among Hollywood’s elite. and hates those who he thinks are potential enemies and detractors: the federal
government, the media, psychiatrists, traditional organized religion. He takes
FD spends millions seducing celebrities,
O
every opportunity to try to make his followers hate these enemies. He also has
giving them unending care and attention to put out a few music CDs of bland folk-rock and has used his influence to get
keep them in FD. They also make sure that them far more radio play and critical acclaim than they deserve.
the media finds out which celebrities are
N
Methods- Tom has an entire staff devoted to gathering intelligence about and
into FD, thus giving FD free advertising. keeping files on any potential enemy to himself or to FD. If someone appears
to be a serious threat, Tom either has Legal start a groundless lawsuit to try to
Four years ago a Wonderlander came to bankrupt them or has a group of Cleans burglarize their homes and offices to
L
FD for help. Tom found out about it and find out what they know and destroy records. If these fail, Cleans wait for the
personally oversaw the treatment. He enemy in a dark parking lot and threaten him or her. If this doesn’t work, Cleans
snuffed out her supernatural abilities when kill the person and bury the body in the desert.
he killed her psychodynamics. Tom doesn’t
Y
Special Equipment- Pistol: Mini (ROF 3, FR 5 ft., 3 damage, holds 6 bullets)
know exactly what was the source of her in an ankle holster, which Tom keeps so he can kill himself if he is ever caught
abilities or how the treatment effected by his ‘enemies.’
them. He desperately wants to get another
Wonderlander into treatment (or, to a lesser Typical Attack- Strike with the pistol at AGY (6) + INL (15) +1d20 -1/5 ft. vs.
degree, anyone with supernatural powers) 25 (or 1d20 -1/5 ft. vs. 4).
to experiment on. Typical Reaction- Drop at AGY (6) + AWR (11) +1d20 vs. 20 (or 1d20 vs. 3).
G
conservative haircut and a modest charcoal suit. Wears In Brief- Dog with human soul who became intelligent is the
a Fulfillment Dynamics pin and carries a briefcase full real power behind a powerful loan shark/black marketeer.
of FD literature and books. Has an emotionless face and
A
cold, unblinking eyes.
Carlos Iglesias is a middle aged, thin, Hispanic man with
Attributes- AGY 25, AWR 25, CHM 1, END 30, INL thinning hair, sideburns, a dour and unsmiling face and
25, SPD 25, STH 25, WIL 30, BLD 4, BDY 4, INCY 7. staring eyes. He speaks slowly and calmly with only a slight
M Social Status- Typically a high-level executive in the Hispanic accent. He wears gold colored dress shirts and black
FD bureaucracy, sent around the country to setup and slacks.
troubleshoot FD operations. One of the few people in
E
the origination that Tom Abernathy trusts completely. Carlos Iglesias is a moderately powerful organized crime
History- Discovered FD while suffering from a number figure in Southeast Los Angeles. He is a loan shark who is
of personal weaknesses (e.g. drugs, sex, food, temper). owed money by several local drug dealers, pimps and street
The treatments only provided temporary relief and he gangs. He runs a bookie operation and he owns a pawn shop
quickly ran out of money so he started working for FD, from which his employees fence stolen items and buy illegal
rose through the ranks from associate to session operator weapons. Carlos is generally feared in the L.A. underworld
M
to upper management, in the process destroying all of his as someone who you don’t want to piss off. People who owe
psychodynamics. money to other loan sharks live in fear that Carlos will buy
Methods- Although extremely intelligent and without their debts.
A
prejudice, the Clean has little understanding of other
humans. Cleans thus aren’t used for jobs which require Carlos is also known for his love of dogs. He has a large
social skills, such as PR or training or motivating rottweiler that follows him nearly everywhere he goes. His
S
employees. Cleans are used to eliminate inefficiencies, house has a huge kennel with dozens of dogs. He also
track down embezzlers and intimidate employees. They uses dogs to torture and kill his enemies. Each time the
are also used for any illegal activities the organization
needs done.
L.A. District Attorney has gathered enough information to
T
prosecute Carlos a witness has been killed in a mysterious
Personality- None. The Clean has no conscience, dog attack.
curiosity, instincts, no desire for physical pleasures, no
E
dislike of discomfort, no empathy, no ideals. The Clean What nobody knows is that Carlos’ Rottweiler, named Killer,
doesn’t care whether he lives or dies. The Clean is quite is the brains of the operation and Carlos is his slave.
easy to brainwash: tell him to do something enough times
and he will do it – not because he is weak but because he
R
has no reason not to. The Clean’s subconscious is a cold, Killer doesn’t know it, but he was accidentally given a
empty, dead place. human soul. He was brighter than the average dog but
had no supernormal abilities until he was kidnapped and
Special Abilities- Their incredible amount of
S
experimented on by an elderly schizophrenic man who kept
psychological energy gives the Clean boosted physical
him in a basement, performed several surgeries (including
and mental attributes (see Attributes).
brain surgery) on him and subjected him to electric shocks.
Special Skills- Aikido (4), Self-Defense Weapons (3), After a year of this treatment Killer’s mind expanded past the
Interrogation (4), Torture (3), Lock Picking (3), Alarm limitations of his dog brain. Killer gained human intelligence
Systems (3), Operating Systems (3). and supernatural abilities. He killed his captor and escaped,
lived for two years as the leader of a pack of stray dogs. Slowly
O
Special Equipment- Lock Pick Set (Professional),
“Maladaption Sensor Wand” (really a Taser: Baton he learned about human society and he decided he wanted
(p.108) disguised as a FD device. Does 3 blunt and 3 human money and power. He sought out Carlo Iglesias, then
electrical damage, range 1-2). a homeless heroin addict, and bullied Carlos into acting as a
N
mouthpiece. Together they built an illegal empire.
Typical Attack- Crippling Attack with the “wand” at
STH (25) + INL (25) + 1d20 vs. 30 (or 1d20 +20 vs. 0).
Killer lives the perfect life: he eats the best food (including
L
A successful strike cripples a limb and does Paralysis
(WIL +1d20 vs. 60), Unconsciousness (WIL/ END live rabbits and birds), he has a harem of dozens of female
+1d20 vs. 30) and Heart Attack (END + 1d20 vs. 15). dogs, his many pups are well cared for and he goes wherever
he wants. Killer calls himself the Dog King and at home he
Y
Typical Reaction- Split Reaction Dodge at AGY (25) + is treated as such.
AWR (25) + skill (16) -10 (split) +1d20 vs. 25 (or 1d20 +
31 vs. 0) and simultaneous Strike with the wand at STH
(25) + AGY (25) -10 (split) +1d20 vs. 25 (or 1d20 +15 Killer has also been performing experiments on other dogs to
vs. 0) doing 2 blunt damage and Paralysis (WIL +1d20 try to create more dogs that are as intelligent as he. So far he
vs. 60), Unconsciousness (WIL/END +1d20 vs. 30) and has been unsuccessful.
Heart Attack (END + 1d20 vs. 15).
G
reddish-brown dog with a spiked black leather In Brief: Dangerous shatter in an abandoned department store leads to
collar. Those who can see souls will see a fuzzy Deserted City.
mess of soul-brain-tissue erupting from the
dog’s skull.
A
Attributes- AGY 18, AWR 20 (30 smell/
The portal is located in an abandoned department store in Compton, a
hearing), CHM 3, END 7, INL 10, SPD 17, mostly Black ghetto. The store is in a part of town controlled by a gang
STH 10, WIL 15, BLD 4, BDY 3, INCY 6. called the Rascal Crips. The department store and its parking lot are
surrounded by a chain-link fence with barbed wire on top. The fence
M
Social Status- Killer secretly pulls the strings has been battered down in several places. Weeds grow in the parking lot
on a moderately large (and very profitable)
black market empire. The only person who and there is a lot of trash. The plywood that covered the windows and
knows Killer is in charge is Carlos, and Carlos doorways have mostly been pulled down. Graffiti (mostly gang graffiti by
E
(who knows Killer can read his mind) would the Rascal Crips) covers all the walls.
never seriously think of betraying Killer.
Inside, the store is empty of furniture and goods. The walls have been
Psychology- Killer has intelligence comparable
to that of a human, but has the instincts,
busted open and the plumbing ripped out (to be sold as scrap metal).
drives and tastes of a dog. He enjoys hunting, There is refuse that suggests homeless crack addicts have been living
having sex with female dogs, dominating and here: soiled sheets and clothes, cigarette butts, empty lighters, crack vials,
broken glass, piles of feces in the corners. If visitors come after midnight
M
intimidating those around him (both dogs and
humans) and protecting his territory. The they will find three crack addicts there. The crack addicts may try to rob
experiments that were performed on him have the visitors if the visitors act intimidated.
left him prone to nightmares, jumpy and with
A
a cruel streak. He is a guiltless murderer. He Inside near the door is a piece of Scribbler graffiti that reads “‘Real’ is not
likes being around dogs but is annoyed by a zero sum game.”
their stupidity. Humans are more interesting
to deal with but he finds humans aesthetically In the back of the store are public restrooms. On the door of the men’s is
S
unappealing and has no empathy for human
desires and ideals. a cartoonish looking picture of Satan, drawn in red spray-paint with horns
and a beard. Accompanying it are the words “Satan Lives Here.”
Special Abilities- Killer can read minds,
T
as per Read Minds (4), and communicate As the visitors get close to the door they will begin to hear a high pitched
telepathically with humans. He can Revive (3) whine that feels like it’s coming from in their own heads. The noise gets
and can heal as per Flesh Control (3). He can
control animals as per Command Animals (4).
louder as they get closer to the bathroom. Within the bathroom the whine
E
is so loud that the visitors cannot hear each other talking.
Special Equipment- Killer has electronic
prosthetic arms (designed for use by amputees) Within a circular area that takes up all but the corners of the room
that he can stick his paws in if he wants to nearest the entrance, gravity reverses itself every 1d20 seconds, causing
R
manipulate objects and he has specially made everything not nailed down to slam into the ceiling or floor. Any visitor
reading glasses.
who falls takes 1 blunt damage (and is at -20 to save vs. falling damage
Methods- Killer is present whenever Carlos because of the disorientation). Along with any visitors unlucky enough
S
meets with any employees, debtors or business to be caught in the reversal there will be trash, dust, broken glass and a
partners. He can read the people’s minds and desiccated human corpse falling. A person entering the reversed gravity
knows if they’re trying to deceive or bluff
Carlos. He uses telepathy to tell Carlos exactly
field slowly may notice in time to pull himself or herself out.
what to say. Usually, Carlos’ demeanor and
ability to know things he shouldn’t are enough In one of the bathroom stalls is a spot where the air is shimmering. Any
to intimidate people into doing whatever being who enters the shimmering area will find itself in a random part of
Carlos says. If anyone insists on disobeying the Abandoned City.
O
Carlos’ wishes, however, Killer will track the
person down and cause some dogs (perhaps
even the person’s own dog) to attack. Killer
often steps in to deliver the killing blow after The Devil Boys
N
the victims are severely mauled. When Killer
wants to send a message to the underworld he In Brief- Vietnamese street gang is growing in power due to hiring a
videotapes an enemy being eaten alive by dogs Hmong Animist.
L
in a nondescript warehouse and sends the tape
around. The Devil Boys are a relatively new but quickly growing Vietnamese
Typical Attack- First, a split action jump (into street gang. They are a powerhouse in the gang world.
range) and Knockdown at 1d20 vs. 5. Next, a
Y
split action Jump (into range) and Vital Strike Like most Vietnamese gangs, the Devil Boys don’t have a strictly defined
with jaws at 1d20 vs. 5, doing 4 bladed damage
if successful. Note: if victims are still prone
turf. All the members live in Westminster, a part of Orange County
from the knockdown, they are at -8 to react. with a large Vietnamese population. Although they do not have a turf,
they do have several blocks of Asian owned businesses that they extort
Typical Reaction- A Jump (out of range) at
1d20 +5 vs. 0.
for protection money and they violently protect these businesses from
exploitation by other gangs.
G
aged Asian man, balding, wear large square
female gang. Some are as except for his bad teeth, rows of Asian glasses, has tattoos on his back, arms and
young as 14 and some are characters tattooed on his back, stylishly neck, wears a white tanktop and jeans, chain
as old as 25. Hoover High cut short dyed-blonde hair, wraparound smokes. He speaks English only with a very
A
School in Westminster has a sunglasses, expensive leather motorcycle thick accent.
large number of Devil Boys jacket, black leather pants, a burgundy-red
Attributes- AGY 8, AWR 11, CHM 7, END 6,
attending. The school has had bandana sticking out of his back pocket.
INL 7, SPD 7, STH 11, WIL 17, BLD 4,
to use metal detectors to keep Attributes- AGY 12, AWR 8, CHM 15,
M
BDY 4, INCY 4.
gang members from bringing END 9, INL 10, SPD 11, STH 12, WIL 8,
BLD 3, BDY 4, INCY 4. Social Status- Westminster Hmong people
guns to school. Despite their know Yeng as a powerful Tvix Neeb who
efforts there have been several Social Status- A.K. is the founder and helps the community with their problems.
E
fistfights on campus and two leader of the Devil Boys. Members of the He is also the hired supernatural mercenary
shootings in the parking lot. Westminster Vietnamese community know of the Devil Boys, a powerful Westminster
and fear him. Vietnamese street gang.
Most of what the Devil Boys History- A.K. was born in America to a History- Yeng grew up in a small farming
do is to gain money. They poor but hard-working immigrant family. village in the hills of Laos. The village’s
sell drugs (mostly heroin), Growing up he felt a lot of pressure to shaman saw Yeng’s power and started training
they extort businesses, they study hard and make it in American him at the age of 8. Yet war broke out and
M
deal in automatic weapons and society. Yet A.K. was a born thrill seeker, Yeng joined a group of Hmong soldiers. He
they commit home invasion always getting into trouble. By the time used his abilities to help his group of soldiers
he hit high school he was convinced that survive the war and he rose through the ranks
robberies. Most robberies are he would disappoint his parents and be
A
committed in cocaine and meth to become a general. He moved to the US in
rejected from his community and that, 1977 and found himself no longer a general
fueled road-trip/crime-sprees because of his race, he would never be but a poor immigrant. After years of living
that have taken the Devil Boys accepted by his Black and Hispanic peers. humbly and barely being able to support his
as far as Los Vegas.
S
He gravitated towards the Vietnamese family, Yeng grew to be known as a powerful
criminal underworld and he became a Tvix Neeb who was visited first by the local
Members enjoy showing off small-time drug dealer. In his late teens Hmong community and then, as word of
their money. They wear fancy his drug dealing posse became a street his power spread, by local Vietnamese and
T
clothes and designer sunglasses, gang and grew in power, especially after Cambodians. Then he gained the patronage
they drive expensive sports he started employing Yeng Kha. of the Devil Boys and since then he’s been
cars and motorcycles and they Psychology- A.K. feels dead when he’s not able to provide for his family very well.
getting into trouble. He likes sex, drugs,
E
arm themselves with powerful Psychology- Yeng has seen a lot of war and
automatic weapons. driving fast, listening to Vietnamese pop
violence. He sees cruelty as part of human
music at high volume and committing
nature and he thinks war (or gang violence)
The Devil Boys employ Yeng crimes. He likes that members of his gang
is an unavoidable result. He does not ponder
R
Kha, a Hmong Animist, to help respect him and he tries to be worthy of
the ethnical questions involved in murdering
them. They go to see him in their respect. He is very trusting of the
someone, whether it be with a gun or
people he works with, treating them like
his home almost every day and old friends. He is a bit vain and spends a
malevolent spirit. He still thinks of himself
S
pay him each time with wads as a soldier: someone who provides for his
lot of time on his appearance. Although he
of cash. Yeng blesses their family by fighting against other people. He
has rejected most of his parent’s values his
weapons before battle to keep is a bit of a loner and has few close friends.
superstitious fear of supernatural people,
them from jamming, he creates He has no real vices other than smoking.
places and things remains. A.K. is not
Dealing with non-Hmong is stressful for him
amulets to keep them from cruel but he knows that murder is part of
and prefers to avoid or cut short such contact
being hit by bullets or pulled the business he’s in and he feels only dimly
whenever possible.
over by the police, he tattoos guilty about the people he’s killed.
O
them with lucky Cambodian Special Skills- Organized Crime (3), Street Special Skills- Command Inanimate (3),
Drugs (3), Black Market (4), Auto Theft Command Misfortunes (3), Dreaming (1),
tattoos and he prescribes herbal Journeying (3), Visions (2).
poultices to help bullet wounds (3), Kickboxing (3), Automatic Weapons
(4), Motorcycle (3). Methods- When asked to kill someone, Yeng
N
heal. He curses and spies on
the gang’s enemies. Special Equipment- Motorcycle: New, either travels to the spirit world (that person’s
2 submachineguns (ROF 10, FR 5 ft., 7 subconscious) to do battle with that person’s
Other Southeast Asians in damage, 40 round clips). guardian spirits (psychodynamics) or travels
L
around this world as an invisible spirit and
the area know that the Devil Typical Attack- Area Attack with both causes malevolent spirits (wrigglers) to
Boys employ a powerful automatic weapons over a 20 ft. area at attack the victim.
shaman. Some don’t believe INL (10) + ROF (20) -4 (paired) +12 (skill)
Typical Attack- Whenever possible, Yeng
Y
in ‘old superstitions’ and treat -1/5 ft. vs. 30 (or 1d20 -1/5 ft. +8 vs. 0).
the Devil Boys like any other tries to keep a wriggler that causes heart
Typical Reaction- Split reaction Dodge
attacks nearby. He can cause it to attack with
gang. Others, although they at AGY (12) + AWR (8) -10 (split) +12
a roll of WIL (17) +8 (skill) +1d20 vs. 20 (or
are unlikely to admit it, believe (skill) +1d20 vs. 25 (or 1d20 vs. 3) and
1d20 +5 vs. 0).
in the power of the shaman simultaneous Strike at INL (10) + AGY
and try not to anger the Devil (12) -10 (split) + WIL (8) +12 (skill) -1/5 Typical Reaction- A Dodge at AGY (8) +
ft. +1d20 vs. 45 (or 1d20 -1/5 ft. vs. 13). AWR (11) + 1d20 vs. 25 (or 1d20 vs. 6).
Boys.
G
In Brief- Mysterious bus exits this
hind leg coming out of the bottom center of its torso and two forelegs coming out
reality. of its shoulders. It crawls around on all threes. Each limb is powerfully, muscled
and has taloned fingers. There are two huge batwings extending from the creature’s
A
There’s what appears to be an old Los back. In the large distended belly there appear to be several naked, bloody human
Angeles Metro Transit bus that appears figures writhing, thrashing, clawing at each other and trying to claw their way out of
the creature’s belly. Any person who looks at the faces of the human figures will see
once a month, out of nowhere, has ‘not in himself or herself among them. If anyone manages to pierce the belly with a weapon
M
service’ on the front, makes only one stop all they will find inside is dark, rotten smelling blood.
at midnight in the middle of a deserted Attributes- AGY 7, AWR 5, CHM 0, END 40, INL 10, SPD 100 (flying) 10 (crawling),
industrial neighborhood in East L.A., then STH 50, WIL 20, BLD 25, BDY 30, INCY 10.
E
disappears into nowhere. Several things
Behavior- Most of the time the creature sits on the bottom of the lake unmoving.
that look like people, as well as some Occasionally, though, when it senses someone who is in intense emotional pain it will
invisible entities, get on or get off at the emerge from the lake and follow the person, doing its best to remain unseen, until it can
stop. Those who get on pay nothing; the get the person alone. Then it lands in front of the person, the person’s eyes are drawn to
driver doesn’t even seem to acknowledge the writhing figures in the belly, then the person goes completely catatonic for the rest
them. Any human who gets on the bus of his or her life. The creature makes its way back to the lake, trying not to be seen.
will find the bus stopping outside the front Psychology- The creature is a servant of those who once lived in the Deserted City. It
M
entrance to the Citadel (p.253). is a waste cleaner, except in this realm it mistakes human souls in turmoil for the waste
it is meant to clean. It does not fear or hate or have any other feelings about humans,
although it will defend itself against attack.
A
The Elizabeth Lake Special Abilities
-Can see human souls, even through solid objects.
Monster -Can fly at 100 SPD given a wide enough space (has 30 ft. or 9 m. wingspan).
S
-Needs no food or air to live.
-Can heal 1 BLD/BDY per minute.
In Brief- Deserted City creature living -Has talons that can make a 5 bladed damage strike (range 4).
T
in a lake. -Can compel someone to look in its belly (victim must make a hard WIL roll to resist).
-Anyone who looks in its belly for 4 consecutive rounds will have his or her soul
Urban legends are that Elizabeth Lake, and consciousness absorbed into the creature. The person is catatonic and upon death
reapers will pull the soul from the creature’s belly.
E
North of the Valley, has a giant bat winged
monster living in it. This is one of the rare -Opening up the creature’s belly is the only way to liberate the souls within.
cases where urban legends are true. The Typical Attack- Strike with talons at AGY (7) + STH (50) -10 (size difference) +1d20
vs. 25 (or 1d20 +22 vs. 0), doing 5 bladed damage if successful.
R
lake has a Deserted City creature (p.252)
that found its way into this reality living in Typical Reaction- A Jump (out of range) at SPD (10) + AGY (7) + 1d20 vs. 25 or 1d20
it, only coming out occasionally. vs. 7 (remember, PCs are at +10 to hit the creature because of its size).
The Invisible S
In Brief- Another layer of reality where creatures designed specifically designed to be able to do so. Some of the
to watch and control humanity live. things that allow the invisible to be seen also make
O
the invisible able to see and touch our world. This is
Attached to this world, co-inhabiting the same space, is a dangerous, since most denizens of the invisible have an
world whose inhabitants are invisible and intangible to most instinct to attack any non-invisible-native they see.
N
of us. There are a few ways to see this world: many Outcasts
have the ability to see it. Cannibals using spirit eyes can see There are no inanimate objects native to the invisible
it. Certain H-Tech devices (p.235) can make the invisible world. Almost all matter in the invisible is made up of
L
world visible, audible or sometimes even tangible. Animists living creatures.
with the visions skill have information about the invisible
(although they are not truly ‘seeing’ the invisible, they Human and animal souls are not the same matter as the
Y
are seeing knowledge of the invisible filtered through the invisible, but are often able to effect the invisible more
subconscious). Some shatters (p.236) make the invisible easily than the visible world (see, for instance, Soul
visible and/or tangible. Blade, p.87). Many invisible beings are designed to be
able to sense souls or even grab onto them. To them a
The visible world cannot be sensed of touched by the Journeying human, whose soul has left his or her body, is
denizens of the invisible unless those denizens have been indistinguishable from a normal human.
A
the invisible is filled with an ether (which is not made of These are the simplest, stupidest and most numerous
atoms) which provides a constant pressure, temperature inhabitants of the invisible. There are roughly five wrigglers
and dim lighting. The ether feels like warm jelly. It per human. As mosquitoes are drawn to heat, Wrigglers are
M
contains no oxygen or carbon dioxide and thus living drawn to human souls, and when a human stands still long
beings from the mundane world placed in the invisible enough for a wriggler to attach itself, that person now has a
quickly suffocate. Natives of the invisible do not need wriggler infection. The wriggler stays attached to the person
to respirate or eat as the invisible provides them with for a random amount of time (weeks, months or decades) then
E
constant energy which they use to move and repair detaches to find another victim. The average urban human, at
themselves. any given time, has an average of 1.5 wrigglers on him or her.
There are two types of denizens of the invisible, those There are several subspecies of wrigglers, each of which looks
created in the invisible and those who immigrated to slightly different from the others. Some are quite common;
the invisible from the Deserted City (see Creatures of others (especially the ones that kill their victims) are rarer.
M
the Deserted City, p.252). Those created to live in the
invisible are by far the most numerous. They have little Not every disease is caused by wrigglers. In the modern
or no intelligence and instinctively do whatever job they Western world, about 1 in 10 physical ailments are caused by
A
were designed for. They do not eat, do not sleep, do not Wrigglers. The rest are caused by visible-world mechanisms
reproduce and do not die of old age. They only need to like viruses, bacteria and cancer.
be replaced if damaged, but the circumstances capable
of damaging them are rare. There are factories floating Some of the misfortunes caused by Wrigglers follow:
S
high in the sky but they are rarely used. The factories Common: asthma, clumsiness, coughing, cramps,
look like giant wasp nests. dizziness, fatigue, forgetfulness, headaches, indigestion,
T
infertility, insomnia, nervousness, nightmares, nosebleeds,
The native inhabitants of the invisible have biological poor temper, tinnitus.
systems based on that of biological entities of our world,
specifically insects. The powers-from-beyond found Rare: anemia, epilepsy, erotomania (an insatiable desire
E
it easier to use the engines of evolution to figure out for sex), exhaustion, extreme vertigo, fetishism (inability to
the optimal design of creatures in a world of physical have sexual pleasure without some odd element present),
matter. hallucinations, sourceless pain, tooth loss, weakness, weight
R
loss.
Invisible natives include: Rumblers, who cause natural Very Rare: heart attack, stroke.
disasters, Reapers, who take souls to the land of the dead
S
(see p.216 for a profile), Storks, who bring souls from The symptoms of some wrigglers can be treated medically
the land of the dead to fetuses, Wolves, who destroy (e.g. cough medicine to treat a cough caused by a Wriggler)
damaged or outdated invisible inhabitants, Crying but no medical procedure can cure a misfortune.
Girls, who are traps for those humans who can see the
invisible, Starers, also traps for those who can see them,
Bad Talkers, who subliminally introduce destructive Typical Wriggler
thoughts and Haunters, who scare people away from
O
Appearance- A foot-long insect with a segmented body, bulbous
shattered places. The most numerous by far are
black eyes, antennae and pincer-like mandibles. It squirms
Wrigglers, who come in many models and cause many through the air.
types of misfortune.
N
Attributes- AGY 1, AWR 2, CHM 0, END 5, INL 0, SPD 3,
The invisible is like a two way mirror: it allows agents of STH 3, WIL 5, BLD 2, BDY 2, INCY 1.
the powers-from-beyond to watch us and manipulative Psychology- The wriggler has the mind of an insect. It
L
us without being seen. Aside from being a place to instinctively attaches to people, causes them one particular kind
secretly watch us from, the invisible is also a trap for of misfortune and then at some random point (1d10 x 1d10 x
anything that comes to this world unbidden. The form 1d10 days later) it detaches. If it finds itself able to see the
physical form of a human it will immediately try to attack with
Y
of matter and energy that make up the invisible is the
‘default’ of matter in this world, so things that wander its pincers.
into this world who don’t know what they’re doing Typical Attack- Strike with its pincers at 1d20 vs. 10, doing 1
usually end up part of the invisible. Most are too stupid bladed damage if successful.
to ever figure out how to see or interact with the visible
Typical Reaction- Simultaneous Strike with its pincers at 1d20
world.
G
In Brief- Live in places where reality is cracked, scare off exoskeletoned body, black bulbous eyes and a long scissor-
or kill explorers. like mandibles filled with sharp teeth.
Attributes- AGY 15, AWR 7, CHM 0, END 30, INL 1,
A
These invisible creatures are attracted to places where SPD 28, STH 7/21*, WIL 3, BLD 4/12*, BDY 4/12*, INCY
reality has been shattered (see Shatters, p.236). There are 6/18*
more shattered places in this world then there are Haunters, *At Normal Size/At Human Attacking Size
M
so only about half of Shattered places have Haunters. Behavior- They glide randomly through the invisible,
Haunters stay in these places and try to frighten off catching up and eating any native member of the invisible
anyone who enters by inducing a feeling of dread into their that looks damaged or is acting strangely. Wolves cannot
E
subconsciouses (much the same way Bad Talkers induce normally sense or interact with our world, though they will
self-destructive thoughts). Those who are not deterred try to kill any living beings that become able to see and do
and continue to explore are attacked and their bodies are not recognize.
destroyed. Abilities- Can grow to any size to match the size of its prey.
To grow to human attacking size (about 20 ft. wingspan)
takes 3 rounds.
Typical Haunter
M
Typical Attack- A Grab and Strike with its mandibles at
Appearance- It looks like a naked human corpse, pale 1d20 vs. 5. If successful the victim takes 2 bladed damage
skinned and half rotten, hanging upside down with its (pierces armor as 5) and the victim is held. While the victim
legs attached to a wall. Although its mouth doesn’t move remains held the wolf can do an additional 2 damage per
A
it is constantly saying things like “run away, this place is round by gnashing its mandibles (no roll needed).
dangerous, get out of here, you’re going to die here.” When
Typical Reaction- Dodge at 1d20 vs. 3.
it moves it prefers to slide along a wall, although if it must it
S
can leave the walls and float in midair.
Attributes- AGY 4, AWR 10, CHM 0, END 20, INL 1, SPD
20 (sliding along a wall) 5 (floating through the air), STH 10, Rumblers
T
WIL 5, BLD 3, BDY 3, INCY 7.
In Brief- Huge invisible creatures, spend most of their
Psychology- Its intellectual abilities are limited to recognizing time sleeping, cause natural disasters.
humans, keeping track of how long humans have been in its
E
domain and knowing how to kill humans.
These look like building-sized, obese, bipedal beetles.
Special Abilities- Unlike most invisible creatures, the They spend most of their time in a state of dormancy with
Haunter can see the visible world. It can cause fear in their heads down on their chests. It is only when agents of
R
humans (takes a moderate WIL roll not to flee the area). Its the powers-from-beyond or people with the Blood Sigils
hands can effect the physical world, letting it attack humans. skill give them commands that they wake up. Some sink
It can consume human flesh. into the ground and create earthquakes, landslides or
S
Typical Attack- Split action Jump (into range) and Grab: volcanic eruptions; others float up into the sky and create
Strangulation at 1d20 vs. 5. Note that a PC without the ability hurricanes, floods or ice-storms. They are used to destroy
to effect the invisible cannot break free from the grab. cities and damage societies that displease the powers-
from-beyond. Every city of at least 100,000 people has
Typical Reaction- None.
one. The L.A. area has 10.
O
Wolves Storks
In Brief- Predators eat outdated or damaged denizens of In Brief- Bring souls to fetuses.
N
the invisible.
These look like long segmented worms with pointy
heads and large membranous sacks sticking out of their
These denizens of the invisible are created for the sole
L
undersides. They are attracted to a number of invisible
purpose of hunting down, killing and consuming other portals to the Land of the Dead. They take turns sticking
denizens of the invisible when they are damaged or when their heads through the portal and sucking up a soul, which
the powers-from-beyond come up with a new and improved goes into the membranous sack (at this point the soul is
Y
model and want to destroy all instances of the old model. little more than a lifeless wisp, see Land of the Dead,
A wolf can grow in order to attack larger denizens of the p.255). The Stork then goes off to find a human fetus that
invisible (e.g. rumblers). doesn’t have a soul yet. It sticks its head in the fetus and
regurgitates the soul into it. There are special subspecies
that handle dog, cat and horse souls (see p.198).
G
In Brief- A trap to kill those who can see the things that people spend a lot of time near:
are 2d20 common wrigglers,
invisible, look like crying women. plus the following (on 1d100): inside a desk, inside a computer monitor,
01-10: None inside a toilet bowl, behind a bathroom
A
These creatures wait at busy pedestrian 11-17: Crying Girl mirror, inside a mattress, etc.
thoroughfares. They appear as women 18-24: Starer
wearing Victorian clothes, sitting in a heap 25-31: Bad Talker Bad Talkers look like large spiral shells
on the ground sobbing. Crying Girls are a
M
32-68: Rare Wriggler with two openings. In the top opening is
trap meant to find and destroy those with the 69-72: Very Rare Wriggler what looks like a human mouth formed
ability to see the invisible. The girls do not 73-80: Stork out of shiny grayish skin. In the bottom
respond to speech. If anyone tries to put a 81-81: Rumbler
E
hand on one, she will sink into the ground. opening are several tentacles which the
82-86: Haunter Bad Talker waves to move.
Once the person has moved on the Crying 87-93: Wolf
Girl will emerge from the ground and follow 94-00: Reaper
from a distance until it can get the person
alone, then it will attack, racing towards the
person, reaching into the person’s chest and stopping the Typical Crying Girl
M
person’s heart. Aside from killing people who have the
vision, this creature also kills many random people who Appearance- A Caucasian, early-twenties woman, in a
white, Victorian style dress, sitting in a heap on the ground
accidentally put their hand in a place where one happens to weeping plaintively.
be (e.g. where someone dropped a piece of change).
A
Attributes- AGY 3, AWR 5, CHM 0, END 30, INL 5, SPD 15,
STH 10, WIL 10, BLD 7, BDY 7, INCY 7.
Starers
S
Behavior- It sits and weeps plaintively at the edge of some
busy pedestrian through-way waiting for someone to try to
touch it.
In Brief- A trap for those who can see the invisible, look
T
like staring men. Abilities- Can sink down or levitate upwards at SPD 2. Can
track victims even through solid objects. Claws can cause a
Heart Attack at 40 difficulty to save.
These are another trap to find and kill Outcasts. Starers
E
Typical Attack- Strike at 1d20 vs. 5, does Heart Attack (40)
look like bald, clean shaven young men wearing old-style if successful.
grey-brown jackets and pants. They go to where there are
crowds and they stare angrily, looking for someone to meet Typical Reaction- None.
R
their eyes. When someone does meet their eyes for more
than a split second they follow the victim, teleporting ahead Typical Starer
of the victim so that the victim meets the same staring person
Appearance- Bald, Caucasian, mid-twenties male wearing
S
each corner he or she turns. If the victim meets the Starer’s
eyes for a second time, the Starer will wait until the victim a brown-grey jacket and pants that are at least a century out
is alone and kill him or her. The Starer lets out an inhuman of style. Dour expression and intense staring eyes that glow
slightly. Whatever angle the starer is seen from, viewers
screech (one that attracts Reapers) and attack, reaching into see the creature’s face straight on. If the viewer tries to go
the victim’s head and giving him or her a stroke. around, the starer will seem to spin.
Attributes- AGY 5, AWR 10, CHM 0, END 20, INL 1, SPD 5,
O
STH 15, WIL 5, BLD 5, BDY 5, INCY 5.
Bad Talkers Psychology- The starer is a simple creature with limited
intelligence. It knows only what it needs to in order to do its
N
In Brief- Sit there saying harmful phrases which job. It has no creativity or problem-solving abilities outside
subliminally effect humans. these areas. It can’t communicate.
Special Abilities- The starer can teleport up to 100 ft. or 30 m.
L
These denizens of the invisible attach to people’s shoulders It can teleport once every other round. It can see the physical
or inanimate objects and whisper harmful thoughts at world and can see through physical objects. Its fingernails
people. They have a whole litany of things to say: “you’re can cause tears in internal tissues of humans, causing instant
Y
ugly,” “you should kill yourself,” “everyone’s out to get paralysis and death within minutes when thrust into a human
you,” etc. For most people, the bad talkers’ words are not brain. The starer can see 360 degrees.
perceived consciously. They enter the subconscious where, Typical Attack- Split action Jump (into range) and Strike
every once in a while, one might get past the Ego and be (targeted at the head) with its hands at 1d20 vs. 10. A
perceived as a thought. For those who have the ability to successful strike causes Paralysis (40) and 8 BLD damage.
hear the invisible, the unending litany of a bad talker is Typical Reaction- None.
heard as actual words.
A
for the current shape of this reality and the current state of human souls. elderly male, grayish-skin, walking with a
They act on this world via their own agents operating in this world cane, wearing an old-fashioned grey raincoat.
and by influencing the powers-that-be. Insofar as their motives are Attributes- AGY 25, AWR 40, CHM 7, END 30,
M
discernible they seem to be doing everything they can to keep humans INL 25, SPD 5, STH 10, WIL 20, BLD 10,
from realizing their true power and escaping the limitations of their BDY 10, INCY 5.
physical bodies. A few seem to be acting out of hatred of humanity; Behavior- Walks through places acting like
E
others show no recognizable emotion. he belongs there, rewriting the physical world
as he passes. He may stop to ask people short
Not much can be said for certain about the powers-from-beyond. This questions, never giving any indication who he
much is fairly certain: is or why he wants to know. At all times he act
-They are not omniscient: humans can keep secrets from the powers- like he is the boss of anyone he meets. Any
other agent of the powers-that-be will take
from-beyond if they are careful.
orders without question from the Grey Man.
M
-They are not omnipotent: it is possible, although extremely difficulty
Psychology- The Grey Man is one of the oldest
and rare, for a human to destroy an agent of the powers-from-beyond.
and smartest of the agents of the powers-that-be
-They are not all completely loyal: the powers-from-beyond have who travel to this world. He remembers when
A
been seen hunting down rogue agents from their own ranks. what would become humans were just frothy
algae. He knows that, in theory, humans can
Most agents of the powers-from-beyond operating in this world are be dangerous, but he is typically unimpressed
S
natives of the invisible (p.227). Yet the most powerful come from other by even the most powerful humans. More than
worlds. Some operate in the invisible, some as physical and visible any other member of the powers-that-be he
takes pride in his work and in a job well done.
beings, some can do both. These include Surgeons (who experiment
T
on humans), Torturers (who hurt humans for fun), Grey Men (who edit Special Abilities
history), and Angels (who communicate with the powers-that-be). -Can instantly read and comprehend
anything on any storage medium (books,
papers, punch cards, film, magnetic tape, CDs,
Grey Men
E
hard drives, etc.) within 20 ft. (6 m.).
-Can instantly change any aspect of the
In Brief- Can edit this world, and people’s memories, to wipe out the physical world except human anatomy. Takes
R
existence of things dangerous to the powers-from-beyond. 1 to 10 rounds depending on the severity of the
change.
The Grey Men are the smartest and most powerful agents of the powers- -Can change human anatomy with a roll of
S
1d20 vs. 10 (humans get moderate difficulty
from-beyond that operate in the mundane world. There are only a opposed will roll).
handful of Grey Men. They exist for one purpose: for the rare occasions
when the powers-from-beyond find it necessary to edit history. -Can command humans to do, believe or
remember anything at 1d20 vs. 10 (humans get
moderate difficulty opposed WIL roll).
The Grey Men walk this world looking like thin, old men wearing
old fashioned grey raincoats and using canes. Everywhere they go -Can pass through walls.
O
they instantly know everything recorded on every piece of paper, -Can know what humans are thinking
film, magnetic tape, photography, computer chip, etc. and can edit within 20 ft. (6 m.).
these recordings with a thought. They can read human thoughts and -Can browse through human memories (the
humans experience spontaneous recall of those
N
memories and can command weak-willed individuals to do, believe or
remember whatever the Grey Man command. Those individuals whose memories).
wills are too strong are marked for capture by Surgeons who surgically Typical Attack- Creates a poisoned sliver of
edit victim’s brains to remove memories.
L
diamond that is flying at the enemy at 1d20
+20 vs. 0. Sliver does 0 bladed damage (pieces
The Grey Man are not perfect. They can’t find every single person as 10). If any damage pierces a human, that
who remembers some event or every single record of it. And even human takes 10 BLD damage by the end of
Y
when memories are surgically edited, the soul can retain some trace of the round.
memory that can return to consciousness with proper prompting. The Typical Reaction- If being attacked by a
Grey Men sometimes find it best to destroy certain people and then, weapon, the Grey Man will make the weapon
so nobody engages in an investigation which may uncover missed fall apart. If being attacked with hands or feet,
evidence or lost memories, remove that person from history altogether. the Grey Man will block with its cane at 1d20
+10 vs. 0.
Powers-From-Beyond 231
In Dark
“Voiding” a person requires such intensive editing that every Grey Man is
called in to help. They start in the person’s home town and methodically Typical Surgeon
track down and erase every record or memory of the person’s existence. Appearance- A tall human-looking figure
G
A person’s home becomes someone else’s home, his or her kids become in bloodstained green surgical scrubs,
someone else’s kids, etc. with a green cap and facemask (under
the facemask is blank skin), leaving only
A
Famous people cannot be voided because they are remembered too strongly yellowish staring eyes showing, carrying a
by too many. black bag full of surgical tools. If killed
and dissected it will turn out to be a fleshy
shell filled with a black tar-like substance
M
Sometimes the Grey Men are told that a person has been destroyed (typically
that smells like rotting fish.
by Torturers or to the Powers-That-Be) but after they start their editing
process they find the person is still alive. The Grey Men take it upon Attributes- AGY 15, AWR 13, CHM 2,
themselves to find and destroy the person, as well as ‘cleaning up’ any new END 10, INL 17, SPD 6, STH 25, WIL 10,
E
memories or evidence of their existence they have managed to create. This BLD 20, BDY 10, INCY 10.
voided individual finds himself or herself unable to convince friends, family Behavior- The surgeon is moderately good
or lovers that they know him or her. Even when the voided person can at acting like a human. It can speak human
prompt a memory, the rememberer is usually so frightened that he or she languages with halting, broken speech and
pretends not to remember the voided person. Those who can be convinced an unidentifiable accent. Typically the
to voice a memory are killed soon afterwards. only time they speak to humans is when
M
trying to discover the result of some
psychological or neurological experiment
A
Psychology- Surgeons are, for the most
In Brief- Humanoid creatures that do medical experiments on humans in part, loyal servants of the powers-from-
small labs in pocket realities. byond. Besides loyalty they are driven by
S
curiosity. They have no empathy and very
little emotion. It takes a lot to make them
These beings have the job of doing experiments on behalf of the powers- express any fear, anger or joy. They think
from-beyond. Most of their experiments are on humans: discovering what of humans as nothing more than machines
T
drugs, technology, physiological manipulation and experiences will increase to be taken apart and experimented on.
or retard supernatural powers. Human suffering brings them neither
pleasure nor displeasure. They have little
E
Most surgeons look like tall males wearing latex gloves, green surgical aesthetic sense and don’t mind living in
scrubs, green caps and white face masks, showing only yellowish, staring places that are stinking and dirty. They
eyes. A few older surgeons look like surgeons from the last century: thin have great powers of logic and memory yet
beards and short hair, wrinkled unmoving faces, deep-set eyes, long blood- little in the way of creativity, cleverness or
R
stained leather aprons over brown wool shirts and pants. inspiration. Their facility at manipulating
humans comes from decades of ceaselessly
trying one thing, then another, then another
The surgeons own ‘labs,’ small pockets of physical reality that aren’t part of
S
to see what happens.
the geography of this world. They can travel to and from the labs whenever
they want. The labs were once shiny clean marble. Today they are dirty, Abilities
grimy places. The ceilings are caked with soot (from the days of gaslights), -Can unlock locks by touching them.
the floors are sticky with layers of dried blood. Medical equipment ranging -Cannot be captured on film or video
from the latest high-tech to antiques from the Victorian age are piled (appear only as a blur).
haphazardly in corners. Rough riggings of forty-year old florescent lights -Can make people fall asleep by
O
cast a harsh yellow glow on everything. There are no windows. Most have staring at them (victims must save vs.
no doors, though a few have heavy, locked doors that connect to other labs unconsciousness at 10 the first round, then
in a complex. 20 the 2nd, then 30 the 3rd, etc.). Victim
N
does not have to be looking back.
-Can see through solid objects
Angels (including human flesh) as if they were
L
transparent.
In Brief- Look after and give messages to the powers-that-be. -Can open a temporary portal between
this world and its lab.
Y
These beings are normally invisible, although they can become visible at Special Skills- All Medical skills at 4.
will. They appear as thin humanoid figures, glowing with a pale light, their Typical Reaction- Causing Uncon-
faces are unmoving masks of solid porcelain-like material, with only bulges sciousness by staring at the enemy.
and grooves to suggest eyes and a mouth. The masks feature a blissful and
benevolent expression. When they choose to speak the sound seems to come Typical Reaction- A simultaneous
from their chests and is an androgynous multi-tonal voice. Crippling Attack with hands at 1d20 vs. 5.
G
draw sigils in places the powers-that-be frequent to keep and covered with various unhealed scrapes and bruises. Eyes
misfortunes away. Their most important job is to watch the are dull and lifeless. The body is completely hairless, the skull
powers-that-be and make sure they aren’t conspiring to do is misshapen. Wears brown corduroy pants, a grey sweater and
anything which would help humanity understand or escape a grey trenchcoat, all dirty, stained and torn. Walks with an odd
A
its imprisonment. Angels also have the responsibility of shuffling gait, head down and eyes on the ground.
activating Rumblers when the Powers-From-Beyond want Attributes- AGY 4 (human)/12 (monster), AWR 8, CHM 2,
a city destroyed. END 30, INL 15, SPD 6 (human)/15 (monster), STH 30, WIL
M
10, BLD 15, BDY 20, INCY 10.
They speak to the powers-that-be very rarely: when there Abilities
is some change the powers-that-be want made to society, -Exoskeletoned arms act as armor for the organ sack at AR
E
when there is some major threat that needs to be destroyed 10, PR 7 bladed 4 blunt.
or covered up, or as a single warning against unacceptable -Can climb at 1d20 +50 vs. difficulty.
behavior. The angels execute disobedient members of the -Can escape from its skin as two actions.
powers-that-be. They do it with an extremely bright light -Can perform split actions/reactions at only -4 penalty per
which burns and blackens the skin, causing the victim to die, split.
sometimes days later, from shock. -Can see in the dark at no penalties.
M
-Can prowl in darkness at 1d20 +20 vs. difficulty.
Torturers -Even while in its human skin it can reach out of the skin’s
mouth with an arm, hitting targets at up to range 3.
In Brief- Hate humans, allowed to live in this reality in
A
Psychology- The Jefferson Park Killer has dim, ancient
human disguise and kill humans so long as they don’t cause memories of life before this world, of the beings now trapped
too much trouble. in human bodies chasing it, hurting it when they caught it,
and then releasing it to be chased again. Now it is addicted
S
to hunting humans. For each one it hunts down, tortures and
These are beings that the powers-from-beyond have allowed kills, its anxious feeling of being prey wanes temporarily. Deep
to run free in this world, usually in human form, hunting, down it’s still afraid of humans and torture isn’t so much an act
torturing and killing humans. They are allowed to torture of rage as it is a nervous experiment to confirm that humans
T
and kill as much as they want so long as they don’t leave any are still weak and fragile. It acts around humans, even once
evidence that they are supernatural. Once they start breaking it’s shed its skin, in a clumsy parody of human behavior. For
that rule the powers-from-beyond or the powers-that-be hunt instance it makes what it thinks are cruel jokes at its victims’
expense, and laughs at them, even though it doesn’t really have
E
them down and destroy them. The powers-from-beyond
a sense of humor. For instance “Hey, you leaking some of you
may occasionally call on them to kill a specific human. red stuff, you mean to do that?”
The torturers all have some sort of grudge against humanity. Methods- The killer lives in various abandoned buildings in
R
They like toying with humans and proving that they are the Jefferson Park neighborhood. It spends most of the day
superior to humans. with its skin hidden behind a pile of trash and its real body
stuck up in some dark corner in an attic or top floor where it
S
waits in semi-conscious dormancy. In the middle of the night
The stupider Torturers choose the bodies of huge, muscular, it enters its body and prowls the streets, looking for people
mean looking men. The smarter ones choose bodies that who are alone. It intimidates them into running. If it can’t
one would not suspect: little old ladies, children, mousy- make them run just by being creepy, it makes inhuman staccato
nerdy looking women, etc. A few stay confined in human clicking noises. Once it gets them to run it chases after them
bodies at all times. The majority escape from their bodies until it catches them or they get away. It takes those it catches
when they have the victims alone, escaping via a large gash back to the abandoned building and tortures them. If they gave
in the chest and leaving only a skin behind. A small number a good chase it will arrange for them to be able to escape while
O
have thrown away their human skins and they are allowed to it pretends to be occupied elsewhere. So long as they do not
prowl this world in their true forms so long as they leave no disappoint it may let them escape and be re-caught several
times before it finally decides to torture them to death. It
evidence behind. doesn’t reveal its true body until it is ready to kill the victim.
N
It likes to kill by snipping off little pieces of the body until the
Their true form is much like a large spider but with a dozen victim bleeds to death or dies of shock.
or so legs. The legs are covered in a shiny very-dark-green
Typical Attack- As a human it shoots out one limb from its
L
exoskeleton and have crab-like pincers at the ends. The
mouth, making a strike at STH (30) + AGY (4) +1d20 vs. 35 (or
body is an eyeless, mouthless organ sack with leathery skin. 1d20 vs. 1). In its true form it splits its attack 4 ways, making
The arms have several joints and are able to bend into almost paired strikes against two targets (each at AGY (12) + STH
any shape, allowing the creature to fit through any opening
Y
(30) -8 (two splits) -4 (paired) vs. 25 or 1d20 +5 vs. 0) and two
the size of a human head or larger. blocks each at STH (30) + AGY (12) -8 (two splits) vs. 25 or
1d20 +9 vs. 0).
Weapons containing silver cause their flesh to burn and Typical Reaction- As a human it blocks with its arm at STH
dissolve as if it was acid (this is a way the powers-from- (30) + AGY (4) +1d20 vs. 25 (or 1d20 +9 vs. 0). In its true form
beyond made sure that Professionals could kill them easily if it can do two blocks at 1d20 +13 vs. 0 or 4 blocks at 1d20 +9 vs.
they got out of hand). Any damage done by a silver weapon 0 depending on the number of opponents it is facing.
is tripled.
Powers-From-Beyond 233
In Dark
The Red Sun
G
In Brief- Exiled intelligent sun wants to get back to the
solar system, gives powers to humans via dreams in
exchange for astronomical research.
A
The Red Sun was once the sun around which this earth
revolved. It was an intelligent being who watched
humanity and punished humanity for its transgressions.
M
Yet it quickly became apparent to the powers-from-
beyond that the Red Sun was too cruel and prone to
violence. The Red Sun was one of the most powerful
E
things in this reality and the powers-from-beyond could
not destroy it without destroying this planet. So they
moved it, flinging it deep into space.
M
capable of faster-than-light travel. Right now it is in the
empty spaces between galaxies, nearing this galaxy. It
does not remember which solar system is ours and knows
A
it would take thousands of years to search us out.
To the end of finding out exactly where to go, the Red Sun
has been contacting people via their dreams, trying to form
S
pacts with them. It cannot speak human languages so it
must communicate via images. The dreamer sees himself
or herself drawing star maps, then images of the arrival of
T
the Red Sun, it engulfing our sun, and then the dreamer
high on a throne, with a red sky in the background,
surrounded by legions of slaves and worshippers.
E
So far the Red Sun has not been able to find and sway
an astronomer capable of visualizing Earth’s place in
the galaxy in his or her dreams. Yet it has hundreds of
R
loyal servants in other walks of life: homeless people,
adolescents, blue collar workers, criminals, office
workers, even a doctor and a cop. All of them believe
S
that when the Red Sun arrives they will be made god-
kings of this earth. Some have been given missions of
finding and coercing astronomers (e.g. by kidnapping
their families) or of going back to school and studying
astronomy. Others have been assigned to protect those on
missions and to sabotage any investigation into the Red
Sun and its agents.
N
they do know that it is imperative that they be stopped.
Several servants of the Red Sun have been killed by
Professionals in the act of trying to gain the astronomical
knowledge they needed.
Y
the servants run a constant fever, are partially-immune
to heat (+20 to save vs. heat exhaustion, burns do half
damage) and can will things to burst into flames. They
can make easily flammable things burn as one action
or they can set a human on fire with two rounds of
concentration (humans take 4 burn damage per round as
long as the servant keeps concentrating). Red Sun Dream
A
sounds are the unintelligible chattering of the insect-like
Short for Heretic-Technology, this term encompasses Wrigglers. One may also hear the sounds of Crying Girls
suppressed or lost technology which works by taking (p.230) sobbing, the panicked cries of the newly dead still
trapped in their bodies, bad talkers and haunters spewing out
M
advantage of minor flaws in the laws of physics of this
reality. Since scientific and mathematics research which insults and threats, and occasionally intelligent agents of the
powers-from-beyond conversing in alien languages. Those
would reveal these flaws is ruthlessly suppressed, H-tech
who discover such devices often believe they have discovered
E
is rarely created via mainstream scientific reasoning. It a means to listen to ‘the afterlife.’
is created by pure accident, mostly by eccentric loners
who misunderstand the science they are basing their Invisible Scope- There are several devices that show the
technology on. Most H-Tech is created by college invisible world. Some show a picture on a small television
dropouts working out of basement labs. Most H-Tech monitor, more recent versions show the invisible through
creators are killed when their inventions activate. thick electronic goggles. The picture is usually grainy, blurry,
monochromatic, showing motion trails and giving little sense
M
Because H-Tech does what it does by accident, it of depth. Invisible scopes typically draw a lot of power and
is usually very inefficient. It is usually very bulky the few systems that are portable can only run a few minutes
before running out of juice.
because most of the parts have no actual function. It
A
also tends to use copious amounts of electricity, most of Tangibility Cage- This device is capable of temporarily
which is wasted (released into the environment as static rendering entities from the invisible world both visible and
electricity, radio waves or heat). tangible. It takes the form of an electrified metal cage. The
entities which are made visible and tangible go back to normal
The earliest H-Tech comes from experiments with if they exit the cage or if the power is cut off. While the
electrical devices in the 1890s. Yet as technology power is on they can see and interact with both the visible and
becomes more powerful and more people with no invisible. They move as they would in the invisible (wrigglers S
financial backing are able to afford private laboratories, squirm through the air, unaffected by gravity) yet they find
the occurrence of H-Tech becomes more common. themselves unable to move through real-world objects. They
can physically attack humans in this state. T
E
R
S
O
N
L
Y
H-Tech 235
Immortality Harness- This is a series of straps, filled with
In Dark
various devices. A small oval portal is opened between
electrical equipment, that surround the head and body and this world and another realm. The portal is barely large
prevent reapers (p.216) from removing the soul from a enough to crawl through. The portal cannot be seen
G
body after death. If a person wearing it dies, that person through, so travelers don’t know where they’re going
will become a Survivor (p.215). Like most H-Tech it uses until they get there.
massive amounts of electricity and it not very portable.
Other instances of H-Tech are discussed under Soul H-
A
Portal- This is one of the most complicated pieces of H- Tech (p.238), Awakening (p.238) and Jekylls (p.240).
Tech. It requires a special transformer and a room full of
M
Throughout the history of the illusion, there have been body is instantly and completely destroyed, giving the
Shatters, accidents where a person ‘woke up’ enough to
body no chance to call a reaper. Only nuclear weapons,
damage the illusion.
the most powerful conventional explosives and shatters
A Shatters happen when a person is experiencing not just one (see above) can accomplish this. Like Animists who
strong emotion, but strong lust, joy, fear, hatred and sadness leave their bodies via the Journeying skill, the soul floats
all simultaneously. There are very few experiences which around this world able to observe it but not easily able to
S
can trigger strong levels of all these emotions at once. effect this world. They lose many of their memories and
knowledge with the loss of their physical brains. Many
In a shatter the mechanisms of reality break and the laws of ghosts learn to possess humans. Missing life as a human,
T
physics are turned upside down. Impossible things happen: most take over people’s lives and live out lifetimes as the
water flows up walls, non-flammable objects burst into people whose bodies they have taken over.
flames, solid objects become intangible, etc. Shatters can
E
also cause portals to open up to other realms. Most Shatters There are only a handful of Atomic Ghosts in the
change the local laws of physics past the tiny range of world today. Most come from the nuclear bombings
variation within which human biology can operate. In other of Hiroshima and Nagasaki. Most atomic ghosts like
words, they usually kill everyone nearby.
R
to possess the bodies of rich and powerful businessmen.
Some retain a grudge against America and Americans.
The broken reality often conforms in part to what was
Like most rich Japanese people, many own property in
going through the head of the person who caused a shatter.
L.A.
S
A shatter caused by a person who was being burned by a
cigarette, for instance, might cause burns to appear on any
flesh in the area. Soul Misfits
It doesn’t take long for the powers-that-be to hear about most
shatters. They quickly clean up the bodies as best they can Just as the system that removes the souls of the dead
without putting themselves in danger. They arrange to have from this reality sometimes fails (see Survivors, Atomic
O
the area condemned, locked up and surrounded by a barbed Ghosts) the system that gives every human a human
wire fence. Often a Haunter (see p.229) comes to live in the soul (and some animals an animal soul) sometimes fails.
place to keep explorers out. Often times local urban legends Common failures include:
N
develop about the place being haunted.
L
Bailey, Elder Hero, p.199. For sample shattered objects see In Brief- 1 in 10 humans born with no soul, do whatever
Shatter Relics, p.243. is expected of them, sometimes cluster in small towns.
Y
This is the most common type of soul mistake, and it
Atomic Ghosts becomes increasingly common as the world’s population
grows. Today, one in ten babies is born without a soul.
In Brief- People whose bodies are completely destroyed, Soulless babies are less likely to make it to adulthood, so
e.g. in a nuclear bomb, don’t go to the afterlife but travel about 1 in 14 adults worldwide is soulless. The ratio is 1
around this world possessing living humans. in 11 in the L.A. area.
G
wearing a white shirt and grey slacks. His current body is a However, they aren’t truly conscious nor do they
handsome, thirty-something Japanese man who typically wears have true free will. They act exactly as their
tailored black business suits and has an expensive gold watch. instinct, culture, upbringing and social situation
A
Attributes- AGY 12, AWR 8, CHM 12, END 9, INL 13, SPD 16, dictates. They don’t have the ability to act contrary
STH 16, WIL 14, BLD 5, BDY 5, INCY 3. to their conditioning. They are social chameleons,
Social Status- Hideo is currently in the body of Taki Nakano, a rich adept at acting ‘normal’. Yet they are incapable
M
real estate investor who owns several important office buildings in of acts of creativity, philosophical understanding,
the L.A. area and who sits on the boards of directors of three major self-directed personal change, or of any of the
Japanese real estate development corporations. He has a beautiful interesting forms of mental illness. They tend
E
wife and family in Tokyo that he almost never sees and he keeps to populate the middle levels of society: they are
mistresses in Tokyo, New York and L.A. too good at following orders to be poor but not
History- Hideo grew up in WWII era Japan in the city of Hiroshima. creative, ingenious or ambitious enough to become
He wanted to join the Japanese army but was too young. When rich. They are easy to manipulate because they take
America dropped a nuclear bomb on Hiroshima he was near their cues from those around them, acting as they
ground-zero and was killed instantly. He waited to be reincarnated are expected to act.
(he was brought up as a Buddhist) but nothing happened. He
M
wandered around as a disembodied spirit and eventually learned to
interact with the material world in minor ways. Life as a spirit was The soul-less can never become aware that they are
torturously boring and within a few years after his death he learned soul-less.
A
to possess human beings. He was angry with the Americans and he
would usually possess Japanese and make them attack Americans
or possess Americans and make them commit suicide. After a few Wrigglers don’t see the Soulless. They are virtually
years he started to yearn for a real life and so he took over the invisible to Dances, who neither fear nor have any
S
body of the son of a wealthy industrialist. He drank, did drugs and use for them. Their deaths trigger Reapers, who go
got in several motorcycle accidents. When the body was in poor away when they see there’s nothing for them.
condition he abandoned it and found another. He went through
T
several bodies, each time choosing handsome young men with
access to money. He has been in his current body for five years. People who live with the soul-less quickly become
aware that these people are soul-less, although they
Personality- Hideo is immature, immoral and cruel, yet he is a can rarely ever point to a reason why. Divorce,
E
good actor and can hide it well. He feels that he was ‘robbed’ of
his life and there’s nothing wrong with stealing parts of people’s running away from home, suicide and murder
lives, spending all their money, ruining their relationships, are common where the soul-less and souled live
damaging their bodies with drugs, getting them in legal trouble together. It’s especially painful for a parent with a
R
and then leaving them to think they’ve suffered from unexplained soul-less child. The parent knows the child isn’t a
amnesia. He is too selfish to ever be truly in love, although he real person and can’t love the child, but feels like a
often feels possessive about his mistresses. Although he has come monster for feeling this way.
S
to enjoy much about American culture he still has a deep hatred of
Americans and he likes to torture them and ruin their lives.
Some of the soul-less are diagnosed with personality
Methods- On a trip to America, Hideo gets the business out of disorders when some psychiatrist notices a lack of
the way quickly, buys drugs, visits his mistresses, drinks and
drugs himself into a stupor and then leaves his host body. He self-consciousness.
finds random Americans, possesses them, and forces them to do
terrible things (e.g. rape family members, attack their workplaces
O
In small towns where, by chance, a large percentage
with automatic weapons). His goal is to ruin American lives and of the population is soul-less, those with souls are
have fun doing it. His host body, no longer possessed, is in danger
uncomfortable and leave the town as soon as
of sobering up and figuring out what’s happening to him, so Hideo
they can. In the end, these towns end up almost
N
returns to his body quickly.
or completely soul-less. If a person with a soul
Special Abilities- As a spirit, Hideo has minor telekinesis (can remains he or she has incredible power: everyone in
effect real world objects with 1 STH). He can possess humans at a the town acts as the one souled person expects them
L
roll of 1d20 + WIL (14) +12 (skill) vs. 20 (or 1d20 +6 vs. 0).
to act. When the person can’t control this power,
Special Skills- Body Invasion (4), Tae Kwon Do (4). the people in the town end up acting as the souled
person most fears they will act, making them a
Y
Typical Attack- Strike with feet at STH (16) + AGY (12) +12
(skill) +1d20 vs. 25 (or 1d20 +15 vs. 0) doing 1½ blunt damage if town of scary and cruel monsters who would rather
successful. kill the souled person than let him or her leave.
Typical Reaction- Simultaneous Pain/Stun attack with fists at INL
When the souled person controls the power he or
(13) + AGY (12) + WIL (14) +12 (skill) +1d20 vs. 45 (or 1d20 +6 she ends up the dictator of the town, able to do or
vs. 0). make others do as he or she wishes but still just as
lonely and miserable.
G
In Brief- Sometimes share one soul, have telepathic
connection. can achieve human level intelligence.
A
When twins have the same DNA, storks often have Sometimes the soul of a human is put in an animal,
trouble telling them apart and they often put the same typically a cat, dog or horse. Such animals are usually
soul into two bodies. The twins have two minds and two especially bright, willful and self-conscious. Some break
M
consciousnesses, but there is copious leakage of thoughts, free from the limits of their animal brains, learning to
emotions, sensations and knowledge. In many cases the think with their souls, and achieve intelligence equal to
leakage is so great that the two share one subconscious. or greater than that of normal humans (like Algernons,
E
Anything that damages the soul of one (e.g. Spirit Blade) p.240). Despite their intelligence they are still driven by
damages the other. If one twin dies before the other, the animal instincts and drives.
surviving twin is often haunted by dreams and visions of
the Land of the Dead. See The Dog King of L.A., p.224, for a sample animal
with a human soul.
Two Souls
M In Brief- One person with two souls, one usually becomes
part of the subconscious, can arise as a 2nd personality.
Cancer Souls
In Brief- Some cancers have human souls, are hard to
A
kill.
Occasionally, two or more souls are put into one body.
Usually one soul dominates, controlling the body, and Some cancers resemble fetuses enough that storks
S the other soul takes charge only when the first soul is mistakenly put human souls in them. The cancers become
incapacitated (e.g. asleep, drugged, in shock, psychotic). tough to kill and may gain limited intelligence despite the
The second soul often develops to take the place of a lack of brain tissue. Cancer intelligences, not subject to
T psychodynamic, although it is much more self-aware and human instincts or experiences, are alien intelligences
knowledgeable than a normal psychodynamic and it may with no understanding of the human world. They rarely
attempt at some point to stage a coup where it forces the fear death. They do enjoy the feeling of freedom as the
E other soul into hibernation and takes over the body. cancer they are trapped in grows.
R
dominates and controls the conscious self. Forced to Soul H-Tech
the periphery, the second soul takes up residence in the
H-Tech can create soul misfits.
subconscious and takes on the part of Carlos’ shadow.
S
Carlos has a particularly powerful, intelligent and self-
conscious Shadow that takes over whenever Carlos is Biotechnology researchers, both the legitimate researchers
weakened and that seeks an opportunity to take over the and the crazies working in basement labs, have discovered
conscious mind altogether. ways to cause storks to make mistakes. For instance,
adding in non-human DNA can create a soulless human or
a human with an animal soul. Putting human DNA in an
O
Humans With Animal Souls animal can create an animal with a human soul. Few of
these researchers understand what they’ve created.
In Brief- Some humans given animal souls, may have
N
powers and animal drives.
Y
have limited abilities of creativity and abstract thought
(better than a soul-less person but worse than someone In the story of Goldilocks, the mama-bear’s bed was too
with a human soul). They are usually free from attack by soft, the papa-bear’s bed too hard, the baby-bear’s bed
wrigglers. was just right. This world is like baby-bear’s bed. It is a
compromise between torture and boredom.
G
which they would quickly grow bored with. Once hair, long fingernails, covered in black grime and dried blood, hovering
bored of this world their minds would reach to seek with her toes brushing the floor, her arms and legs slack, head down,
pleasures beyond this flesh and this would lead an eyes glowing faintly.
A
unacceptable number of humans to awakening. Attributes- AGY 4, AWR 17, CHM 0, END 20, INL 16, SPD 4, STH 2,
WIL 20, BLD 6, BDY 6, INCY 10.
If this world were nothing but unceasing fear and History- Olesya spent the first few years of her life in one of Russia’s
M
pain, humans would have nothing to look forward worst Orphanages where she received very little care or attention.
to. Their souls would seek an escape from the pain Members of the Russian mafia arranged to have her adopted by an
outside this reality and an unacceptable number of American so she could be sold to a pedophile. The pedophile kept her
humans would awaken. locked in a basement, fed her barely enough to survive, and he beat and
E
tortured her (most often burning her with cigarettes). She lost the few
The ratio of pleasure and pain, fortune and language skills she had. After a near-escape he severed the tendons on
misfortune in this world is the best the powers- her arms and legs, leaving her nearly unable to move or care for herself.
from-beyond have been able to find to keep humans When she was thirteen an infection led to a raging fever which caused
a psychotic state, leading to her becoming partially awakened. She
from awakening. The powers-from-beyond use regained spotty memories of her previous lives and her life as a resident
wrigglers and their control over society via the of what is now the Deserted City, and she realized she had incredible
M
powers-that-be to constantly re-adjust this rate. Yet power. It took her time to learn to use this power, and in the meantime
human experience is a bell curve. At the extreme her abuser began to realize something was going on and tried to kill
ends there are a few people who experience no her by suffocating her under a mattress. Olesya resisted dying and
A
suffering or nothing but suffering and are thus in killed her abuser. She stayed in the basement until the police came to
danger of becoming semi-awakened. investigate the abuser’s disappearance, at which point she used her Lost-
like abilities to leave the basement. For the last five years she has been
living in basements and other dark, underground places.
S
Humans can also be semi-awakened by various
h-tech experiments (see H-Tech, p.235). Brain Psychology- Olesya knows little about the world: she does not know
stimulation, psychoactive drugs, sensory how to speak or understand any language, she does not remember life
before the basement, she does not know why her abuser abused her or
T
deprivation, hypnosis and near-death experiments
can cause semi-awakening, especially if more than that there are fundamental differences between humans (e.g. that some
are pedophiles and some aren’t). She doesn’t know that her abilities are
one of these techniques are used at once.
supernatural. She lost or never developed most of the psychodynamics
E
normal people have (she only has an Id and Reptile). She does not
Semi-awakened humans have a random assortment know that she is one of the most powerful human beings on the planet.
of the same powers that the Touched have. Unlike Instead, she lives in fear of being abused. A door opening or light send
shattered people the semi-awakened usually her into a wild panic, as these are both associated with the coming of
R
have control over their powers. They also have her abuser. She does not know that she is a scary monster (or, more
scattered memories of their past lives (including accurately, she thinks everyone is a scary monster).
times spent in the Land of the Dead) and a few Methods- Olesya does not need food or water. She only want to sit in
S
strange memories of the time before this reality. the darkness, sing little songs to herself, play games with random items,
Since the human mind, even semi-awakened, is and be left alone. She uses her Lost-like abilities to travel between
incapable of fully comprehending memories from basements. If someone opens a door to whatever basement she is in,
before this reality those memories are ‘converted’ she will flee. If unable to flee (e.g. surprised while sleeping) she will
to memories of people-like-things in a place panic and use her telekinesis to wring their necks. If she encounters a
resembling a physical world. crying child her empathy will be aroused. She will keep the child from
screaming (by paralyzing his or her vocal cords), will hold and caress the
O
child, will wait for the adults to come down into the basement, at which
Semi-awakened humans are usually psycho- point she will kill them. She thinks she is doing the child a favor. She is
logically damaged by whatever caused them to unable to realize that the children might not want their parents killed.
N
become semi-awakened. Those who became
awakened via a lack of suffering are usually amoral Special Abilities- She can live without food, water or oxygen, she has
telekinesis (25 STH within 100 ft.) and she has the equivalent of the
and apathetic, not caring about anyone or anything,
skills: Flesh Control (4), Get Lost (6), Homing (3), Nihilist Rage (5),
including themselves, and using their powers only
L
Revive (6) and Untouchable (6).
to gain a brief respite from boredom. Those who
gained their powers through torture are usually Typical Action- A Grab: Strangulation at STH (25) + AGY (4) + 1d20
psychotic: scared, confused, angry and with little vs. 30 (or 1d20 vs. 1) which also lifts the victim into the air. The grab
Y
uses invisible tendrils of Olesya’s soul and thus can only be broken by
or no idea who they are or where they are. They
something capable of effecting souls (e.g. Spirit Blade, a missing limb)
use their powers most often to attack real or or by causing Olesya to fail a save vs. pain.
imagined pursuers. Those who were experimented
on suffer from a broad range of seemingly random Typical Reaction- She uses Untouchable to take less damage at WIL
psychological disabilities. (20) + 20 (skill) -10 (using Untouchable with a reaction) vs. 30 (one-
tenth damage) or 40 (no damage) (or 1d20 vs. 0 or 10).
G
04-07: +10 END, +7 BLD, Homing (WIL) -The sexual serial killers, who rape victims or perform
+7 INCY 51-52: Grab Bag (5) necrophilia on the bodies, and who often use torture or
08-11: +10 INL, +5 AWR 53-55: Journeying (5) mutilation. They usually choose victims they find sexually
12-15: +10 STH, +5 SPD 56-60: Nihilist Rage (5) attractive.
A
16-17: Ability to live without 61-62: Psychometry (5) -The assassin serial killers, who see themselves as efficient
food, water or oxygen 63-64: Read Minds (5) hunters, they kill with minimal contact with the victim (often
18-19: Ability to touch and 65-70: Revive (5) as snipers). They usually choose victims they think don’t
M
interact with the invisible 71-76: See Invisible (5), See deserve to live.
20-21: Automatic Writing (5) Reapers (2), See Souls (2)
22-23: Be Other (5)
24-25: Change Gender (5)
77-79: See Souls (5)
80-82: Spirit Speed (5) Jekylls
E
26-29: Command Inanimate (5), 83-85: Spirit Strength (5) In Brief- Some humans allow psychodynamics to take over
Command Animals (2) 86-87: Summon Imaginary their bodies.
30-32: Command Misfortunes (5), Friend (5)
Command Reapers (2) 88-89: Switch Bodies (5)
33-35: Command Will-Less (5) 90-93: Telekinesis (25 STH, These are humans who use h-tech or occult techniques to
36-37: Dreaming (5) 100 ft. range) let a psychodynamic take control of their bodies. Some
38-39: Enter Playland (5) 94-97: Untouchable (5) do this to gain enhanced abilities, others as a form of
M
40-44: Flesh Control (5) 98-99: Visions (5) self-experimentation. Most become dependent on their
psychodynamic to take care of things that they are unwilling
or unable to take care of themselves. For most it follows the
same course as a drug addiction. The Jekylls grow weaker and
Awakened Animals
A
more dependent while the psychodynamic grows stronger.
In Brief- Animals with souls can become awakened, have When embodying a psychodynamic the Jekyll gets the same
enhances abilities that Soul Linked Heroes do, see p.29.
S
powers.
The psychodynamic has access to all of the Jekyll’s knowledge
Just as humans can become semi-awakened, gaining some and memories. Jekylls usually don’t look different, but their
of the knowledge and power of their lives before this reality, mannerisms are different when the psychodynamic is in
T
so can animals with animal souls. Animals are easier to control. The Jekyll’s conscious self has little or no memories
awaken than humans, yet they have less knowledge and of what the psychodynamic did while it was in control.
power once they become awakened. Like humans, animals
E
can be awakened by prolonged torture, prolonged sensory After a number of appearances the psychodynamic becomes
deprivation or by h-tech experiments. The psychology and able to assert itself without the aid of h-tech or occult
abilities of partially awakened animals are profiled on p.27. ceremonies.
Fully awakened animals have those abilities, plus:
S
Control (3) and Revive (3).
exceed the capacity of their physical brains, become geniuses.
-They have faint memories of their lives before this reality.
O
where there is none that forced the powers-from-beyond to
Supernatural Serial Killers lock human souls in the bodies of intelligent animals (it is safer
for humans to have limited intelligence than to develop nearly
N
unlimited intelligence).
In Brief- Some people gain powers, use them for murder.
An Algernon goes quite suddenly from being profoundly sub-
Each year thousands of people across the globe, dozens within normal to being a genius. The more retarded they were, the
L
the L.A. area, gain supernatural abilities. Many accidentally more likely they are to become Algernons. The change can
kill themselves with their powers. Many try to forget that they happen at any time, but it is most likely to happen during a
have supernatural powers and never use them except under trauma or extreme stress.
extreme duress. About one in ten decides their powers allow
Y
them to fulfill a dream of being a hero and saving people. Unfortunately, becoming so smart so fast does not give
About one in ten decides their powers allow them to fulfill Algernons the time to learn wisdom. In other words, they
their dream of being a serial killer. become intelligent but they don’t know how to use that
intelligence. They become immoral, obsessive, paranoid
The likely sources of a supernatural serial killer’s powers are and/or anxious. Some turn their intelligence inward, creating
the same as those of Heroes (see p.27). fabulously complex internal worlds but not having the courage
to deal with the real world.
G
round slack face with large forehead and mouth, deeply sunk, slit-like eyes and black hair in a bun with chopsticks, neatly applied
thick glasses. Wears yellow flower-print blouses and bluejeans. Scabbed-over and conservative makeup, round wire-rim glasses,
scratch marks on her face. darkly colored business suit and skirt. When her
shadow takes over she usually takes her glasses off,
A
Attributes- AGY 15, AWR 7, CHM 1, END 5, INL 28, SPD 5, STH 3, WIL 1,
BLD 6, BDY 3, INCY 3. bares her teeth and allows strands of hair to fly from
the bun.
Social Status- Leanne lives alone. She is distant from her family. She hires
people to drive her places or run errands for her. Many neurologists consider her Attributes- AGY 8, AWR 13, CHM 3 (10 when
M
a very interesting case and long to study her. Shadow), END 8, INL 16 (21 when Shadow), SPD
9, STH 8 (13 when Shadow), WIL 4, BLD 4, BDY
History- Leanne as born profoundly mentally retarded. She never learned 4, INCY 4.
language or problem solving skills beyond the level of a two year old. When
E
her parents became too old to care for her she was put in a residential care home. Social Status- Maria is a young professor of
When she was thirty-six she was in a car accident. She was not injured but was psychology at UCLA. She runs a psychology lab
badly frightened. At that point her mind started to grow beyond the confines of her and depends upon government and big business
brain. Her intelligence increased steadily and within a week she had left the home. grants to fund her salary. She is feared by her staff
She made some money doing talk shows and lectures. She invested this money in and peers. She is single with few friends.
the stock market and made enough to get her own place and live comfortably. History- Maria grew up a shy, bookish girl in a
Psychology- Leanne’s mind is incredibly fast, her memory in nearly perfect, the middle class Mexican-American family in East
M
complexity of thoughts she is able to have is virtually limitless. Yet she had no L.A.. She pursued an academic career because
more maturity, restraint, willpower or wisdom than a two year old. school was the only thing she ever really excelled
at. When she finally got a teaching job she found
Leanne has not learned to force her intelligence to work for her. Instead, her
she wasn’t suited for it: students could get away
A
intelligence controls her, forcing her to do things that hurt her. She gets so caught
up in abstract thought that she forgets to eat, bathe or sleep for long periods of with anything, other professors picked on her, the
time. If she is crossing a street and a particularly interesting thought hits her grad students in her lab were lazy and tardy and
she wills top in the middle of the street, oblivious to any danger. It is only when she couldn’t even speak highly enough of her own
S
personal crises are about to come to a head (e.g. she is about to become homeless) work to get a grant. A mentally ill student brought
that she is able to force her intellect to attend to mundane matters. her a homemade device that he claimed would
induce altered states of consciousness by means of
Leanne has a very short temper and when she loses it she screams incoherently, strobing lights and pulsing sounds. She tried it out
breaks things and scratches her own face. She knows how illogical it is to lose her
T
and awoke the next day to find that, among other
temper but this does not help her stop. Leanne hates that her body is not as precise things, she had fired members of her lab’s staff and
as her thoughts are. The clumsiness of human flesh is a constant frustration and a had frightened the rest into working overtime for
source of many temper tantrums. free. In subsequent uses of the machine she faked
E
Leanne is extremely selfish and she assumes other people are the same way. experimental data to get herself published, lied on
If someone is nice to her she assumes it is part of some plot against her. She also grant proposals, murdered the device’s inventor and
finds other people boring and annoying. If forced to listen to someone she finishes disposed of the body, threatened colleagues, coerced
their sentences to try to get the to convey the information faster. She is curt and a student into a sexual relationship, and more.
R
rude to most people, including her family.
Leanne thinks in words, but most of the concepts she thins about either have Personality- In normal life Maria is shy, timid,
no English language equivalent (not that she ever took time to learn) so she has easily startled, unassertive, polite, speaks quietly,
has no vices, is a devout Catholic and obsessively
S
created her own extensive vocabulary.
avoids even the smallest moral transgression. When
Leanne is obsessive, demanding that everything around her be precisely the Shadow takes over she becomes curt, short
ordered and engaging in pointless repetitive rituals. tempered, fearless, arrogant and completely amoral.
Leanne does not know why or how her intelligence suddenly increased.
Methods- Whenever Maria finds herself in a
Methods- Leanne rents a small house in the Santa Monica hills. She pays her situation she can’t deal with (which is increasingly
bills via dividends from stock market investments. She screens her calls with an often) she locks herself in her office puts on a
answering machine, ignoring family, doctors who want to run tests on her and football helmet with electronics built into it. She
O
journalists who want to interview her. She spends most of her time in mathematical emerges from her office controlled by her Shadow.
pursuits, yet she has no interest in reading what other mathematicians have She yells at, insults, threatens and even murders
discovered or in sharing her discoveries with other mathematicians. She spends people to get her way. In addition to doing what
most of her day wandering around the house with a utility blade carving tiny slits
N
needs to be done to fix Maria’s problems, the
into every available surface, each slit branches off into many more. To another Shadow adds in extra cruelty for its own pleasure.
person the more than a million slits look like incredibly detailed and beautiful In emergencies the Shadow will take charge without
abstract art. To Leanne it is an ever-evolving complex non-linear geometric need for the device.
L
computation. From her calculations she has learned that this world is an imperfect
machine, a simulation that aspires to but cannot perfectly match the perfection of Special Abilities- While controlled by Shadow:
mathematical abstractions. boosted attributes (see above), +7 to crippling, slash
and pain/stun rolls, -5 to save vs. anger.
Special Abilities- +5 to initiative, +5 to split actions/reactions.
Y
Typical Attack- While under the influence she
Typical Attack- She will pick up two small, heavy objects (e.g. rocks) and make makes a Crippling Attack (kicking people’s
split Blinding Strikes, one with each hand, each at INL (28) + AGY (15) -4 kneecaps) at INL (21) + STH (13) +7 (Shadow
(paired) -5 (split) -1/3 ft. +1d20 vs. 30 (or 1d20 -1/5 ft. +4 vs. 0). special ability) +1d20 vs. 20 (or 1d20 +11 vs. 0).
Typical Reaction- A split Dodge at AWR (17) + INL (2) -5 (split) vs. 25 (or 1d20 Typical Reaction- Entangles with her jacket at INL
+15 vs. 0) and simultaneous Pain/Stun Attack (with fingernails) at INL (28) + (21) + STH (13) +1d20 vs. 30 (or 1d20 +4 vs. 0).
AGY (15) + WIL (1) -5 (split) +1d20 vs. 45 (or 1d20 vs. 7).
G
of intelligence. Algernons have increased intelligence Asian, dirty, with stained clothes, long unkempt black hair, pink dress,
(20-30 INL), increased awareness (+5 AWR) and light-brown button-up sweater, pink backpack with stars on it.
perfect photographic memory. They can also think at
superhuman speed, making the world seem to ‘slow Attributes- AGY 12, AWR 7, END 8, INL 7, STH 2, SPD 10, BLD 1,
A
down’ (+5 AGY, +5 initiative, +5 to split actions/ BDY 1, INCY 4.
reactions).
Social Status- Misty is on nationwide missing-children lists. Her parents
don’t know where she is. She lives alone in shopping malls around the
M
People who grew up with very limited abilities of
world. She is known to many mall security guards who think she is just
movement (e.g. paralyzed from the neck down at a very
a street-urchin and want to catch her so they can remove her from the
early age) may also spontaneously develop the ability to
mall.
either leave their bodies, heal the damage done to them
E
or manipulate the world via spirit limbs or telekinesis. History- When Misty was 5 her mother kidnapped her from her father,
who was abusive, and ran away with Misty. Misty was warned by her
Creepy Kids mother never to talk to police officers because they would take Misty
back to her father. Misty and her mother traveled the country living out
of a car. One day when Misty was in the mall with her mother, Misty and
In Brief- Kids can have powers like the touched. her mother became separated. Misty tried to find her mom but got Lost,
moving randomly between the world’s shopping malls. For the past 6
M
Most of the events that can give humans supernatural months she has been in a Lost state, although she does not know it.
abilities can also happen to children. Children’s Psychology- For the most part Misty is afraid: she is afraid she will be
supernatural abilities tend to be much stronger than caught by security guards and sent to her father and her mother will be put
A
those of adults, because children are less indoctrinated in prison. She is afraid her mother will be mad at her for wandering off.
into the limitations of the physical world. Children are Most of all she is afraid that her mother has given up looking for her and
also more dangerous than adults because they use their left ‘the mall’ (Misty believes she is wandering around one gigantic mall)
abilities with less wisdom and restraint. Most kids with
S
and Misty will never find her mother. Most nights Misty cries herself to
supernatural abilities will lose them when they grow up sleep. She does sometimes have fun, losing herself in the moment while
as they either suppress their powers or stop believing playing with other kids of playing pranks on mall employees and patrons.
in them. She has no idea that she is moving around between every shopping mall
T
in the world. She does know her dolly is unusual and thinks it might be
Children may be able to give commands to inanimate ‘magical.’
objects (as many children go through a stage of
animistic belief), may have spirit limbs replacing Methods- Misty eats food that people haven’t finished and have left
E
amputated limbs (like Cannibals), many can perform on food-court tables, fishes coins out of fountains to buy food with and
Automatic Writing while they draw (like Scribblers), shoplifts candy from stores. She knows to hide when the mall is closing
and some are able to revive themselves after a fatal (usually inside of a clothing rack) and she usually sleeps on a pile of
R
accident (becoming Survivors). clothing in some back room. She stays away from cops and security
guards and runs if they try to come within grabbing range of her. If
Dances may use children as servants since they are cornered she will show her dolly to the person as she knows it will scare
easier to manipulate than sane and sober adults. them off. Her dolly is her main source of companionship (she talks to the
S
However, most kids don’t have the depth of experience white half, never the black).
to perceive emotions in the same way adults do and Special Equipment Once Misty wandered into a part of the mall that was
thus they are unsuitable as vessels for the Dance. This empty and deserted (really it was part of the Deserted City) and found a
general rule is broken in the rare case where a Dance doll there. The dolly looks like a rag-doll with a blank face. It is white on
is made up entirely of the thoughts, perceptions and one side and black on the other. It feels like it is filled with some kind of
emotions of children, in which case a Dance may have jelly. When the white side is shown to someone, that person hears a voice
child Faustians.
O
in his or her head telling that person whatever it is he or she most desires
to hear. When the black side is shown it tells people whatever they most
The majority of kids with supernatural abilities, fear to hear (e.g. ‘you’re going to die,’ ‘you have cancer,’ ‘everyone hates
however, are Lost, Outcasts and Wonderlanders. you,’ ‘soon everyone will know your secret,’ etc. If anyone fails a save
N
vs. fear while facing the black side (a hard or legendary difficulty for
Lost Kids- Most Lost children are latch-key kids or someone with no supernatural experience) the voice will grow louder
the kids of alcoholics or drug users who are allowed to until the victim can hear nothing else and must make a moderate save vs.
wander around urban areas unsupervised.
L
distracting pain. The voice is a crackling, distorted version of a young
girl’s voice.
Lost children are powerful because small children
spend so much time not knowing where they are. Lost Special Skills- Get Lost (5), Grab Bag (3).
Y
children usually have no idea that they have supernatural
powers since they don’t know, for instance, that Tokyo Typical Attack- Besides showing her dolly to people (see above), Misty
isn’t a place one might pass by while walking home will bite (usually on the hands as they are trying to grab her), a hard
from school. Some Lost children come to believe Pain/Stun Attack at AGY (12) + INL (7) -4 (hard) +1d20 vs. 25 (or 1d20
that there are secret passages in their homes and they vs. 10).
wander through cabinet doors or holes under a hedge Typical Reaction- Jump (out of range) at SPD (10) + AGY (12) +1d20
into basements, vaults, caves, etc. all over the world. vs. 25 (or 1d20 vs. 3).
G
Deserted City, p.245, Subconscious Artifacts, p.247, etc.).
make it come true.
Outcast Kids- Outcast kids are perhaps the most numerous.
A child will be able to see the invisible, read minds, see souls, As we’ve seen, belief has power, but is usually too
A
see the past, etc., until he or she learns that these aren’t the widely dispersed to overcome the limitations of
kinds of things people are supposed to see or hear. Until then, physical reality. Some cults, however, are able to
they remain a useful (although eerie) source of information. focus the belief of cult members powerfully enough
M
Most Outcast kids don’t know that the things they see are on one set of beliefs that the rules of this world can
supposed to be scary. An Outcast kid may, for instance, have a be overcome.
“pet” Wriggler that she teaches to do tricks (via the Command
Misfortunes skill).
E
Cults aren’t capable of destroying the world or
other massive changes. They are capable of giving
Wonderlander Kids- Most children form playlands at themselves supernatural powers, altering the laws of
some point in their childhoods. The amount by which those physics in a small area or causing shatters.
playlands are connected to the kids’ subconsciouses varies
from child to child. Some children, even in the absence of In 1889 the Ghost Dance religion began. It was a
any manipulation by adult Wonderlanders, will spontaneously cult of Native Americans who believed that by doing
create a strong connection to their playlands. The difference
M
a ritual dance they could wipe White people from the
is that a spontaneous Wonderlander will lose that connection country and restore all the dead Native Americans to
while a made Wonderlander will keep it due to continuing life. Cult members also believed that those who wore
interference by the older Wonderlander. “ghost shirts” made by the cult would be protected
A
from White people’s bullets. The cult was never able
A young Wonderlander’s powers peak when they start to to wipe out the White invaders, but some members
believe that their playland is a place as real as this world. They did gain the immunity to White bullets from the
S
don’t have any problem with summoning creatures from that strength of so many people believing so strongly that
world or traveling into it. A child Wonderlander is typically this would happen. This ability made it more difficult
not dangerous, but the playland friends who travel to this for agents of the powers-that-be to wipe out the cult.
world to ‘help’ the Wonderlander are.
T
E
R
S
Ghost Dancers
Artifacts O
Shatter Relics Relics of the Martyrs N
L
In Brief- When strong human emotions shatter reality, objects which warp These relics come from early
reality around them remain. Most of these objects come from Christain persecution of Christianity. Most of the
martyrs, repressed Victorian girls or homosexual sex in public restrooms.
Y
martyrs were celibate women who died
simultaneously fearing death, hating
Relics are objects which were present at a Shatter (p.236) and carry with them their executioners, joyful that they
a little bit of ‘broken’ reality that warps the laws of the universe around it. would be martyrs and lustful for an idea
of Jesus upon which they had projected
Shatters can happen anywhere at any time, yet there are three historical periods their repressed sexuality.
that were host to many shatter and so a majority of the relics of the Western
world are from these three eras:
Artifacts 243
In Dark
Finger of St. Raphael- A finger bone wrapped up in an Elizabeth Hartford’s Labia- Two strips of leathery dried
old cloth in a wooden box. A person clutching this relic flesh. If placed on either side of a human orifice they will
cannot be harmed by any amount of heat. However, he or attach, becoming living flesh. The orifice will become
G
she is also unable to combine sugars and oxygen to create lined with teeth. If any part of any living thing (save the
chemical energy, so he or she loses 2 pooled END per owner of the orifice) is placed within the orifice, the living
round. thing will be devoured. The orifice pulls the creature
towards it at 40 STH, strong enough to break bones. Once
A Arrow of St. Germaine- An arrow covered with blood the mouth has caught hold of a piece of flesh, there is no
which is still red and slightly damp. Within 50 ft. (15 m.), way to save the victim without tearing or cutting off the
captured parts. The mouth does 2 BLD damage per round
M
all light sources put out four times as much light as usual.
to the victim. The mouth can consume any amount of
Within 5 ft. (1.5 m.) physical matter becomes transparent,
flesh and consumed flesh is never seen again.
allowing for an “x-ray” view of the inside of people and
objects. Since pupils become transparent, anyone within 5
Tooth of St. Oglethorpe- A tooth, with a hole drilled in These relics date from the 1920s to the 1950s, a time
it, on a chain. Any human or animal corpse within 20 ft. when most homosexuals lived their lives pretending to be
(6 m.) of the tooth will scream and burst open, revealing a straight except for brief, anonymous sexual encounters in
swarm of locusts which will attack humans and eat crops. public restrooms (‘tea rooms’). Shatters occurred when
M
A human body will create a swarm of about 500 locusts. participants felt hatred (of their own desires), fear (of
Only about 200 locusts can attack a human at once, doing a being caught) and lust and joy (at finally expressing their
total of 2 bladed damage per round. The swarm can move sexuality).
S
through the hole becomes temporarily invisible and
At the height of Victorian England’s prudishness, a few intangible and capable of effecting the invisible world.
women were unlucky enough to grow up without any E.g. a knife blade pushed through the hole comes back
T
knowledge of their own sexuality or female anatomy. looking like a bladeless handle, but is really a knife that
They were from very religious upper middle-class-homes. can stab invisible creatures. Objects made invisible revert
Their mothers died at an early age and they were never to normal within 24 hours.
E
lucky enough to make friends with servant girls who could
Vertigo Card- A yellowing, folded index card with dried
have explained things to them. They grew to adulthood bodily fluids inside. Time moves twice as fast within 25
with no knowledge of sex, masturbation, procreation or ft. (7 m.) of the card. People within that range experience
R
menstruation. They only knew that there was something two minutes passing for every one in the real world.
about their anatomies so sinful that nobody would dare When the card is moved, the whole world within 25 ft. (7
speak about it. Many were so unprepared for menstruation m.) seems to move with it. If the card is spun, things are
S
that they believed they were dying. Shatters occurred when thrown against the walls by centrifugal force. If the card is
joy and lust (at discovering the potential for sexual pleasure) shaken, everything in the room jumps up and down.
coincided with fear and hatred (of their own bodies). The
shatters were quickly covered up by the powers-that-be in Finger of Doom- A desiccated finger with a long fingernail
the Victorian government and the relics were confiscated and red nail polish. The finger is kept wrapped in gauze
and hidden away. and stored in a steel thermos. Within 50 ft. (15 m.) of the
finger beads of perspiration form and water drips down
O
Eliza Preston’s Fetus- A dead, badly malformed fetus every object. If the finger is lain directly on the floor, the
preserved in a jar. When anyone comes within 10 ft. (3 m.) ground or building will begin to vibrate. The vibration
the fetus animates, becoming a mouthpiece for that person’s will grow steadily more powerful and within minutes it
N
Shadow. Although its lungs are filled with formaldehyde , it will be equivalent to the worst earthquake.
can speak and be heard clearly.
Blessed Objects
L
Mary Sutton’s Bloody Rags- Off-white rags, damp with
blood. At random intervals (1 in 20 chance each day), if
not kept in an airtight container, blood will pour out of In Brief- Objects blessed by powers-from-beyond to aid
the powers-that-be.
Y
the rags. The blood will spread along the area, moving at
SPD 5, ignoring gravity and flowing up objects to cover
everything with a layer of blood. The blood film will At times throughout history, the powers-from-beyond have
eventually envelop everything in a 100 ft. (30 ft.) radius. If blessed objects belonging to the powers-that-be in order to
any humans are in the area and they don’t completely cover give them subtle aid in ruling the world or destroying their
their mouths and nostrils, a film of blood will coat their enemies. The modern powers-that-be still possess and use
lungs and kill them. most of these artifacts.
G
half normal sleep need, healing rate doubled, longevity, +10 sensations or emotions strongly enough to effect anyone
to save vs. disease contraction and mortality, +10 to save vs. who comes into contact with them.
effects of drugs and poisons, +5 BLD and +5 INCY. The leg
Nihilistic Pillow- A small pillow, yellowed with age and
A
can be used as a 3 blunt damage club (range 1-2).
smelling of dust, fringed with lace. People must make a
Inquisitor’s Whip- An old leather whip. Each time save vs. delusion (difficulty 20 if they are nearby, 30 if
someone is struck with the whip, a different psychodynamic they are touching the pillow). If they fail the save they
M
surfaces, each having total control of the person’s body (see will believe that they are dying (particularly that they are
p.258). The whip is ideal for interrogation: cycle through succumbing to old age and respiratory disease and only
psychodynamics until you find one willing to tell the truth. have a few minutes to live).
M
AD, and slivers were built into eight swords, three of which
ended up in European hands during the crusades. The black avoid being startled.
rock’s edge has the ability to cut through anything, visible or
Plaster of Comfort- A ragged piece of yellowing plaster
A
invisible. It can cut through a pillar of solid steel as easily
as it can cut through a stream of water. The sword does 10 glued to a round steel plate, with a round glass cover on
bladed damage to visible and invisible beings (range 1-2, hinges. Anyone who touches the plaster must make a
very easy vital strike), is not effected by armor and the only moderate (20) save vs. euphoria and a hard (30) save
S
way to block or entangle it is to block the parts of the sword vs. psychological addiction. It causes a sensation of
happiness, relief and comfort, as if some trusted and
that do not have the black-rock inlay.
beloved person has returned after an anxiety-provoking
T
absence and now everything will be all right. The person
Mausoleum of Life- An old marble mausoleum with a stone
touching the plaster feels almost like they are being
flower-vase in front. If a freshly dead body is placed in it and
stroked or comforted and all they want to do is curl up
if a person is killed on the steps of the mausoleum, the body and go to sleep. The plaster has a sordid history: almost
E
inside will come back to life. This only works if the freshly everyone who touches it becomes addicted to it and their
dead body is in fairly good shape. The revived person has lives waste away until they have nothing left but the
disturbing memories about the Land of the Dead (p.255). plaster.
Lord’s Cane- An old redwood cane with a gold bulb on
top. Anyone who holds the bulb gets +10 to CHM rolls
to inspire awe, fear and respect in others. People who can
Artifact of The Deserted City R
S
see the invisible will see the image of a seven-foot-tall, In Brief- Powerful and dangerous things from the
handsome, muscular Caucasian man in the costume of a Deserted City. Can have useful powers, remind
king superimposed on the holder. Also, the cane will do 6 humans of their lives before this world, or eat holes in
blunt damage to any object struck with it (range 1-2) and mundane reality.
humanoid creatures hit with the cane will be thrown back 5
ft. (1.5 m.) per point of success. These are the rarest, the most powerful and the most
O
dangerous artifacts. With most artifacts, the powers-that-
Skull Cup- A cup made from the top of a human skull. be dispatch Professionals to retrieve them and keep them.
When any liquid is drunk from it, the drinker’s soul is With artifacts of the Deserted City, the powers-from-
N
expelled from his or her body and can float around this beyond personally show up to remove these artifacts
world observing as per the Journeying skill. The soul is from this reality. Artifacts of the Deserted City show
automatically drawn back to the body within an hour. up when a human manages to travel physically to the
L
Deserted City, find one of the rare loose objects and then
Dance Pieces make it back to this reality without being killed. Deserted
City Artifacts come in three types: tools, mementos and
parts of the city.
Y
In Brief- Parts of dead Dances, have déjà vu powers.
Tools will continue to work if brought to the mundane
When a Dance is born, the desires it is made from are
world just as well as they do in the Deserted City. Parts
very weak, too weak to do much more than prompt subtle
of the city take on new powers in this world that they do
sensations in the subconscious of drunks and psychos.
not have in the Deserted City. Mementos will quickly
However, some Dances grow more powerful and so
do the impressions left on the inanimate objects in the decay and crumble to dust in the mundane world.
Artifacts 245
In Dark
Mementos- Mementos take the form of postcards, photos, destroy the physical world around it, much like the
touristy-souvenirs, greeting cards with sound chips, photo Nihilistic Rage skill. Inanimate objects will start to warp,
slides, old 8mm film reels, etc. The mementos don’t have crack or corrode. Within a day everything will be severely
G
any writing on them. The mementos show the Deserted weakened. Within a week structures will collapse into
City except it is daytime and not deserted. The people dust and portals will start opening to other realms. Within
look like androgynous humans of indeterminate ethnicity 2 weeks the entire area will disappear from this reality,
A
and culture. The people all seem genuinely happy, all are the fabric of space will constrict to fill the gap, leaving the
mid-twenties people in perfect health without a single scar earth a little bit smaller.
or blemish and all seem to be playing, creating art, doing Shape Shifting: When nobody is looking, the object
sports or romancing each other.
M
will change into whatever the people nearby most fear
or most want it to be. The artifact will only change into
Staring at the mementos will begin to awaken feelings of similar objects (e.g. a knife may turn into a sword, a sword
déjà vu in viewers. The will start feeling like they remember into a spear, a spear into a crowbar, etc.). The artifact
E
being in the Deserted City before it was deserted. The will not change into any living being and will not lose its
longer they stare, the stronger the feeling will grow. After special abilities.
a round of staring the PC will have to make a moderate (20
Moving: When nobody is looking, the object may
difficulty) WIL roll to stop.
move short distances (e.g. teleport from a wall safe and on
top of a person’s bed while that person is sleeping).
For every minute spent staring at a memento, a viewer gets
+4 to supernatural skill rolls and +1 to all attributes (these
M
plusses will fade away in about a month) and the viewer’s Hopes vs. Fears
soul burns noticeably brighter to anyone with the See A part of the Deserted City will turn into whatever the people
Souls skill. In the person’s subconscious, strange multi-
A
near it hope or fear, depending on whether hopes or fears
dimensional geometric shapes will start bursting from the are stronger. Other aspects of Deserted City (e.g. where
halls of memory, doing random damage to psychodynamics they move to when they spontaneously change location) are
(each minute a random psychodynamic takes 1d6 damage). controlled by the same mechanism. Generally, if people can
S
beat a moderate save vs. fear then their hopes win, if they
After 5 minutes the persons’ soul will begin to burn so fail then their fears take charge. Anyone who knows what’s
brightly that it is visible even to those without the See going on can try to control the shape the artifact will take
Souls skill. The viewer’s eyes will seem to glow. At the with a hard WIL roll.
T
same time the viewer will start suffering from burns to his
or her internal organs doing 1 BLD damage per minute and
requiring 30 difficulty saves vs. pain every minute. Tools- These artifacts appear to humans to be tools,
E
electronic or mechanical devices, toys, appliances,
Eventually the strange shapes will kill the Ego and the vehicles, etc. These are things that the residents of the
barriers between the subconscious and conscious will begin Deserted City created to make their lives easier. Humans,
R
to dissolve. The viewer will start having memories that the with their limited perception, cannot use the full abilities
human brain is unable to process. The result will be bizarre of these objects. However, the objects do what a viewer
hallucinations and delusions (40 difficulty to save). would expect them to do (and exceptionally well), and
have other abilities related to that function. For instance,
S
If the viewer can keep staring at the memento despite the a key might be able to unlock any lock and even open
pain, hallucinations and delusions, the human body will doors such that they that lead to any place the user wishes
eventually burn to ash and fall to the ground, leaving only to go. A vending machine might be able to produce any
a glowing soul behind. This will summon reapers who will mundane non-living item a user might wish for, e.g. a
try to take the soul to the Land of the Dead. pistol, a gold bar or a bag of chips.
O
Parts of the City- Parts of the city looks like ordinary Some sample tools include:
pieces of the environment: a brick, a clump of weeds, a
piece of broken glass, etc. While in the Deserted City they The White Fluid- This is a small clear glass vial with
do nothing, but if taken to any other world they have the attached stopper. When nobody is looking, the bottle, no
N
following special properties: matter what it was filled with before, will become filled with
Colorless: They are all black, white, grey, clear or a white fluid resembling milk. The fluid is impervious to
mirrored. chemical testing. If a human swallows the fluid then he or
L
she will immediately start vomiting up blood, then pieces
Eye Catching: In darkness they tend to shine, in the light of organs, shards of bone, fat, muscle, pieces of skin, hair,
they tend to be unusually dark. etc. Over the next few hours the person will vomit up his
Y
Unbreakable: The artifacts cannot be destroyed by any or her own weight in shredded flesh and blood. Hours
earthly or known occult means. of vomiting will use up 3d6 pooled END. When nobody
Aura of Pain: People nearby the object will hallucinate is looking the materials will assemble themselves into
hearing faint sobs of pain from nearby. They will also a perfect copy of the vomitor. The copy will be alive,
dream of a voice sobbing loudly. conscious, have all of the vomitor’s memories and believe
Destructive: If kept in one place the artifact will slowly it is the vomitor. The copy will have no soul, so can’t use
any supernatural abilities (see No Soul, p.236).
G
blackness that sucks in matter. The matter sucked in is never
seen again. The hole will not suck in that it is a hole in (e.g. a supernatural skills to some.
hole cut in a piece of paper will not suck in the paper itself). The
hole closes within 24 hours. The hole will drag objects towards These are relics from the days when Scribblers
A
it (30 difficulty STH to resist, this difficulty is halves every 4 ft. conversed in the margins of library books. Most
away from the hole). were destroyed by the powers-that-be but a few were
hidden away. Each one contains decades of Scribbler
M
The Grey Book- A large leather-bound book with a grey cover. discussion of the work of a particular philosopher.
It is warm to the touch. People reading the book will find that Each volume has one or more supernatural skills that
it contains whatever they most hope or fear to read. The book they can teach. Scribblers can learn any skill a book
E
has a limited ability to make whatever people read in it come has to teach. Non-Scribblers don’t always have
true. It can not cause the sun to explode, history to rewrite itself the background knowledge or outlook necessary to
completely or a human to become awakened, but it can kill learn a supernatural skill from an annotated volume;
someone, or make someone win the lottery or make a terrible they can only learn skills already in the list of skills
new plague sweep the earth. available to their Secret Life.
A
cost in half (or makes it 10 skill points if the learner
is a Scribbler and this is not a standard Scribbler
Artifacts removed from a person’s subconscious or dreams and skill). PCs who already have the skill can also use
brought to this world look and behave like ordinary objects except the volume to let them increase the skill at only half
S
that their nature changes to mirror the psychological health of the skill cost.
person whose mind it comes from. If the person is intoxicated,
the objects appears dirty, fraying or scratched. If the person is Some annotated volumes are as follows:
T
growing senile the object will appear rusty, tarnished or faded. If
the person is mentally ill with many psychodynamics corrupted Heart Sutra- This is a 1924 English translation of
the object will appear to have sharp barbs and splinters and be the Buddhist sutra. It is an oversized paperback
smeared with toxic muck. If the person is psychotic the object whose cover has been recently laminated. The pages
E
will appear deformed, cracked or broken. If the person dies the are yellowing and brittle. Can teach Untouchable.
object will break down to dust and disappear within a week.
Plato’s Republic- A hardbound book with a dark-
R
Chloe Berber’s Knife- This knife was taken from the brown leather cover with gold-leaf lettering. This is
subconscious of a woman named Chloe Berber by a Wonderlander the second volume of a book containing the original
who wandered into her mind by accident. It’s a folding knife Greek text. Can teach See Invisible and Get Lost.
S
with a 4 inch blade. Most of the time the blade is ragged, with
sharp splinters of metal sticking up, covered with poisonous, foul Thus Spake Zarathustra- By Nietzsche. In the
smelling black grime. It also oozes blood if left in one place for original German, hardbound with gold-edged pages.
too long. The bladed does 2 ragged bladed damage, has easy Old bloodstains on many of the pages. Can teach
pain/stun, and anyone who takes damage from it suffers from the Nihilist Rage.
following: fever (-10 to save vs. heat exhaustion), dizziness (-10
to save vs. loss of balance), weakness (halve STH and SPD) and Interpretation of Dreams- By Freud. First
O
progressive necrosis (1 BLD damage per day). The only cure is edition of the 1913 English translation of the book.
to find Chloe Berber and improve her psychological state, even if Hardbound with grey cover. Can teach Dreaming.
only temporarily, or kill her.
N
The Ego and The Id- By Freud. 1923 version. In
Chloe works as a bartender in a trendy West Hollywood club. German. Rebound with a drab-brown hard cover
Most who know her think she is attractive, fun, energetic, and library call-numbers stamped on the spine. Can
confident and a little wild. Although she hides it well, Chloe teach Enter Playland and Playland Geography.
L
doesn’t like herself. She cuts herself, she has a serious drinking
problem, she has unprotected sex with strangers, she has Surrealist Manifesto- By Breton. 1935 edition,
paranoid delusions that her friends hate her, she spends money in French. Pocket-sized paperback. Can teach
Y
compulsively whenever she has it, she imagines terrible flaws in Automatic Writing and Visions.
anyone who seems to like her and she thinks she’s ugly. Chloe’s
problems started because of her parents ambivalent attitude Symbols of Transformation- By Jung. 1952 edition
towards her and her failure to form a strong self-identity. Her in German. Photocopied pages in a binder (the
problems are enforced by her bad habits: the fact that she does original has been destroyed). Can teach Dreaming
‘bad things’ kept her feeling like a bad person which keeps her and Possession Trance.
wanting to hurt herself by doing bad things.
Artifacts 247
In Dark
G
Chapter SEVEN -
A Secrets of Other Wolrds
M The Rules of Other Worlds
E in Brief- In some worlds, all form is dependent upon
perception, supernatural powers are generally stronger,
and human will can more easily effect reality.
of humans and are rarely useful in other realms where
there are few humans. The realm will likely be as alien to
the Dance as to the Faustian and thus the Dance can offer
little useful advice.
Our realm, and the tiny labs of Surgeons (p.232) are the
Heroes- Heroes with non-supernatural origin stories
M
only worlds dominated by constant laws of physics. All will experience no difference in their powers. Heroes
other realms are non-material worlds. with familiars will find their familiars slowly growing
more powerful and looking less like a normal animal.
A
In the mundane realm, a thing can only be one size, or in Heroes who are soul linked will begin to morph into the
one location, or have one shape. Outside this reality, things psychodynamic that is projected onto them and will slowly
and places are more like ideas than physical matter: they can find their personality subsumed by the psychodynamic.
be interpreted in different ways. Yet when humans travel
S
Shattered people and Heroes with Supernatural Objects
outside this reality, we are unable to deal with multiple will lose their abilities (since their powers represent
possibilities and so, through our expectations, we create a damage to the mechanisms of the mundane realm).
static world of more-or-less static places and things. We
E
is unnecessary for the Lost. A Homing roll is the most
practical way to navigate the non-material realms.
In Brief: Most powers enhanced except those dealing with Outcasts- Outcasts with See Invisible will find that
R
the invisible. there is no invisible in the non-material worlds. Any
invisible creatures that followed them will suddenly be
In the non-physical world, since reality is more pliable, it is visible and tangible. Other supernatural senses will work.
S
easier for those with supernatural skills to use them to warp Psychometry can be dangerous if a realm has alien or
reality. PCs get +20 to +60 to supernatural skill rolls (see supernaturally-intense memories.
table, next page) and all skills have at least double the effect.
Professionals- Professionals will find some of their powers
Animists, Androgynes and Scribblers- Androgynes, useful but not others. Ecstatic Rage and Untouchable will
Animists and Scribblers generally find their powers work exceptionally well. Blood Sigils and Soul Blade will
increased in the non-material realms, as most of their be useless. Truth Ordeal will work, but everyone will be
O
powers are the application of will to change reality. The able to see the normally invisible creature living inside the
only exceptions are the skills Command Misfortune and Professional in action (see p.209).
Blood Sigils, which deal with controlling things that don’t
N
generally exist in the non-material worlds. Survivors- Survivors will remain immortal and will have
their powers over their own flesh increased dramatically.
Cannibals- There is no distinction between the visible and If a reaper has followed them into the non-material realm
invisible in the non-physical realms. Thus a Cannibal with that reaper will suddenly be tangible and visible (or as
L
a phantom hand would find he or she has a visible tangible visible and tangible as a reaper ever gets, see p.216) and
arm. The phantom parts remain physically superior but not will attempt to physically attack the Survivor and throw
selectively intangible. the Survivor’s body and soul into the Land of the Dead.
G
bubbles, dreams and subconsciouses. They vary in existence depending on the number of human souls believing in them and
the intensity of belief. The more a place exists, the easier it is for that reality to effect our physical reality. Bubbles tend to be
the most real and they quite often suck people physically from this reality. Subconsciouses are the next most real. Physical
A
beings can emerge from the subconsciouses of ordinary individuals, but it is rare. Dreams are the least real and the things that
happen in dreams are the least likely to effect this world.
M
nature of the realm she is at +30 to her roll, meaning
she gets a total success of 53. Instead of just making the
Imposing Will on Non-Physical Realms surroundings crumble, this level of success destroys the
E
entire bubble.
In Brief- Anything can be changed by a strong enough
will.
S
easiest thing to change is how one’s body acts: change one’s visible portal to the Land of the Dead. In other words, it’s
appearance, strength, become able to fly or walk through the same thing that happens when someone dies in this
walls, etc. The next most difficult (+10 difficulty) is to world, except anyone around can see it.
T
change the environment, e.g. make a wall suddenly have a
door. The most difficult to change is how another intelligent Dying as a Disembodied Spirit- When a persons’
being’s body behaves. Changing another being is +20 consciousness leaves his or her body and flies around this
E
difficulty and the being that is effected can make an opposed world (see the Journeying skill) or travels through the
WIL roll. other worlds (most often in dreams and the subconscious)
a small part of the spirit remains in the body. The soul
R
The difficulty of changing the environment depends on the is located in two places at once and the body, although
malleability of that realm (see table). unconscious, keeps breathing and pumping blood.
S
WIL + 1d20 difficulty + to Even though a soul is immortal, it will, out of habit,
Realm to change supernatural respond to injuries the same way a human body does.
self/environment/others skill rolls The soul won’t die, but it can become temporarily
incapacitated and, worse still, loose its connection to the
Land of the
Dead, Deserted physical body. This leaves the soul stuck outside of its
40/50/60 +20 body (unless the PC has the Body Invasion skill) and the
City, Void,
O
Citadel body will be brain dead.
Subconsciouses,
30/40/50 +30
Bubbles
N
Random
Dreams 20/30/40 +40 Otherworldly
Destination
L
Example: Ginny and Amanda are stuck in a bubble. Ginny 01-17: Deserted City
decides that this place must not be real and tries to effect the 18-29: Void
bubble. First she tries to conjure a pistol out of thin air. She 30-42: Citadel
Y
rolls WIL +1d20 but doesn’t meet the 40 difficulty. Next she
43-59: Land of the Dead
tries to will herself the ability to fly but this time her difficulty
60-62: Surgeon’s Lab
is only 30 and she makes it.
63-79: Subconscious
Encouraged, Amanda tries to use her Nihilistic Rage skill. 80-92: Dream
She rolls WIL + 1d20 and gets 23. Because of the malleable 93-00: Bubble
A
The city will appear differently to each group that travels are coming from every direction. The ground also seems
there. To a group of hunter-gatherers that have never seen to vibrate or pulse slightly.
a city it would look like a massive deserted encampment, in
M
an endless forest clearing, filled with huge huts. To a group The architecture of the city is grand, gothic and beautiful.
from Japan, the city would take on a slightly Japanese All the buildings are solid colors, mostly grays, whites
flavor. For instance, some of the rooms inside buildings and blacks. The architecture is complex with many
E
would have sliding screens and tatami mats. However, to crenelations, ledges, balconies, spires and fire escapes.
those familiar with Western cities (even if they’re kids from The style of architecture is indeterminable, but definitely
the countryside who have only seen cities on TV), this is old. The buildings are grand, like a city that was once
how the deserted city appears: very wealthy before being hit by a prolonged depression.
The city seems haphazardly built: no two buildings are
It is always night. It is cold enough to be unpleasant but not the same. Residential, office, shopping and industrial
enough to pose a serious danger. There are streetlights that buildings are intermixed. Buildings are squeezed
M
provide enough light that the PC’s don’t need a flashlight awkwardly into small spaces. New additions hang off of
unless they go underground or inside a building. The city buildings.
A
S
T
E
R
S
O
N
L
Y
250 Chapter Seven - Secrets of Other Worlds
Alleys
The whole city looks like it has been abandoned for decades. of an infected wound. At the center of this area is a ring
Windows are cracked. Paint is peeling. Signs are faded to of ruined buildings that look like they were decimated
unreadability. Doors are barely hanging on to rusted hinges. by an earthquake. Inside that ring is a patch of shattered
G
Dead weeds choke every crack in the pavement. Dried mud rubble, in the middle of which is a pool of blood and puss
on the sidewalks and the sides of buildings show evidence which is pierced by a huge, black, tree-trunk shaped thing
of past floods. Inside buildings, everything is covered with sitting at an angle. The thing is three stories tall and 20
dust. Except for the dim and flickering streetlights, there is
A
no power anywhere. Phone lines are all dead. ft. (6 m.) in diameter. Its surface is covered with bumps,
cracks, barbs and jagged outcroppings. It is very hot (one
There are no vehicles and almost no personal belongings. can see steam bubbling up where it touches the blood and
M
There is not even much trash. It looks like everybody in the puss). People who touche it will have their body slowly
city packed up everything that wasn’t nailed down and left. necrotize (die, turn black and rot) starting at the spot
where they touched the thing and slowly consuming the
E
Visitors might be able to convince themselves that this is an rest of their body.
ordinary city which was deserted because of some sudden
economic downturn. The observant, however, will notice
many abnormal things about the city.
Writing: When the PCs can find a sign that’s not too
Deserted City Sewers
faded to read, the text is just words like “pain” “horror” and In Brief- Blood, black poison, mysterious figures stuck
“death” repeated over and over again. in sewer walls.
Inconstant Space: Buildings are sometimes smaller or
bigger on the inside than they are on the outside. Visitors
trying to map the city or keep track of their route will find
The sewers are made from concrete and large enough
for humans to walk through. The walls are warm and M
A
that when they come back to a place it will be completely seem to pulse gently. The air is warm and moist. The
different. tunnels are an endless maze of forks, gates, sudden drops,
smaller tunnels branching off or emptying into bigger
S
No Contact: GPS systems, compasses and cell phones
don’t work. Radios play a woman sobbing on every tunnels, ladders leading up and down and tiny control
frequency. rooms with old-style gauges and dials that have no power
going to them. Old yellow bulbs light the sewers dimly.
T
Generic: PCs will be unable to find a brand name, serial
number or barcode on any item, even on appliances. In fact, Warm blood flows along the bottom of the tunnels, in
there is very little writing on anything. some places a trickle and in others a gushing stream.
PCs can follow the blood upstream or downstream
E
No Street Signs: There are no readable street signs. They
forever and will never find its source or final destination.
are all rusted through or missing.
Interspersed in the tunnels are Deserted City creatures.
No Day: No matter how long the PC’s wait, day will The sounds of a woman sobbing in pain are louder here
R
never break. than above, though their source is still unidentifiable.
There is occasionally a rumbling sound and the tunnels
Despite the observer-relative nature of the Deserted City, it
shake as if a subway train is passing but the sewer tunnels
is not a hallucination. Everything there means something,
S
no matter how a human happens to perceive it. Every inch never lead to any subway tunnel or station.
of road, every building, every torn poster, every piece of
trash blowing in the wind is part of the Deserted City. Occasionally explorers will hear a noise of something
breaking in the distance. A black fluid which smells of
Treasures of the City- PCs who search through the city rotting flesh will start to displace the blood. The speed of
may find intriguing things. Some things the PCs will find the flow and level of the liquid will rise quickly. Like the
O
in plain view look like nothing special (e.g. a piece of trash, black thing from the Wound (above) if visitors touch the
an old nail, a handful of dead weeds). Others are personal liquid they will die of progressive necrosis. The flow will
items, tools or mementos, of the people who lived in the city. slow down and stop within a few minutes.
Not one is in plain view. Most are hidden away. They may
N
be in a box on top of a rafter, wrapped up in paper under a
If visitors travel very far down into the sewers they stand
floorboard, taped to the underneath of a shelf, etc.
a chance of discovering a tall chamber or tunnel with
L
See Artifacts of the Deserted City, p.245, for more. what looks like a naked human half-embedded in the
wall. The human might be of any race or gender and
will appear physically perfect, despite being coated with
The Wound
Y
mud, grime and mold. The figure is gasping and jerking
as if in terrible pain, eyes unfocused and mouth open. If
In Brief- A big black, toxic thing pierces part of the city. visitors scream at it or attack it the figure may look at
them briefly before forgetting they are there. The body
Somewhere in the Deserted City is an area where blood and will not communicate in any way. The bodies cannot
puss oozes out of cracks in the streets. The ground is warm be freed from the walls they are sticking out of and any
to the touch and the whole area has the sweet, pungent smell injuries they take will heal instantly.
D
person and the faces will start screaming gibberish at the person at increasing volume until the person, first, goes permanently
deaf, second, dies of brain hemorrhaging and, finally, liquefies entirely and pours out the bottom. The whole time the volume
outside the triangle does not surpass that of a normal human scream. The triangle does not think it is hurting the person. It is
merely interacting as it was designed to. If the PCs inflict significant damage (e.g. 5+ bladed damage) to the inside or outside of
O
the triangle, it will think it has done something wrong. It will release the individual and start again from the open position. It will
not get angry or scared.
Abilities- Immune to pain/stun, blinding, knockout, knockdown, crippling and vital strike attacks.
Typical Attack- First it will enfold around the person, a grab at AGY (10) + STH (25) +10 (paper beats rock) +1d20 vs. 25 (or
1d20 +20 vs. 0). Then it will start a sonic attack which will temporarily deafen within 1 round, permanently deafen within 2
rounds, do 1 BLD damage within 3 rounds and double damage every round thereafter (2, 4, 8, 16, etc.).
The Void N
In Brief- Infinite empty blackness surrounds the city. despite there being no light sources, all non-void objects
or beings are illuminated by a moderately-bright, diffuse O
T
light.
Surrounding the Deserted City is a tall brick wall. Beyond
the wall is the Void: unending blackness that stretches on The Void is nearly empty, but every once in a while a
into infinity in every direction. Anyone who ventures into wanderer may find personal items dropped by Deserted
the Void will find it has a floor. The floor is perfectly smooth City explorers (see p.245) or Deserted City creatures
(although not slippery), makes no noise when one steps that wandered out there and got lost (see previous page).
on it and is invisible because it is as perfectly black as the
R
Some of the creatures in the void have been hiding there
sky. The void is room-temperature, there is no wind, and since the city was deserted.
The Citadel E
A
In Brief- Also in the void is a huge concrete citadel seconds. Their faces look like human faces except their
containing monsters and a deformed giant overlord. mouths and eyes are open wide. Their skin is pale. If they
should happen to see a human they will start screaming
loudly, causing more to appear. When the humans are
D
Apart from the Deserted City there is one other major island greatly outnumbered they will descend upon the humans,
in the void’s sea of emptiness: a huge concrete structure that grabbing them and tearing them apart.
looks like a cross between a castle and a prison. It’s made up
of several attached buildings with several very tall towers. At the center of the complex is a circular throne room
The architecture is part gothic, part utilitarian industrial, with a giant throne. Jutting out of the floor in front of the
part insane angles. There are coils of razor wire under throne is an oval metal pedestal with a hole in the top.
every window and along every roof. The only entrance is a
huge metal gate, itself the size of the house, which is almost At most hours of the day there is a giant creature sitting
always closed. on the throne, hunched over the pedestal with its one eye
pressed up to the hole. The creature is about 100 ft. (30
Inside are huge halls, large enough for a giant to move m.) high. It’s human shaped. It wears long black robes
through. Along the ceilings are railings with sliding casters that cover everything other than its head and hands. Its
that attach to huge metal hooks. Floating through the head is covered by a white porcelain mask showing a
citadel at random intervals are citadel servants. These are beautiful androgynous face with a beatific expression.
androgynous creatures of vaguely human appearance. They There’s a single eyehole in the mask and behind it a
are about twice the size of a human. They have no legs or lidless bloodshot eye supported by a mass of red gore.
genitals and float along the ground. Their heads revolve One sleeve ends in a porcelain hand, the other ends in a
360 degrees, making a complete turn about once every 2 scabby, bony, deformed claw.
G
voice that alternates between low and high tones. Having sometimes make a groan, and the movement will cause
received their replies the citadel servants float away. machinery around and above it to break, bringing a horde
of engineers.
A
If the figure notices the human explorers it can kill them
instantly with a thought and paralyze their souls with pain If visitors are lucky, they may see the body of someone
until a servant can drag the souls off to the land of the they know or they may see giant versions of their own
M
dead. bodies. Bodies of the Touched seem slightly more restless
than most of the others (as do the bodies of babies and
There are several doors scattered throughout the citadel, children). The bodies cannot be awakened or killed.
E
each about 20 ft. (6 m.) tall, which lead to different locations Injuries heal almost instantly.
in our realm, the invisible, the deserted city, the void, and
the land of the dead.
Typical Engineer
The Machinery Appearance- A human sized spider made out
M
of a jumbled mass of rusty iron beams, engines,
In Brief- Filled with anachronistic machines, spider-like pneumatic pistons, circuit boards, vacuum tubes,
workers and impaled sleeping giants. etc. At the end of its many arms are buzz-saws,
A
pincers, arc-welders, pneumatic wrenches and
There are several pits in the floor around the citadel other tools.
that lead to a massive underground space. The space is Attributes- AGY 25, AWR 2, CHM 0, END 50,
S
sweltering, filled with steam and smoke, and there is an INL 7, SPD 10, STH 35, WIL 20. Will stop working
omnipresent roar of machinery. As far as the eye can see in after taking 15 bladed or 20 blunt damage.
every direction (including down) there is a lattice-work of
machinery that combines every type of tech known to the Behavior- Engineers spend every hour of every day
T human visitors: steam pipes, gears and chains, old vacuum crawling around the machinery, using their multiple
tubes, computer circuits. Ladders and walkways criss- limbs to adeptly move in the three-dimensional
cross the space, giving access to all the machinery. Yellow space, looking for broken machinery to fix. If they
E
light bulbs give a diffuse light to the space. At intervals see humans they are programmed to attack.
are binocular shaped viewers attached to a circuit boards. Psychology- Engineers know how the machinery
Looking through one a person will see pixilated, amber-
R
is supposed to work and they are very creative
and-black, bird’s-eye views of our world. about working around problems. They do not
communicate but will work together to fix large
Explorers who are not careful about what they touch will be problems. They do not understand what humans
S
badly burned or electrocuted. Even careful visitors can be are or what they are capable of, they only know that
killed by an unexpected gout of steam or arc of electricity. humans are a danger to the machinery and should
be stopped and disassembled.
Crawling around the machinery are ‘engineers’: shambling
Special Abilities
spider-like masses of the same technological anachronisms
that the machinery is made of. Engineers will attack any -Can climb at full SPD (no roll required).
O
human they see, impaling them and welding or bolting them -Has tools capable of doing 7 bladed or 5 burn
to the machinery. damage (range 4).
-Immune to pain/stun, knockout, vital strikes.
N
Occasionally one might see a part of the machinery that Only weapons capable of doing 5 damage can do
looks like a bomb went off: the machinery is twisted, Crippling Attacks.
melted, charred and shattered. These places are usually -Can repair damage to itself at a rate of one point
L
swarming with engineers trying to fix them and stop the per round.
escape of steam and fluids.
Typical Attack- An impaling strike (does 5 damage
and makes the victim unable to dodge or jump) at
Y
Dozens of stories down is a blood-soaked concrete floor
covered with rows of huge bodies. They’re about 20 1d20 vs. 5, then strikes with weapons at 1d20 vs.
ft. tall, naked and have human anatomy. The rows of 0.
bodies merge into the vanishing point in every direction. Typical Reaction- A block at 1d20 vs. 10.
Each body has hundreds of wires, pipes and gear shafts
impaling them through blood encrusted holes. The bodies
O
they stop, until they forget everything they know. they do carry victims away, torture and mutilate them and
then drop them back on the road later.
The souls of the recently deceased find themselves dropped,
N
without comment, in this place. The Land of the Dead is As people head down the road they begin to forget things:
always dark: there is no sun, moon or stars, yet somehow at first its old memories, but then they begin to forget
there is enough light to allow people to make out each others’ things like their name, and then it’s things like their
L
silhouettes. A roaring wind blows constantly, making so language. As their minds dissolve so do their physical
much noise that people can rarely make themselves heard. features. Their faces become nothing more than open
mouths and staring eyes. The skin becomes pale, then
Y
The dead find themselves on a rock-strewn dirt road. The translucent. By the end of the journey the person has
road is wide and filled with people, all naked. On the sides become nothing more than a human shaped wisp floating
of the road, rocky outcroppings rise up into darkness. All down the road, ignorant of nothing but the desire to keep
the traffic on the road is going in one direction. Anyone who moving. At the end the wisps walk over an edge into a pit
stops, falls behind, goes in the wrong direction or tries to and are pulled through into our realm.
scale the rocks is attacked by a monster that swoops down
S Subconsciouses
T In Brief- People’s internal subconscious worlds are, to a in the subconscious they want. The majority of the
subconscious is not the realm of any psychodynamic.
O
degree, real.
Everyone has a subconscious. Wonderlanders have their The Halls of Memory- All the person’s memories are
subconsciouses frozen into a theme so that throughout stored here. The halls of memory typically take the
P
a lifetime the places and things there look the same to form of a long hallway. Behind each door a memory
visitors. For non-Wonderlanders the subconscious is more plays itself out over and over again. Details that cannot
like a dream: a surreal mishmash of old memories, recent be remembered are dark or hidden behind a grey mist.
memories and imagination. The subconscious and its Actors in the memory will try to ignore visitors. If
inhabitants change in form as years pass. visitors forcefully change the way the memory is going
then that person’s memories become permanently altered.
Subconsciouses are bubbles of semi-reality floating in The doorways are not marked, yet the doors tend to open
the void outside this reality. Every person with a soul up on the memories the visitors are looking for. Some
and a conscious self that interacts with this world has a doors have locks, bars, booby-traps and/or alarms on
them. These are repressed memories and the Ego patrols
G
subconscious. They contain everything which the conscious
self is not conscious of. It is a non-physical realm: it only them whenever it gets a chance.
takes physical shape when a viewer or visitor from the
physical realm forces it to do so. Doors of Perception- The Ego guards a gateway to the
O
conscious mind. This is often represented by streams,
There are a few people, including the severely autistic, who pneumatic rubes, conveyor belts, phone lines, mail slots,
do not have a conscious self. Instead they live in what we etc., that pass through a wall that represents the end of
would call a subconscious. Since the person knows little of the subconscious. Streams of information coming from
the laws of this world, the subconscious and what happens every realm of the subconscious (these are emotions,
in it are extremely surreal when viewed by a person more drives and intuition) and streams of information from
the sense organs and the halls of memory all meet at the
A
versed in the laws of this world.
Doors of Perception. A psychodynamic or visitor who
steals a sensation or memory can keep the conscious self
Geography from becoming aware of or remembering something.
W
Alternately, by forcing the sensation or memory through
one can make sure the conscious self becomes aware of
In Brief- Psychodynamics have their own realms; there that thing. Tampering with information from the halls
A
is a place where memories are kept and a gateway to of memory of sense organs will cause hallucinations or
consciousness guarded by the Ego. delusions.
Y
Space and location are not constant in the subconscious. The Ego runs back and forth trying to control what
For example, a forest clearing may appear only a few goes through. Sometimes the Ego panics and locks
hundred feet from the outside, a hundred miles from within. up whole sections of the doors of perception, causing
However, places tend to have the same relationship with each hysterical blindness or deafness (stopping sensory input),
other: the doors of perception, hall of memories and Super dissociation (stopping emotions) or psychogenic amnesia
Ego’s realm are all near each other and are on the edge of the (locking down the halls of memory). Getting something
subconscious. One the opposite end of the subconscious are past the Ego means either convincing the Ego to allow it
the Reptile and Id’s realms. In most cases this geography is through, sneaking past the Ego or fighting past the Ego.
vertical, with the doors of perception at the very top and the
Id’s realm at the bottom of an underground labyrinth. Any visitor or psychodynamic who can manage to force
themselves through the doors of perception can force
Each psychodynamic (except the Stranger) has its own the conscious self into unconsciousness and take control
realm. A psychodynamic’s realm matches the personality of conscious self’s body. The conscious self gets an
of that psychodynamic. Psychodynamics spend most of opposed WIL roll to resist.
their time in their own realms, but can travel anywhere
S
physical pleasures are everywhere. There is always food pockets are impermanent, disappearing quickly after the
(usually candy) available in copious quantities, everything person stops believing in them. What happens in them
is soft and comfortable, and the weather is perfect. Yet as usually has little effect on our world. They are the most
T
one goes further into the realm, the semblance of physical malleable of realities: any being in them with a WIL can
reality breaks down: the number, size, location, color and change their shape.
other physical attributes of things are constantly changing,
O
first slowly then, as one travels deeper, more quickly. For most dreamers, dreams are not dangerous. Dreamers
Objects start to blur together, sticking together or passing can be hurt and killed in their dreams and the worst that
through each other. Next bodies begin to merge into their will happen is that they will wake up with a fright. The
P
environment: visitors become unable to tell where they reason they are relatively immune is that only a limited
end and their surroundings begin. Knowledge of the self part of their consciousness, and thus a limited part of their
as a unique entity begins to dissolve until the person is lost soul, is in the dream world. Similarly, although Dreams
forever, consumed in a wash of meaningless sensation. PCs often contain portals to other realms, ordinary dreamers
can fight the ‘melting’ with WIL rolls, but doing so requires cannot travel through them because not enough of their
uninterrupted concentration and the difficulty rises as souls exist in the dream body to differentiate it from the
visitors near the center of the realm. rest of the dream.
At the very center (or bottom) everything is a wash of However, lucid dreamers (those who are aware that
chaotic and unconnected sensations. To keep one’s body they are dreaming and can exert their will on the dream
G
intact requires a legendary (40) WIL roll and to keep one’s world) have more of their soul in the dream world and
sense of self requires a hard (30) WIL roll. If one can find can actually be killed if their dream bodies are killed (see
a way to go below (or beyond) this zone, however, one will Dying in Non-Material Realms, p.249) and can travel
O
find oneself moving through the void of dreamless sleep: a through portals into other realms.
black, silent, windless space. If one can traverse this then
one will emerge from an orifice in a body at the bottom Dreamers can become lucid in three ways: by learning
of the machinery of the Citadel (p.252) that resembles the to become lucid (see the Dreaming skill), by a visitor to
subconscious’ conscious self. the dream realm who reminds the
Typical Trouble dreamer that he or she is dreaming,
A
Troubles- Miscellaneous worries or, rarely, by a spontaneous
that the person has not dealt Appearance- A severed head with an accident.
with consciously take the form angry, brutish face and sharp teeth.
W
Moves by hopping.
of small predatory monsters that There is no wall between dreams
roam the subconscious. They will Attributes- AGY 7, AWR 4, CHM 0, and the subconscious as there is
attack anyone they come across. END 10, INL 1, SPD 5, STH 7, WIL 4, between the subconscious and
A
Individually, they are rarely a danger BLD 2, BDY 2, INCY 0. consciousness. Messages from
to visitors, but sometimes they swarm. Psychology- The Trouble is mean. It psychodynamics, troubles and
Their form is dependent on the themes chases after and attacks anything it can, traumas, and sometimes even
Y
of the subconscious, yet most are the even if that thing is bigger and meaner psychodynamics themselves can
size of a dog or cat and have an ugly than it. It will only flee if nearly dead. slip into dreams. The Ego is almost
It has no life other than bouncing around
or monstrous appearance with some the subconscious looking for things to powerless to stop them from getting
sort of natural weapon. They have the bite. through to dreams, but can throw
intelligence of a small animal. up disguises over them, turning
Typical Attack- A split jump (into them into something else. A trauma
range), strike and grab with its teeth
Major traumas, secrets and fears at 1d20 vs. 5. A successful strike does may become a ticking bomb, a
take the form of giants. They are 1 bladed damage. Once grabbed the psychodynamic may become an
malevolent, happy to smash anyone Trouble will continue chomping (doing old friend, etc. Lucid dreamers
they can, but their size makes them 1 bladed damage per round, no roll who grab ahold of disguised dream
clumsy and imprecise. Each giant has needed) until removed. objects and characters can tear off
a unique appearance and personality. Typical Reaction- A jump (out of the disguises, revealing their true
range) at 1d20 vs. 0. natures.
Subconsciouses 257
In Dark
Psychodynamics The Origin of the Subconscious
and Psychodynamics
G
In Brief- Live in the subconscious, make up elements of human At first you had no knowledge of self or not
personality, can become diseased/insane. self. There was only comfort and discomfort.
The desire to have physical pleasures and
A
Psychodynamics are as intelligent as the conscious self (sometimes more avoid discomforts was the Id. The Id was
so), although their personalities and behaviors are completely one-sided. thoughtless, shapeless, primeval desire, willing
They only care about one thing and are unable to understand anyone who to do anything no matter the consequences.
M
cares about anything else. The relationship between psychodynamics is Yet when you left the womb, some sensations
like that between nations: when they have interests in common they work excited the knowledge that was programmed
together and when their interests are counter to each other they try to hurt into you by evolution. You had basic drives
each other. There is no law in the subconscious, only the Ego who tries
E
that were beyond the simple hedonism of the
to act as a mediator. Id, and these drives formed the Reptile.
Corruption- Sometimes psychodynamics become corrupted. As you grew older you learned that doing
Psychodynamics can become corrupted by being severely injured in some things got you yelled at or spanked. You
combat, by exerting themselves to complete exhaustion, or by being memorized your parents’ rules and to remind
you of them you created a little internal parent
brutally and ruthlessly suppressed by the other psychodynamics for long
to nag you. This was the Super Ego.
M
periods.
Yet you were at war with yourself. The Id,
A corrupted psychodynamic looks ill or crazy and acts insane. Specifically Reptile and Super Ego all wanted you to
A
it’s paranoid, delusional, cruel, hateful and prone to extreme and suddenly do different things. As the Super Ego grew
shifting moods. A corrupted psychodynamic’s realm is filled with rot, more sophisticated it started getting angry,
poison, insects or whatever else represents corruption and disease to the not just at things you did but at things you
conscious self. wanted and felt. A mediator was created,
S
the Ego. The Ego built a wall between you
Psychodynamics can usually heal themselves from any injury, but and the unacceptable thoughts and desires
corruption is an injury they are unable to heal. The injury takes the so you could still have them but not upset the
T
form of something poisonous or pestilent stuck in the psychodynamic or Super Ego by being conscious of them. It also
created your first ever self-concept: the idea of
in the heart of the psychodynamic’s realm. Removing it will allow the
a single unified person rather than a chaos of
psychodynamic to heal (a process that can take weeks) but doing so is so conflicting desires.
E
painful that the psychodynamic will resist in every way possible.
As you got older you became more sensitive to
Fighting Psychodynamics- If one can travel into a person’s subconscious what was expected of you. You learned you
it is possible to hurt that person’s psychodynamics. The psychodynamics were one gender and you were supposed to
R
can be hurt by attacking them physically or by doing extreme damage to act like that one gender and not the others, so
their realms. Combat in the subconscious is virtually the same as combat you created an internal model of the opposite
in the real world, except that a psychodynamic’s “BLD” is a function gender, the Animus or Anima, that would
S
of its Psych STH. Hitting a psychodynamic with a club, for example, contain all those thoughts and feelings you
will reduce its Psych STH, making it less able to assert its will over the were not allowed.
conscious self’s behavior. If the psychodynamic is brought to 0 psych Similarly you learned certain thoughts and
STH it will appear to die and that element of the person’s personality will feelings were “evil” and you learned to
cease functioning. suppress them behind the subconscious, where
they formed the Shadow.
O
As long as the psychodynamic’s realm remains, that psychodynamic,
even one brought to 0 psych STH, will heal 1 point of Psych STH per Later, you learned that life contains suffering,
week. The only way to permanently kill a psychodynamic from inside the but that life can end. While your Reptile told
subconscious is to incapacitate it and completely decimate its realm. you to fear death, some other part of you grew
N
to want what it hoped would be an end to
life’s trials. That part was quickly suppressed
Visitors to a subconscious can also temporarily trap or tie up a into your subconscious and became your
psychodynamic and thus keep it from doing its job.
L
Thannatos.
Visitors can also corrupt a psychodynamic. This can be done by finding Finally, at some point you became aware of
some terrible, poisonous, diseased or cursed object (usually a part of or your own ignorance. You learned there was
Y
refuse from a Trauma) and impaling the psychodynamic with it or burying a world of things out there you did not yet
it in the heart of the psychodynamic’s realm. understand. This knowledge led to fear of the
unknown, but it also created a new source of
From outside the subconscious, psychodynamics can be destroyed via H- hope: that the solution to your problems might
Tech (see Fulfillment Dynamics, p.222), brain surgery or by completely lie in the dark reaches of that which you do
integrating that part of one’s personality into one’s conscious mind (see not yet know. This commingled fear and hope
became your Stranger.
p.259).
G
into consciousness. Once the conscious self takes full of sharp fangs.
responsibility for everything that a psychodynamic does, Attributes- AGY 1, AWR 1, CHM 0, END 100, INL 1, SPD 15, STH
that psychodynamic ceases to exist. The psychological 40, WIL 2, 5 BLD per psych STH.
energy that the psychodynamic was made from is
A
Social Status- Other psychodynamics know they cannot negotiate with
transferred to the conscious mind. The conscious self’s the Id. They try to stay out of its way and they ready themselves to try
WIL increases (approximately +1 WIL per 5 psych STH to fight it off if it corners them. Mostly they try to misdirect it: offering
freed). If the WIL is increased to superhuman levels it some little thing it wants to keep it away from what they don’t want
M
(more than 20), then other attributes rise as well. Each it to find.
point above 20 gives 5 additional attribute points that Behavior- It stomps around the subconscious eating anything it can
can increase other non-WIL attributes above the 20 find and relieving itself wherever it wants. It can talk using simple
E
maximum. language but will be unwilling to say anything except demands for
things it wants. It is curious. It hates pain and discomfort and will flee
Advanced Androgynes can integrate their Anima or from anything that hurts it.
Animus. Advanced practitioners of ascetic mystical Psychology- The Id is pure and unrestrained desire. It is completely
systems (including Cannibals) may be able to eliminate selfish, only caring about its own pleasure and comfort. It does not plan
the Id. People who practice unrestrained fulfillment of for the future, has no fear of death and does not try to make allies.
their desires become complete sociopaths and lose both
Special Abilities- The Id can heal 1 psychic STH (5 BLD) per round.
M
their Shadows and Super Egos. The Id has a bite that does 4 bladed damage.
Example: An advanced Androgyne completely eliminates Typical Attack- First a Grab at STH (40) + AGY (1) +1d20 vs. 25 (or
hir gender identity. The Anima had 5 Psych STH, the 1d20 +16 vs. 0), then, as the next action, a bite (no roll necessary if the
A
Animist gains 1 WIL. This changes the Androgyne’s WIL grab has been maintained) doing 4 bladed damage.
from 20 to 21, giving hir 5 additional attribute points. Typical Reaction- The Id makes a simultaneous Knockaway at STH
(40) + AGY (1) + WIL (2) +1d20 vs. 45 (or 1d20 vs. 2). Note: the Id is
For an example of someone with no psychodynamics see
S
at +20 to hit because if its size.
Cleans, p.224.
Id
T
E
R
S
O
N
L
Y
Subconsciouses 259
In Dark
Coming to This Realm- Psychodynamics can
come to this realm in three ways. The easiest is Typical Reptile
to force their way past the Ego, through the doors Most Common Appearance- A human-sized, lizard-like being with
of perception and take over the conscious self’s some human features (e.g. large head, prehensile hands, ability to walk
body. The conscious self gets an opposed WIL save bipedally) and cold, unmoving eyes.
unless it is mentally incapacitated. The next easiest Attributes- AGY 20, AWR 20, CHM 1, END 1, INL 5, SPD 15, STH 10,
way is to find a portal leading to another person’s WIL 5, 2 BLD per Psych STH.
subconscious, fight their way past that person’s Ego
and take over the body of that person. In either of Behavior- It spends most of its day sitting still in the sun somewhere
warm, moving only to grab a piece of food or escape from a predator.
these two cases, the presence of the psychodynamic When it moves, it moves very quickly, showing ease with its
gives the body increased physical abilities (see the surroundings. It never shows emotion. It can speak, if forced to, and
Soul Linked plusses on p.29). speaks with quick, emotionless brevity.
O
psychodynamic emerges as a physical being with the concepts or ideals. It does not want anything other than its own survival
same form and abilities that it has in the subconscious. and the survival of the conscious self.
Despite being in this world, the psychodynamic still
exists, in part, in the person’s subconscious. It Social Status- The Reptile keeps to itself in its own realm whenever
performs its normal functions, although not as well, possible, only occasionally venturing to the Ego’s realm to try to push
and it can still influence the conscious self (see Using something into the person’s consciousness. It rarely comes into conflict
against anyone but the Super Ego.
Psychodynamics, p.129) at half its normal psych
N
STH. Killing the physical manifestation will not Special Abilities- The Reptile reacts with incredible speed, giving it +20
destroy the psychodynamic inside the subconscious, to initiative and +10 to all actions/reactions. It has claws which do 2
only temporarily weaken it. Killing the conscious bladed damage.
self, however, will cause the physical manifestation Typical Attack- Paired Slash with its claws at INL (5) + AGY (20) +10
O
of the psychodynamic to fade out of existence. (special ability) -4 (paired) +1d20 vs. 25 (or 1d20 +6 vs. 0). If successful
the victim takes a total of 1 point of bladed damage and must make 2
Typical Super Ego opposed saves vs. distracting pain (difficulty 20).
T
Most Common Appearance- A large, angry version Typical Reaction- Dodge at AWR (20) + AGY (20) +10 (special ability)
of whichever parent had the worst temper, or +1d20 vs. 25 (or 1d20 +25 vs. 0).
occasionally of both parents melded together into a
single being. It stands about 7 feet (2.1 m.) tall, has Typical Ego
a booming voice and glaring eyes.
Most Common Appearance- The Ego looks like its owner. It wears
Attributes- AGY 10, AWR 20, CHM 5, END 20, simple conservative clothing and has a dour expression on its face.
R
INL 15, SPD 15, STH 30, WIL 20, 3 BLD per psych
STH. Attributes- AGY 15, AWR 20, CHM 15, END 15, INL 15, SPD 10,
STH 10, WIL 20, 2 BLD per Psych STH.
Behavior- It travels around peering over people’s
E
shoulders, rifling through their belongings, glowering Social Status- The Ego is the guard of the gates to the person’s
at them and demanding to know what they have been consciousness and all other psychodynamics need to petition or fight
doing and are planning on doing. the Ego to get something to the person’s consciousness. If the Ego is
incapacitated, the gates between the conscious and subconscious begin
Psychology- The Super Ego is the internalization of
A
to crumble.
society’s laws. It grows angry at any transgression
of those laws. It doesn’t really know why certain Psychology- The Ego is a peacemaker and negotiator, always trying
thoughts and behaviors are wrong, just that they are. to figure out what others want and to find solutions that fit everyone’s
D
It believes that all transgressions must be punished. needs. The Ego is also a secret keeper. It won’t tell people things that
Social Status- The Super Ego finds every might upset them and it feels like it has the right to do anything in its
psychodynamic except the Ego to be suspect and power to protect people from things they don’t need to know. The Ego
thinks of them as enemies. It hates the Shadow worst is an accomplished liar, actor and manipulator.
of all. The Super Ego has a stormy relationship with Behavior- In the subconscious, it patrols the Gates of Perception,
the Ego: sometimes friendly with it and sometimes waiting for others to come petition it, fight it or try to sneak past it. It
hating it. is calm and observant. It speaks in a dry, slightly annoyed tone as if
Special Abilities- The Super Ego can tell when explaining something to an idiot.
people are lying or doing something they feel guilty Special Abilities- The Ego can make anything or anyone, including
about. It grows temporarily larger (+5 STH, +3 itself, appear to be anything or anyone else of roughly equal size or
BLD) each time someone it faces fails a save vs. shape, just by waving its hand at the thing.
fear. It has the equivalent of the skills Torture (3)
and Brain Washing (2). Typical Attack- The Ego will make a surprise attack whenever possible,
making itself look like an ally and attacking with a weapon that doesn’t
Typical Attack- A Grab: Pain at STH (30) + INL look like a weapon. The Ego will make an extended Vital Strike with a
(15) +1d20 vs. 35 (or 1d20 +10 vs. 0). bladed weapon at AGY (15) + INL (15) +5 (extended) +1d20 vs. 35 (or
Typical Reaction- A simultaneous Knockout with 1d20 vs. 0).
fists at STH (30) + AGY (10) + WIL (20) +1d20 vs. Typical Reaction- A dodge at AWR (20) + AGY (15) -10 (extended
50 (or 1d20 +10 vs. 0). action) +1d20 vs. 25 (or 1d20 vs. 0).
D
at will through other’s realms. The one can see angry eyes and a permanent
have a cruel glare. Stranger does not speak, nor does sneer. He has various piercings and
it acknowledge human speech (it tattoos of demons, skulls, swastikas and
Attributes- AGY 15, AWR 20, pentagrams. He wears black leather pants
won’t, for instance, nod yes or no
O
CHM 20, END 15, INL 15, SPD 15, and a leather jacket with an exposed chest.
to a question no matter how much
STH 10, WIL 15, 2 BLD per psych Various weapons are displayed proudly on
it is begged to). It comes and goes
STH. his belt.
as it pleases, appearing out of and
Behavior- She seeks out males, disappearing back into shadows or Attributes- AGY 17, AWR 20, CHM 15,
yet when she interacts with them greenery. It often disappears while the END 25, INL 17, SPD 20, STH 30, WIL 15,
she vacillates between flirting with person who was talking to it is in mid- 2 BLD per psych STH.
sentence. It will yowl or scratch to get
N
them, comforting them and insulting Behavior- The Shadow is aggressive and
them. She mostly ignores other a person’s attention and will lead the
cruel to anyone it meets. Whenever it
females, unless they have done person along, not bothering to look
finds someone it circles them, threatening
something to make her jealous. back to see if the person is actually
and insulting them, trying to provoke a
O
following. reaction. It doesn’t actually torture and
Psychology- This is the repository Psychology- The Stranger has no kill unless the victim has done something
for suppressed ‘feminine’ thoughts interest in common sense, popular to offend or hurt the Shadow or its
T
and behaviors, yet because Western wisdom or anything the conscious conscious self.
cultures subdivide feminine into self already knows. It is constantly Psychology- The Shadow is a compilation
several disparate roles, the Anima searching for new connections, new of all the suppressed traits that would have
has a split personality with a ways of interpreting things, new made the conscious self feel like a ‘bad
seductive side, a mothering side points of view and new sources of person.’ Cruelty is most common among
and a cruel side all trying to make wisdom. It is a ceaseless explorer. It these traits. Also common are arrogance,
themselves heard. rarely thinks in words, although it is sexual ‘perversion,’ prejudice, atheism,
R
capable of understanding language. jealousy, dishonesty and self-hatred. The
Social Status- Other It is never satisfied with any answer; Shadow will never attempt to hide any of
psychodynamics both love and fear it always searches for an even better these traits from anyone, it is intensely
the Anima. They seek out her advice
E
answer. Once if finds an answer that proud of them.
often and stand by to let her take it thinks is valuable it tries to lead the
control when the conscious self is Social Status- The Shadow feels that
conscious self to the same realization.
dealing with women, yet they make many of the other psychodynamics are its
A
ready to defend themselves when Social Status- The Stranger only kin. The Id, Thannatos, Animus/Anima
she comes near in case she flies into rarely communicates with the other and Reptile all represent thoughts, desires
a sudden rage. psychodynamics but when it does and feelings that the Ego and Super Ego
it is typically trying to help them are constantly trying to suppress. The
D
Special Abilities- The Anima is solve some problem. When it goes Shadow is always trying to help and form
at +15 to seduction rolls. She has to the Ego to have something pushed compacts with those psychodynamics.
sharp fingernails capable of doing 2 through to consciousness the Ego The Shadow considers the Super Ego its
bladed damage per swipe. rarely has reason to say no. arch enemy and will attempt to sabotage
anything the Super Ego does.
Special Abilities- The Stranger can
Typical Action- A Paired Slash with prowl, climb and jump at 1d20 +40 Special Abilities- The Shadow is adept at
both hands at INL (15) + AGY (15) vs. difficulty. It can see and hear at no hurting people and gets +15 to crippling,
-4 (paired) +1d20 vs. 25 (or 1d20 penalties in any conditions. slash and pain/stun attacks. The Shadow
+1 vs. 0). Does a total of 1 bladed always has at least one weapon on its
damage and victims must make 2 Typical Attack- Split Jump (into person.
moderate (20) difficulty saves vs. range) and Pain/Stun Attack with its
claws at INL (20) + AGY (30) -10 Typical Attack- Crippling attack with a
pain. rusty knife at STH (30) + AGY (17) +15
(split) +1d20 vs. 25 (or 1d20 +15 vs.
(special ability) +1d20 vs. 30 (or 1d20 +32
Typical Reaction- A Simultaneous 0).
vs. 0) doing 2½ ragged damage.
Vital Strike with her fingernails at Typical Reaction- Jump (out of
INL (15) + AGY (15) + WIL (15) + Typical Reaction- A Parry with brass
range) at SPD (25) + AGY (30) +
1d20 vs. 55 (or 1d20 vs. 10) doing 4 knuckles at STH (30) + AGY (17) +1d20
1d20 vs. 25 (+10 per extra range unit) vs. 25 (or 1d20 +22 vs. 0).
bladed damage if successful. or 1d20 +30 vs. 0.
Subconsciouses 261
In Dark
Typical Thannatos Typical Animus
Most Common Appearance- A thin, pale, handsome young man Most Common Appearance- A large, muscular,
G
with dark eyes and long black hair, wearing a black suit and a black hairy man with broad shoulders and a cleft chin. He
top-hat. is handsome but has cruel, brutish eyes. He is wearing
a white tank top and blue jeans. He emits a strong,
Attributes- AGY 10, AWR 15, CHM 15, END 15, INL 15, SPD 10, musky scent.
A
STH 15, WIL 15, 2 BLD per psychic STH.
Attributes- AGY 10, AWR 10, CHM 5, END 20, INL
Behavior- The Thannatos spends most of its time sitting somewhere 10, SPD 15, STH 25, WIL 20, 2 BLD per psych STH.
overlooking scenes of death, destruction or decay with calm
M
satisfaction. The Thannatos is moody: cheerful and boyishly Behavior- The Animus struts around, flirting with any
charming when talking about death, dour and depressed when talking female he finds and challenging any male to a fight.
about life. Personality- The Animus is a caricature of what the
E
Psychology- The Thannatos believes that life is suffering with no conscious self’s culture considers masculine. He is
redeeming features and that the best any being can hope for is a quick stubborn, bullying, impatient, arrogant, quick to anger,
and painless death. It likes to hear about anything that has ended: lost crude, brave and has a huge sexual appetite.
civilizations, extinct species, burned-out stars, etc. Social Status- The Animus is mostly well liked by the
Social Status- The Thannatos feels like an outcast in the other psychodynamics except the Super Ego, which is
psychodynamic, that none of the other psychodynamics can understand at constant war against the Animus’ attempts to make
it. The Ego, who shares the Thannatos’ desire to protect the conscious the conscious self act ‘manly.’
M
self from suffering, often listens to the Thannatos’ arguments for death Special Abilities- The Animus gets +10 to seduction
but is rarely ever convinced. rolls.
Special Abilities- While killing someone, the Thannatos can cause
A
Typical Attack- First a Knockdown at STH (25) +
Hard (30) difficulty Euphoria. AGY (10) +1d20 vs. 30 (or 1d20 +5 vs. 0) then, on the
Typical Attack- An extended Grab: Strangulation at STH (15) + AGY next action, a Stomp at SPD (16) + STH (25) +1d20 vs.
(10) +5 (extended) vs. 25 (or 1d20 +5 vs. 0). Once grabbed, the victim 25 (or 1d20 +15 vs. 0) doing 3 blunt damage.
S
must make a hard save vs. Euphoria (WIL + 1d20 vs. 30) to resist. Typical Reaction- Simultaneous Knockdown at 1d20
Typical Reaction- A simultaneous Grab: Strangle at STH (15) + +5 vs. 0.
AGY (10) + WIL (15) -10 (extended) vs. 45 (or 1d20 vs. 15).
T Bubbles
E In Brief- Pockets of reality that suck people in, try to make
-They are repetitive and never refer to things happening
before and after the scene (leaving no room for conjecture
R
them take part in scripted dramas and then destroy them. about what happened before or after).
-They are emotionally and aesthetically gripping.
When humans imagine a scene, that scene ‘exists’ to some
S
limited degree somewhere outside this reality. The more -They are either capable of being easily transferred
strongly the scene resonates with the person, and the more from person to person (e.g. by a story, a poem, a piece
aspects of the person’s consciousness and subconsciousness of artwork) or they can occur independently to different
are excited by the scene, the more ‘real’ the scene becomes. people.
Few scenes are anything more than a ghost, hovering briefly These scenes, called bubbles, accrue such reality that
in the void outside this reality before fading away. They they can effect this world. They float around outside this
never have a chance to effect any other reality. When reality, attracted to people who imagine or experience
O
scenes are shared between minds, each mind interprets things like the scene in the bubble. Once they attach to a
them slightly differently and this discrepancy creates a single human mind they slowly invade this reality.
‘fuzziness’ that bleeds the reality out of most imagined
scenes. Thus a scene in a book read by a million people
N
The bubble is not intelligent, nor are the actors in it. The
has less reality than a scene imagined strongly by a single bubble follows the laws of the universe, drawn mindlessly
person. to minds that imagine things like the scene in a bubble.
The actors inside the bubble are only following a script.
L
Only a very tiny minority of imaged scenes ever increase
in ‘reality’ over time. These scenes have the following Infection- First the scene invades the person’s
properties: subconscious. The person will have nightmares of the
bubble and will find himself or herself doodling icons
Y
-They are extremely simple, leaving little room for
interpretation. from the bubble. Next the scene invades the conscious
mind and the person starts hallucinating scenes from the
-They are limited in geographic scope and never refer bubble in the middle or his or her regular life. These are
to things happening outside the bounds of the scene mostly short glimpses: a fleeting glimpse of something
(leaving no room for conjecture about what is happening down an alley, a voice from behind that says a single
elsewhere). word, a fleeting touch on one’s hand, etc. It is very hard to
tell the difference between these and real stimuli.
G
Next, small physical things that are prominent in the bubble Created from strong
will begin to manifest in the real world: e.g. ants, leaves, Created from unexpressed
scenes imagined by
water, etc. At this point the person could, at any time, be emotions left in places.
people.
A
swallowed up whole into the bubble. The victim disappears
from this reality and finds himself or herself the main Powered by the ‘reality’
Powered by the wishes
character in the scene that repeats infinitely in the bubble. given to them by
for self-expression of
M
The scene usually involves the death of the victim or the loss imaginers.
the people who had the
of his or her individuality (he or she become another will- emotions.
less mechanical actor in the bubble).
Not intelligent (move
Intelligent (‘steal’ mental
E
Actors from the bubble can occasionally come to this world, around randomly, attracted
resources from the
usually in pursuit of a victim who managed to escape from to people thinking certain
infected).
the bubble before the completion of the plot. thoughts).
Attack people who Attack people who are
Bubbles usually attach themselves to one victim at a time, imagine things similar to nearby and who are weak or
but they have been known to attach themselves in parallel to the scene in the bubble. willing.
a small group of people who are in close proximity to each
M
other and who are sharing thoughts and feelings. Exist in old abandoned
Exist outside this reality.
buildings.
Surviving a Bubble- If, while a bubble is still infecting a Suck in humans, dissolve Try to repel humans (except
person, the victim gets another person to think about the
A
their free will. those with no free will).
scene, the bubble may detach itself from the first person’s
mind and reattach itself to another. However, after the new Cause ‘remembered’
victim dies, the bubble will once again be floating freely and Cause hallucinations in
thoughts, sensations and
S
if the original victim is reminded of the scene then he or victims.
emotions in victims.
she will once again become a target. Example: Abe reads a
poem and finds himself being sucked into a bubble. He gives Effect physical reality Only the most powerful can
the poem to a friend and the bubble detaches and goes after easily. effect the physical world.
T
the friend. Have ‘characters’ that Have servants (Faustians)
rarely leave the bubble. and will-less slaves.
Being placed in a dreamless coma can keep one from being
E
sucked into a bubble, but only until the person re-awakens. Nearly impossible to Easy to destroy (destroy
destroy (requires a shatter the building or walk around
Alternately, if a victim can completely rid his or her mind or high-level Nihilistic inside) but has many
of imaginings of the scene then the bubble will detach. This rage). defenses.
R
would mean not only complete distraction (or a superhuman Selfish and independent,
act of will) during waking hours, but also destroying Completely independent
but occasionally work with
instances of the scene in one’s subconscious and dreams. and autonomous.
other Dances.
A victim can avoid being absorbed completely by staying
in the company of people who are not targets of the bubble.
Their awareness of the victim’s location in this reality helps
keep that location from changing. Battleground
S
The Scene- The victim is walking in a field covered with
If one is sucked into to a bubble, the only way one can dead soldiers in European WWII uniforms. The field is
O
survive is to create an experience, both in action and wet, muddy and has many pools of muddy water. It is
emotion, that is radically different from that scripted by the cold and there is a patchy fog. There is no sound, only an
bubble. This will cause the bubble to eject the victim back annoying ringing noise. The victim is overwhelmed with a
into this world. So, as the terrible monster closes in on the
N
feeling that there is no point in doing anything (30 difficulty
victim if the victim can feel joy and pleasure, instead of fear, save vs. dysphoria), sinks to his or her knees, lies down in
the victim will be ejected. If the victim can resist the script the mud and dies.
and change the outcome of the scene (e.g. fight back against
L
the monster) the victim will also be ejected. Normally Transmission- For decades is was only survivors of a
victims enjoy free will within the bubble unless they try certain WWII battle that were preyed upon by this bubble.
to do something which will radically change the ‘script’ at Recently, though, a major motion picture had a very similar
which point the bubble tries to take control and the PC must scene in it and since then the bubble has sucked in dozens
Y
make a hard (30) difficulty WIL roll to retain freedom of of people.
movement.
Infection- The ringing noise can be heard on audio
If one can find a way out of the geographic confines of recordings, while photos may show grainy black-and-white
the scene, or can destroy the bubble (e.g. with a legendary images of dead soldiers. Hallucinations are of the ringing
Nihilistic Rage roll) one will find oneself back in this noise blocking out all other sound. Physical manifestations
reality. include pools of muddy water and fog.
Bubbles 263
In Dark
Journal Hunted in the Woods
Sept 3 - Had a horrible nightmare last night about being chased
rd
The Scene- Victims are lost in the woods at night.
through the woods. It must have been because of Eddie’s pitiful There is a full moon. Victims hear growls, scrapes,
attempt to tell a campfire story the other day. breathing and footsteps that indicate something large
Sept 4th- Fucking Eddie. His story was so lame – why is it getting and non-human is in the darkness following them.
under my skin like this? Yesterday I spent all day in class doodling The victims eventually break into a run and the thing
these creepy eyes. I didn’t even realize I was doing it – drew all over chases. Victims trip, fall and are seized by the thing,
which kills them instantly. The ‘thing’ is never seen
S
my class notes. Then I had the same nightmare again last night. Woke
me up – twice. I’ll try having a few beers before I go to bed tonight. in the light, it is only a large (pony sized) black shape
with glowing eyes and a large mouth full of sharp
Sept 5th- Got to make an appointment with Health Services, get me teeth.
T
some Xanax or Prozac or Ritalin or whatever will make me less jumpy.
I keep thinking I’m hearing growling noises from behind me. And last Transmission- Although it is sometimes told as a
night I got up in the middle of the night to pee and when I looked down campfire story, most victims independently imagine
the hall and it was all dark and there were those creepy glowing eyes. the scene that attracts this bubble, usually while in the
O
I almost shit myself. I came back a few minutes later and the lights woods at night.
were on at the end of the hall and there was nothing there. Infection- Common hallucinations and media
Sept 6th- Something is seriously fucking wrong. I couldn’t sleep hardly manifestations include eyes in the darkness and
P
at all last night. I was listening to some Interpol on my mp3 player and growls. Physical signs include leaves and muddy
I kept hearing this growling and panting. I made Lupe listen to it and footprints of huge paws.
she heard it too. She’s all ‘that’s what you get for stealing music off
Actors- The hunter is a huge black shape with glowing
the internet.’ I and I was like ‘It wasn’t like that before,’ and she said
eyes and fangs. It has AGY 25, AWR 25, CHM 0,
‘well someone’s fucking with you.’
END 40, INL 2, SPD same as the victim’s, STH 35,
Sept 7th- I’m carrying a knife around. Can you believe that? Like what WIL 20, BLD 7, BDY 15, INCY 15. The hunter can
am I’m supposed to do with a knife if that thing from my dreams jumps prowl at 1d20 +33 vs. difficulty (although it is part of
out at me? I drank like 50 energy drinks so I wouldn’t fall asleep last the script that the hunter always makes its presence
night because I didn’t want to have that nightmare again. I stayed up known). Typical first action is a jump into range and,
all night with the lights on listening to music at full blast. Even with next action, a Vital Strike at 1d20 vs. 0 doing 10 bladed
G
all that I kept getting this feeling like something’s breathing on the damage (pierces armor as 15).
back of my neck.
I can’t even go to the fucking campus convenience store. I went to Puppet Attic
O
get some more energy drinks and I made the mistake of looking up at
the monitor for the security camera. As I’m looking at it the picture of The Scene- In a dusty, dimly lit attic, the victim lies on
the store behind me gets all dark and then I see those fucking eyes. his or her back, unable to move, hyperventilating with
a look of terror on his or her face. Two old-fashioned
I skipped class today. My nerves are so shot. I wish there was
marionette puppets are doing a wordless dance
someone I could call who wouldn’t think I was crazy. I can’t listen to
mp3s anymore – the music is all gone and there’s just this panting like (sometimes to the sound of an old music box). They
a big dog. I’m still doodling. Drew these evil fucking eyes on my arm both have little knives attached to their hands. The
A
just a minute ago. I bit eyes into my microwave burrito earlier – I just shadows of the puppets fall on the face of the human
looked down and the fucking thing was staring at me. as they dance. They pause in their dance to menace
the human with knives. At the end they stop dancing,
Sept 8th- I wish I could believe this was someone fucking with me. This slowly lower their knives towards the human’s face
W
morning there were these muddy footprints in the hall like a big giant and then slice the human’s eyes open.
dog just wandered through. They’re totally real: Lupe saw them. They
scared her. She went back in her room real fucking quick. Transmission- The scene is played out in a short
black-and-white silent film created by a French
A
I kind of want to go where there’s people, but I don’t want to spaz Surrealist filmmaker in 1931. There are several copies
out in public and have someone call the campus cops. They’d just take of this film floating around, mainly among collectors
me to the psych hospital, like they did with Chris when he was talking of antiquities, weird films or occult objects (or in the
Y
about suicide. They’d take my knife away from me – that’s for damn estate sales of those collectors after they disappear).
sure. Whatever this thing is I’m sure it can get me in a padded cell as Shortly after it was made there were rumors in the
easily as it can get me here. Surrealist community that is was a cursed film, but few
And why do I keep finding leaves in my hair? are left alive who remember those rumors.
Sept 9th - It’s so late. I’m so tired. How many days has it been since I Infection- Snippets of the film may find their way
slept? I wish I could just sleep, but I’m afraid to close my eyes for even onto video or photos. Hallucinations are often of the
a second or I’ll end up in those woods. I already feel like I’m halfway shadows of puppets or audio hallucinations of a music
there. It smells like trees, and when I walk it feels like dirt under my box. Physical manifestations can include dust or little
feet and I feel this cold breeze even though I turned the heater up as knives.
far as it would go. The Actors- The puppets have AGY 2, AWR 5, CHM
Why me? Why is this happening to me? Because I laughed at 0, END 15, INL 10, SPD 2, STH 2, WIL 7, BLD 1,
Eddie’s stupid story even though it was actually kind of scary? But it BDY 1, INCY 1. They attack with little knives, doing
was so lame. I mean it’s not even a story – it doesn’t make sense. I a Blinding Strike or 2 damage Vital Strike at 1d20 vs.
mean it’s just these people lost in the woo…. 10. As a reaction they jump-out at 1d20 vs. 5.
G
O
A
W
A
Y
D
O
N
O
T
R
E
A
D
M
are some ideas to grab based on some of the player’s favorite movies: Cat Familiar, p.27
Alien- Monsters should be faster and more agile than humans, should Dog Familiar, p.27
be just as smart, and should act completely alien. Monsters should Horse Familiar, p.27
E
never talk. Medical problems can be scary if they’re associated with a Reapers, p.216
supernatural horror. Good villains: Torturers or Deserted City Creatures. The Apartment 3B Dance, p.198
The Elizabeth Lake Monster, p.227
Blair Witch Project- Giving horror an air of realism is important. Plots The Jefferson Park Killer, p.233
and supernatural dangers don’t have to be fancy or complicated: trap the
The Triangle, p.253
PC in a situation, let them know some unexplained supernatural danger
is after them, and then sabotage their every attempt to get out of that Typical Anima, p.261
situation. Good villains: Bubbles. Typical Animus, p.263
M
Typical Clean p.224
Exorcist- The fate of an innocent can be enough motivation to drive Typical Crying Girl, p.230
an adventure. Face to face interaction with pure malevolence can be Typical Dog, p.90
frightening. Good villains: Rogue Psychodynamics or Atomic Ghosts.
A
Typical Ego, p.260
The Grudge/Ju-On- Forget that tripe about waiting before showing the Typical Engineer, p.254
monster. ‘Show’ the monster quickly and often, but keep its behavior Typical Grey Man, p.231
and motivations alien. Let the players see or find out about people being Typical Horse, p.91
S
slaughtered by the monster, despite the fact that they ran away and despite Typical Id, p.259
the fact that they were capable of fighting back. Death doesn’t need to be Typical LAPD Swat Team, p.169
gory to be scary. Good villains: Dances and Deserted City Creatures. Typical Reptile, p.260
T
Hellraiser- Villains should be unexplained, alien things from an Typical Shadow, p.261
unexplained, alien place, but they should be well spoken and self- Typical Starer, p.230
confident. We shouldn’t understand them but they should understand Typical Stranger, p.261
E
us. Have them torture and kill humans in gory and imaginative ways just Typical Super Ego, p.260
because they feel like it. Good villains: artifacts that open portals to other Typical Surgeon, p.232
realms and Torturers. Typical Thannatos, p.262
Typical Trouble, p.257
R
Night of the Living Dead- Take something ubiquitous and relatively
Typical Wolf, p.229
harmless and turn it into something dangerous and malevolent. Let
players know that even if they survive the current danger their world will Typical Wriggler, p.229
never be the same again. Even weak monsters can be scary if there are
S
enough of them. Good villains: Wrigglers or Troubles. NPCs
The Ring/Ringu- Avoid horror clichés or, better yet, make players think Agatha Hartford, Wonderlander Elder, p.220
you are using a horror cliché and have it turn out to be something very Carlos Ortega, Elder Lost, p.202
different. Don’t use physical monsters that can be fought with physical Cho’Taweh, Elder Animist, p.190
weapons. For each supernatural danger or class of dangers, choose a few Duong “A.K.” Bui, Devil Boys Leader, p.226
icons that tell of their arrival: dripping water, laughter, pieces of paper Father Garibaldi, Elder Cannibal, p.191
O
flying in a breeze, etc. Use media (photos, TV, phone, etc.) as a window
Henry Dewitt, Elder Outcast, p.204
on alien forces and realities. Good villains: Dances and Bubbles.
Hideo Nakazawa, Atomic Ghost, p.237
The Shining- Isolate and trap the characters. Steadily build tension Karl Rimbaud, Elder Scribbler, p.215
N
higher and higher and then have a frenzy of action at the end. Throw in Killer, Dog King of L.A., p.225
a lot of unexplained weird stuff and a creepy kid (p.242). Good villains: Lawrence Myers, Elder Professional, p.210
Supernatural Serial Killers and Dances. Leanne Coates, Algernon, p.241
L
Silence of the Lambs- Old fashioned serial killers can be scary if they’re Maria Alvarado, Jekyl, p.241
capable of insinuating themselves into the PC’s minds. Mysteries are Misty Lopez, Creepy Lost Kid, p.242
good. Good villains: Supernatural Serial Killers, Evil Touched or Octavio Hidalgo, Elder Survivor, p.217
Escaped Psychodynamics. Olesya Dekanozov, Semi-Awakened Killer, p.239
Y
Sixth Sense- The lesson is that ghosts aren’t scary because they’re dead, Regina Hamilton, Elder Faustian, p.196
they’re scary because when you see them and they see you there’s no Richard “Mr. Death” Bailey, Elder Hero, p.199
knowing what they’re going to do next or even what they’re capable of Tom Abernathy, Fulfillment Dynamics Director, p.223
doing. Also, the more plot twists the better. Beneath the obvious horror Vox Free, Elder Androgyne, p.186
add other things that aren’t what they seem. Good villains: Dances and Wallace Holloway, Member of the Powers-That-Be, p.211
Denizens of the Invisible. Yeng Kha, Hired Animist, p.226
Adventures 267
In Dark
Railroading
Since In Dark Alleys is a horror game, it is important to put PCs into dangerous situations. Yet many players will feel either that
G
it is their duty as players to fight the GM’s attempt to put characters in danger or that it is ‘good roleplaying’ to have the characters
avoid dangerous situations.
Thus, unless the GM and players want to have the adventure end at “So you avoid going in the creepy house and you live happily
A
ever after,” it may be necessary to take away some of the players’ free will and force characters along a certain path. There are
two ways of doing this: covertly and explicitly.
M
Covertly railroading characters means making it appear that the players have choices for their characters, but making it so that
every choice the characters make ends in the same outcome. This method is liable to piss-off players when they realize what’s
going on. If nothing else, players who discover they are being covertly railroaded will fight back harder than ever against the path
the GM has set out for them.
E Explicitly railroading involves telling players how their free will has been shortcut. The easiest way to do this is to simply start the
adventure in the dangerous situation and then fill in the back story. E.g. “You’re in a creepy house, and this is how you got here…”
GMs may even enlist the help of players to come up with a creative solution for why their characters ended up in this dangerous
situation, thus giving the players a sense that they do have input and that they have not violated their characters’ concepts. Explicit
railroading is less likely to cause player anger than covert railroading.
M Payphone
A
Synopsis- Someone the PCs know, Paul Buchannan, has After explaining Paul’s condition (there’s not much to tell:
lapsed into a sudden and unexplainable coma. As they are Paul wouldn’t wake up this morning and neither she nor
visiting him in the hospital one of the PCs gets a call on the doctors know why) she will ask if the PCs can stay
S
Paul’s wife’s cellphone. It’s Paul, claiming to be lost and with Paul while she goes out to get ‘a bite to eat’ (really
alone in a strange deserted city. PCs will have to find out she wants a drink). If PCs agree she will get her purse and
how to get him back before he is killed by one of the city’s quickly leave, forgetting her jacket.
T
inhabitants.
Before long after she leaves, her cellphone, hidden in
Player Introductions- If the PCs all know each other her jacket pocket, will ring. If PCs look they will see the
and are comfortable calling on each other for help with a
E
caller ID showing only black squares. If PCs answer they
supernatural situation, then it is only necessary that one will hear Paul Buchannan, sounding like he is on a very
PC have a relationship with Paul Buchannan. Otherwise, a
bad connection, asking for Mandy. He will be surprised to
relationship should be established for each.
R
reach the PC’s, but will be glad to speak to anybody.
The best relationship is for Paul to be one of the PC’s
bosses. This makes the PC concerned enough about Paul Paul’s Story- Paul remembers waking up in an unfamiliar
city. It was, and still is, dark out, with no stars or moon
S
to visit him in the hospital but doesn’t make Paul part of
the complicated family history that PCs may have. Other visible. It didn’t look like L.A.: there were too many
possibilities are to make him the father of a PC’s boyfriend old buildings. It looked to him like a European city.
or girlfriend, a client/patient if the PC’s day job is doctor, He wandered around trying to get help but the whole
lawyer or alternative health, or an in-law (e.g. uncle-in- place was deserted and empty. He saw a shadowy figure
law). moving down one block, but something about the way it
was moving scared him and he ran away. After walking
O
PC(s) with a relationship to Paul will get a call from a all day, thoroughly exhausting himself, he found an old
mutual acquaintance, saying that Paul would not wake up payphone. He didn’t have any change, and it wouldn’t call
this morning and that he was taken to the hospital in a coma. an operator, so he tried just dialing his wife’s cellphone
N
The doctors can’t figure out what’s wrong with him. The number. It worked (although he hadn’t dialed the area
PC(s) will be told that he is in Northridge Hospital. code) and he was connected to the PCs.
Visiting the Hospital- Paul is in Northridge Hospital. He Investigating the Phone Call- The phone company will
L
has recently been moved from the ICU to a private room have no record of any of Paul’s calls. The phone will show
on the 6th floor. Signs everywhere ask visitors to turn off the incoming calls on the call history but will only show
cellphones. the number as black boxes. Dialing *69 to call the last
Y
caller will ring up one of Mandy Buchannan’s friends.
Mandy Buchannan is waiting in the room, sitting at her
husband’s bedside. She will be happy that Paul has visitors,
even if she does not know them. If any of the PCs look Anyone who pays special attention to the background
unconventional she will say something like “Paul never noise, or beats a 40 difficulty AWR roll, or records and
mentioned you” (meaning ‘I didn’t know Paul associated enhances the audio, will hear a woman weeping in the
with any weirdos.’) background static.
G
balding, salt-and-pepper stubble, wearing either a powder-blue hospital he or she Journeys). Mind Reading will reveal
gown (this world) or blue-and-white striped boxers and a white t-shirt that there is no mind there. If anyone attempts to
(abandoned city). enter Paul’s playland they will find themselves at
A
Attributes- AGY 6, AWR 9, CHM 12, END 4, INL 12, SPD 6, STH 6,
the edge of a huge black pit that seems bottomless.
WIL 7, BLD 3, BDY 3, INCY 4. They are on a thin rim of earth which disappears
into the distance, their backs to a featureless black
Social Status- Paul Buchannan is upper-middle management in a wall. Trying to move will cause bits of earth to
M
corporate or government office. He does his job well and is liked fall down and the PCs will have to make saves
by both his superiors and inferiors. He has been happily married vs. loss of balance to avoid falling in. Anyone
for 30 years and has two adult children (not living at home) and two who falls or jumps in will find themselves in the
E
grandchildren.
Deserted City.
Personality- Paul is friendly, easy going and enjoys a good joke (he
doesn’t consider himself ‘witty’ enough to make jokes but he likes to Anyone with medical knowledge can find out that
hear them). He used to be a little ‘wild’ in his youth, but he got it out Paul’s heart, respiration and metabolism seem
of his system. He’s now a law-abiding and honest person. He’s not normal, as do those parts of the brain that control
especially brave and avoids bad neighborhoods and tough looking those functions. Yet there is no higher brain
young people. Paul is mildly prejudiced against non-conformists (e.g.
M
activity whatsoever. The doctors thought it might
people with tattoos) in the workplace, believing that if they were serious
about their jobs they would do more to try to fit in.
be a massive stroke, but a PET scan showed no
impedance of blood flow.
Paul is unprepared to deal with danger or the supernatural. He
A
freezes up, cries and begs for someone to help him. He does not take There are no reapers waiting for Paul. Switching
proactive measures. Right now he is lost, confused and scared. If
anyone asks him what he wants to do or gives him more than one option
bodies with him will only leave the PC’s original
body in a coma. The Visions or See True Face skills
S
he will be indecisive. If anyone tells him what to do he will do it, so
long as it doesn’t sound like it will put him in more danger. will show a black pit where his face should be.
Motivations- Paul takes pride in his work and he enjoys going to the Investigating Paul’s Past- Paul has no criminal
T
office every day. He knows what he does isn’t going to change the record. His past is all rather boring: growing up
world, but at least he can make the job pleasant for those who work in the Midwest, going to college, moving to L.A.
under him. His main motivation in regular life is to rise through the
ranks of the company and get the biggest retirement package before
to get a job, working in a few boring companies,
E
he retires so he and his wife can enjoy cruises and fine wine in their having kids, reaching middle management.
retirement. His main motivation right now, however, is to find a way out
of the strange city he’s in and to get home. His medical record shows some ailments that are
R
perfectly normal for a man his age: a few broken
Special Skills- Dreaming (1). ribs after trying water-skiing 15 years ago, a
Typical Action- A punch at AGY (6) + STH (6) +1d20 vs. 25 (or 1d20 prescription for Viagra, removal of a cancerous
growth his chest. There were also problems with
S
vs. 13) that does ½ blunt damage if successful.
insomnia in his 30s, and a referral to a sleep clinic
Typical Reaction- A Jump out of range at SPD (6) + AGY (6) +1d20 associated with USC called “Southern California
vs. 25 (or 1d20 vs. 13).
Sleep Research Associates.”
Mandy Buchannan, Paul’s Wife Investigating Paul’s Home- Paul lives in a nice
suburban house in the valley. If PCs go there
O
Appearance- Short, pudgy, older Caucasian woman with curly brown
while Mandy is visiting her husband there will
hair and glasses, wearing a turquoise shirt and black slacks.
be nobody in the house except a small dog. The
Attributes- AGY 7, AWR 8, CHM 10, END 5, INL 14, SPD 4, STH 3, house has a security system based on sensors on
N
WIL 9, BLD 4, BDY 3, INCY 3. the doors and windows.
Social Status- Mandy is a retired schoolteacher and wife of Paul
Buchannan. Everything in the house is consistent with a quiet
L
suburban upper-middle-class family. It is nicely
Personality- Mandy is pleasant, enjoys spending time with her friends decorated, kept clean, and has an impressive store
and with her husband. She has a lot of fears and insecurities but she of liquors and nice wines. The only unusual thing
hides them well. She has a minor alcohol problem: she drinks a few the PCs will find is a little black journal Paul keeps
Y
drinks every evening. Like her husband she is scared of, and stays away on his nightstand. The book is a dream journal,
from, homeless people and tough looking young people. When she gets
nervous she tends to babble about inane things.
detailing whatever Paul could remember of his
dreams over the last few months. PCs will find
Motivations- Right now Mandy would do just about anything to make other journals in a box in the attic dating back to
her husband well again. The problem is that she doesn’t know what she 1985.
should do.
Payphone 269
In Dark
Reading all of Paul’s dreams would take days. PCs who Paul’s records reveal nothing unusual about his case. The
read his first dreams will notice that the writing is very lucid dreaming training helped put him at ease and helped
neat, the descriptions very detailed and there are quite a few him sleep through the night.
G
nightmares. They are written like a paper one is going to
turn in to a college professor. There are notations indicating If PCs ask Dr. Shasharami about an abandoned city she
when Paul became lucid (aware that he was dreaming) and will say that it seems to be a common dream theme,
A
able to effect the course of the dream (usually avoiding a although nowhere near as common as showing up for
nightmare). a test one hadn’t studied for or realizing one is wearing
underclothes in public. Now that she thinks about it she
Recent entries are short, not written neatly and contain few realizes that she’s only heard of lucid dreamers having the
M
references to nightmares. Recent entries are as follows: deserted city dream.
Two weeks ago: “?? Something about my old house in Further Conversations With Paul- Paul will stay at the
E
Ohio, something about burying my dog ?? Became lucid, payphone and continue to call his wife’s cellphone as long
went for a walk. Found hole in side of building, crawled as there is still someone to talk to on the other end. He will
through it. Was in weird city at night – no people. Found avoid going to sleep as long as he can (until at least 9 pm
a black marble. Got bored and crawled back through the the next day) because he is afraid something will attack
hole to Ohio.” him in his sleep. He will notice that day never comes.
M
Then, two days later, amid another dream description: He will remember his dreams if prompted. He will
“Found black marble in my pocket. Didn’t know why I had acknowledge a similarity between the deserted city where
it so I threw it out.” he found the black marble and the city he is in now. If
A
pressed he will remember having a dream about falling
Then, three days after that: “Was in a restroom somewhere, into a hole before waking up in a strange place.
there were no urinals so I worried it might be women’s
room. Saw that black marble on floor. Floor around it was Paul will be reluctant to stray too far from the phone. If
S
cracked.” he goes more than a couple of blocks away from it he will
get lost and never be able to find it again.
A week ago: “I was arguing with Mandy and all of the
T
sudden the house started falling down.” At some point while the PCs are talking to him, Paul will
gasp in terror, and then stammer “I see something! It’s
Six days ago: “Came upon a crater where the street was all
coming this way! What do I do? What do I do?” If asked
broken up. Something little and black at the bottom. Street
E
to describe it, Paul will say “I don’t know, I don’t know,
started to crumble under my feet and I ran away.”
it’s all dark. It’s not shaped like a person and it moves…
I don’t know… not normal. And it’s big.” Then, about 30
Four days ago: “My neighborhood, everything in ruins,
R
ground kept breaking under my feet. Was worried I would seconds later: “Oh god! Help me! It’s coming right at me!
slide down into a big crater.” I think it saw me!” If PCs suggest Paul run and/or hide he
will do so. If the PCs don’t suggest anything like that then
S
Two days ago: “??something about hanging on a tree so I the creature will grab Paul and kill him. His body in the
didn’t fall in some hole??.” hospital will never awaken.
Investigating the Sleep Clinic- The clinic is now closed, If Paul runs he will leave the phone off the hook. PCs will
the records are in storage in the basement of the psychology hear a scraping, shuffling noise approaching the phone,
building at USC. Thy patient records are confidential, then the phone clattering, then they will hear several
though patients did sign a release allowing the information hissing voices all speaking at once, talking in an alien
O
to be shared for research purposes. One of the professors language, all saying nearly but not exactly the same things
involved in the project, Dr. Amrita Shasharami, is still at as each other. Then the phone will clatter and the scraping
USC and can tell PCs about it and show them the records. noise will move away. Paul will come back several
N
minutes later saying that he hid in an abandoned building
The program Paul was in was a research project to try to treat until the thing moved on.
insomnia (especially insomnia associated with nightmares)
L
by teaching lucid dreaming. The process included Getting to Paul- There are several ways PCs can get to
instruction on lucid dreaming, repeating words to oneself the abandoned city:
before sleeping (“If anything uncomfortable happens I will
-A member of the Lost can use Homing to get to Paul
Y
remember I am dreaming and that I am in control of the
(at 30 or 40 difficulty depending on how the PC tries it).
dream”) and keeping a dream journal (the pages of Paul’s
dream journal from the beginning of his days in the clinic -A Wonderlander who can make a 30 difficulty
are photocopied in the files). Dr. Shasharami won’t find it Playland Geography roll can find the empty pit that was
strange that Paul continued keeping a dream journal, saying Paul’s playland. Jumping in will send PCs to the Deserted
that it can be a fulfilling way to remember dreams and that City.
she keeps one herself.
G
City, p.250) and the portal will not lead directly to Paul – PCs will have to lights and other light sources blink out,
find their way through the city to him. leaving it (in the Deserted City at least)
nothing more than a shadow. It’s about
-An Animist with the Journeying skill can leave his or her body and go to 7 feet (2 m.) tall, shrouded in multiple
A
the place described by Paul at 30 difficulty. layers of torn black rags. Its body looks
like a large grayish tongue which propels
-PCs can use the Dreaming skill to become Lucid and find their way into it along with rhythmic movements, like
Paul’s dreams. Like his playland, Paul’s dreams will be a giant black pit and a cross between a snake and a slug. Its
M
if they jump in they will find themselves in the Deserted City. face is in constant motion: one human
looking face opens its mouth to reveal
Dr. Shasharami can give the PCs a crash course in Dreaming (1 level) and if another smaller face inside. As the
E
the PCs can convince her of the paramount importance of what they are doing mouth of the outer-face opens wider, the
she will give them an experimental drug that will give them +20 to Dreaming inner face grows larger. Eventually, the
skill rolls. The drug has the following side effects while awake only: outer-face recedes into the darkness of
Seizures (10), sensitivity to light (must save vs. distracting pain in bright the shroud, leaving nothing but the inner
lights), Hallucinations (20). PCs with the Herbal Medicine or Ethnogens face. The cycle repeats itself about once
skill know that Mugwort can help Lucid dreaming (gives +5, plusses do not every five seconds. When it speaks one
can hear several scratchy voices at once
stack with those from the experimental sleep drug). saying almost identical things in an alien
M
language. If cut it appears to have blood
In most cases the PCs should be able to get back, with Paul, the same way and organs, although a biologist will not
they got there: using the Get Lost and Homing skills, walking through a be able to determine the function of the
portal or flying through worlds via the Journeying skill.
A
organs.
If PCs used Enter Playland to get there they won’t be able to come home Attributes- AGY 7, AWR 2, CHM
via Paul’s playland (remember, it’s a black pit) but if they can get to the 0, END 20, INL 5, SPD 10, STH 40,
S
Wonderlander’s playland they can go from there to the mundane realm. WIL 15, BLD 20, BDY 10, INCY 10.
Abilities
If PCs get to the Deserted City via the Dreaming skill, however, they will be -While in the Deserted City the
T
stuck, just like Paul, as they can neither dream their way out nor wake up. monster can disappear into one shadow
Their only hope is to wander the Deserted City until they find a portal that and reemerge, a round later, from any
leads home (and hope that nothing kills them in the meantime). other shadow.
E
-The monster cannot feel pain or fear.
If Paul can get back into his body, the damage caused by the black marble will
-The monster causes light-sources to
be repaired: his playland and dreams will be back where they’re supposed to short or snuff out within 20 ft. (6 m.).
be, he will wake up and be fine.
-The monster can see in the dark at no
R
If PCs enter the Deserted City with their physical bodies (e.g. via Get Lost, a penalties.
portal or going physically into a playland) they can come back the same way Psychology- The monster is incapable of
but when Paul attempts to follow them he will become a disembodied spirit fear, joy, anger or pain. It only acts out
S
(it wasn’t his body in the Deserted City, only his mind). If they enter as a of curiosity. It investigates that which
spirit (e.g. via Dreaming or Journeying) they will return as spirits, the same interests it and leaves when its curiosity
as Paul. A person with the Journeying skill will know that all Paul needs to is satisfied. It will not fight back or flee
do is get to his body and jump in. out of dislike of being injured. It does not
recognize the PCs as intelligent beings
Dangers in the Deserted City- One danger to PCs is getting lost. Unless and it does not understand or care that
they take extraordinary measures to keep their route from changing (e.g. its investigations hurt and kill humans.
O
It is interested by anything it doesn’t see
spacing themselves out a block at a time, tying a string to their starting point, everyday (like the PCs) and will become
posting a lookout on top of a tall building, making hard WIL and INL rolls to more curious if the PCs run or fight back.
remember and concentrate on where they’ve been, etc.) the route will change
N
and they will have to wander until they find their starting point. Typical Attack- It lifts its front up in the
air and wraps its slug/tongue body around
Finding anything in the Deserted City can be a challenge, since the distance the victim, a Grab: Wrestling at STH (40)
+ INL (5) +1d20 vs. 30 (or 1d20 +15 vs.
L
between any two things can vary from infinite to a few feet depending upon
luck and the PCs’ states of mind. Maintaining a clear image in their minds 0). It immobilizes all four limbs, does 1
of the thing or place they want will make it show up faster. When someone blunt damage from crushing the victim
and the victim must make saves vs.
screams for someone else in the Deserted City, that scream will find its way
Y
hypothermia (10 difficulty the first round,
to the target. So, if Paul screams for the PCs or the PCs scream for Paul it 20 the second, 30 the third, etc.). If PCs
will allow them to find each other, but it will probably also attract Deserted stay perfectly still and don’t move it will
City creatures. examine each one for about 5 rounds, then
move on to the next. If the PCs struggle,
Cellphones will work in the Deserted City if the PCs believe strongly enough scream or fight then it will examine them
that they will. Mandy Buchannan’s cellphone will certainly receive calls longer.
from Paul’s payphone.
Adventures 271
In Dark
The monster that nearly attacked Paul is the primary danger He will be wary of telling anyone his story (he’s afraid
to Paul and the PCs. If PCs are able to show up right where people will think he’s crazy).
Paul is and bring him home immediately then they will
G
probably not run into the monster. However, if the PCs If Paul dies, nobody but the PCs will know that it was their
wander the Deserted City, if they stay by the phone for failure.
awhile or if Paul shouts for them (or visa versa) the monster
will show up Revenge of the Black Marble- If the PCs came to the
A
Deserted City via Paul’s dreams or playland, then after
Killing or escaping from the monster is possible. If PCs all else is done (perhaps even during another adventure),
leave via a portal and don’t close it behind them then the one of the PCs should notice a black marble in one of
M
monster may follow them into this world as a physical his or her dreams. If the PC can make a Dreaming roll
entity with all the same abilities it has in the Deserted City. to become lucid, the PC can try to deal with the marble.
Outcomes- If the PCs save Paul Buchannan he will be Unfortunately, the only way to get rid of the marble is
E
eternally grateful and will pledge that he owes each PC a to find a portal to another realm and throw it through.
favor. If he is a boss of one of the PCs he will try to have the Otherwise the same thing will happen to the PC as
PC given advancement (or at least a bonus or small raise). happened to Paul Buchannan.
Experience Points
Player: Player: Player: Player:
A
Paul Buchanan dies: -10
PC made friends with another PC: +5 XP
PC scared other PCs/Players: +5 XP
T
Good Roleplaying: 2 XP
Made the world a better place: +1 to +10
E
Clever Plan: +4 XP
Worked Well as a Group: +4 XP
Motivation Success: +4 XP
R
Secret Life Success: +5 XP
Split up Group: -5 XP
S
Made the world a worse place: -5 XP
PC died: -5 XP
Darkness
O
Synopsis- The PCs will trace a shocking DVD to an may be asked to open a case file on the disk, but for other
abandoned building controlled by a cult who are trying to PCs it’s most likely that a friend who knows the PC is into
destroy the world. The PCs will arrive at the abandoned ‘weird stuff’ gives the PC a bootlegged copy of the DVD.
N
building just after the cult attempted their ceremony. The
cult failed to destroy reality, but they did cause a shatter The DVD has no menus. It immediately starts playing
which will cause the PCs to end up trapped in a pitch black a short video clip that looks like it was filmed with a
L
basement. In the basement the PCs must contend with a consumer camcorder.
young girl who needs their help, various physical obstacles
and a horror from the shatter. Complicating matters, PCs A mid-twenties Caucasian man, shirtless, wearing dirty
Y
will find that the complete darkness that hampers them is blue jeans, with shaggy hair and needing a shave, stands
supernatural and indispellable. PCs will have to complete in what looks like an abandoned building, in a narrow
this adventure without using their sight. hallway with wood doors on either side. The lights are
off and the only lighting looks like sunlight coming from
PC Introductions- The PCs will get a hold of a DVD. A somewhere behind the camera.
Scribbler may find one hidden in a book or a Professional
G
wounded soldiers, protesters being beaten by the police
and homeless people. “Say goodbye to this story, this lie, There is graffiti on the walls. One readable phrase
this fiction that we forgot wasn’t real.” A hand from off the is “Aryan Wolves.” A moderate Organized Crime or
screen hands him a machete. His voice rises to a crescendo Research: Law Enforcement roll or a hard Research:
A
as he says “goodbye dirty hand!” and chops his hand off. Internet or Research: Academic roll will show that the
Aryan Wolves were a White supremacist group that ran a
Then he looks at the camera, his face looking ecstatic. “This major meth lab out of Skid Row during the late 90s.
M
world is a mistake,” he says, “It’s time to throw it away and
start over. On (insert date here*) at dawn, the Church of the Finding the Hotel- Hopefully there should be enough
Path of Truth is going to destroy the world.” clues in the video for the PCs to know they have to search
E
around Skid Row for an abandoned hotel that has been
*Note: Make the date be a few days from now in your
taken over by a cult.
campaign’s timeline. The day should be on a Saturday.
There are a lot of hotels in the area so it might take the
The young man chops his left arm off at the elbow. A PCs days to find the right one. In fact, it should take
moderate AWR roll will let PCs notice that, as he chops his the PCs just long enough for them to arrive shortly after
arm off, a large crack suddenly opens in the linoleum under dawn on the day the cult promised to destroy the world.
M
his feet.
Inside the Hotel- The cult is squatting in an old
“If you want to join us in closing this world and opening the abandoned hotel in Skid Row called the McClelland
A
new, follow your hearts. If you are one of the chosen you Hotel. The hotel is 5 stories tall and has 20 small rooms
will find us in time.” on either side. The hotel’s doors have been broken open
and stand ajar. Homeless people nearby know that
S
He takes the machete in his remaining hand, raises it up, and someone is squatting in the hotel and some know that the
with a smile he buries it deep in the top of his skull. He falls squatters are some kind of ‘religious freaks.’
to the floor and the recording ends.
T
Inside the hotel is a cage where the manager sat when the
Investigating the DVD- Trying to trace back where the hotel was running. Next to it a hallway leads to a set of
DVD came from will lead from person to person, each rooms and a stairwell leads up to higher floors and down
of whom copied or passed the DVD to their friends, and to the basement. There is also an elevator. There is no
E
eventually, back to some college student who saw it sitting power in the hotel (the power has been cut off at a box
on a desk in the UCLA college library with “watch me” under the street).
written on it in felt-tip marker.
R
In the hallway, a number of dismembered people lie on
Analysis of the DVD will show that it was created by a fairly the floor in pools of blood. There are candles burning on
simple DVD authoring program that ships with a lot of new the floor. There are skull cups overturned with remnants
S
computers that have DVD burners. The file creation date of a foul smelling brown liquid inside. There are bloody
was four weeks ago. The registered owner’s name is in a machetes lying everywhere. There’s weeping coming
file as Hope Ministries, a homeless shelter in Skid Row. If from somewhere and several of the bodies are moaning.
PCs investigate Hope Ministries they will find the shelter
has a computer made available to homeless people. One of If the PC’s approach, one of the bodies will reach for the
the staff remembers some young people coming in with a PCs and whisper “is this the next world?” The eyes are
videocamera and burning a DVD. They claimed they were
O
open and unfocused.
squatting in an abandoned hotel on Skid Row.
Then, the body of a dismembered black man wearing a
Video analysis (or use of the Filmmaking skill) will tell grey turtleneck, glasses and slacks starts screaming and
N
PCs that the video was made with a fairly generic digital writhing. There is a sudden earthquake and the PCs (even
video camera, handheld with all the default options (auto- those who have stayed outside) feel themselves lifted into
focus, auto-volume adjust, etc.) turned on. In other words, the air along with everything else in the hotel. Any part
L
a strictly amateur job. There are no telltale signs of special of the hotel the PCs try to grab will crumble in their
effects. hands. PCs that are outside will be pulled inside. PCs
will tumble through the air, watching as huge fissures
Y
The picture can be enhanced enough to show that the doors open up in the ceiling and floor and pieces of the building
all have numbers and locks on them. From their distance to join the objects floating in the air.
each other they must lead to fairly narrow (no more than 10
ft. or 3 m.) rooms. The end of the hallway is lost in darkness. Then, abruptly, the screaming ends and the PCs are
A PC with knowledge of history or architecture could place plunged down, feel themselves smash through the floor
the building’s style as something cheap from the 1950’s. and hit the ground.
Darkness 273
In Dark
PCs will fall two stories and can make AGY saves not to PCs try to walk they will have to do so slowly to avoid
take falling damage (10 difficulty for the first point, 20 tripping on rubble or banging their heads on beams and
for the second). If a PC takes 2 blunt damage the GM can pipes that are hanging from the ceiling.
G
choose, instead, to break one of the PC’s ankles (crippling
that limb). Every PC has a 1 in 4 chance of being hit by an The rubble is made up of foam insulation, cracked and
object heavy enough to do 2 blunt damage. Every PC who bent pieces of linoleum, wooden boards and breams, heaps
A
takes damage from falling objects has a 1 in 2 chance of of plaster, large bent pieces of chicken wire, pipes, pieces
finding themselves trapped under that object (most likely a of glass, doors, toilets and sinks. Some bits of rubble are
beam) which will take a moderate (20) difficulty STH feat sharp enough to cut the PC if the PC puts an unprotected
to move. hand, foot or knee down onto them. It is unlikely to cause
M
bladed or crippling damage, but it will cause distracting
In The Dark- PCs will find themselves in absolute pain.
darkness. Everything they learn will be described in terms
E
of what they hear, feel, smell and taste. The darkness is The basement is in much worse shape than the sub-
supernatural and cannot be dispelled by lighting a lighter basement. Some parts are completely blocked off by
or turning on a flashlight (though they will be able to feel rubble. In other parts the PCs must crawl over piles of
the heat of the fire or light bulb). The darkness will also rubble. If they don’t feel around carefully they will cut
disappear for a split second any time they hurt Erik’s their hands on sharp pieces. Even if they are careful a
Corpse. part of the rubble pile may collapse under them, causing
scrapes or bruises (½ point blunt or bladed damage). The
M
If PCs move to the farthest corner of the room from where PCs can’t stand up straight because the ceiling above them
Erik’s Corpse is they will be able to see the light of a is sagging too low.
flashlight or match, but that light will dim and disappear if
A
they go towards Erik or Erik goes towards them. There are five corpses of cult members and bystanders
(curious people who attended the ceremony but did not
The PCs are in a sub-basement, two stories below the subscribe to the cult’s beliefs) in the basement and sub-
S
surface. There is some rubble and dust on the level the PCs basement. Some died in the fall, others bled to death from
are on, but it’s not that bad (most of what fell through to this their self-inflicted wounds shortly after the fall. There are
level was bodies, not rubble). Yet it’s bad enough that if the machetes near the bodies.
T Sub-Basement Basement
E
R
S
O
N
L
Y
274 Chapter Eight - Adventures
Alleys
Survivors- There are eight survivors besides the PCs. Gina The easiest way to get out of the sub-basement is the
is the only one who has a good chance of being saved by stairs. The door that would lead directly to the stairs is
the PCs. All the cult members will be bleeding to death. jammed shut, so the PCs can either force it (do 4 blunt
G
All the cult members, and some of the bystanders, are on damage or make a 30 difficulty STH feat) or take a side
hallucinogens, which will make them hard to deal with. The door into the storage area. A door from the storage area
survivors are as follows: leads to the room that has the stairs. The stairs will lead
A
up to the basement, but above that there is a giant pile
Sub-Basement of rubble on the stairs that blocks the way. Another way
-Doris, cult member, unconscious, trapped under a pile of to get from the sub-basement to the basement is to find
a hole in the ceiling (there are several, especially where
M
rubble, crippled (legs broken), bleeding to death (will die
within 10 minutes). In the sub-basement. a beam or the hot water heater have forced their way
through). Climbing up can be dangerous: the things the
-Cory, cult member, conscious, crippled (leg & arm broken), PC is holding onto can give way. PCs can take blunt
E
bleeding to death (will die within 10 minutes). In the sub- and bladed damage from the rubble below them that they
basement. fall on and the things above them that collapse on top of
-Bo, bystander, on hallucinogens, trapped under a pile them.
of rubble, crippled (ankle broken),
conscious. In the sub-basement. Gina Teller The only way from the basement
to first floor that isn’t completely
-Tara, bystander, sober, crippled
M
Appearance- Adolescent Caucasian female, blocked by rubble is the elevator
(paralyzed from neck down), long brown hair, grey t-shirt and blue jeans, shaft. The doors need to be pried
unconscious. In the sub-basement. no makeup. open, which requires something
with a sharp edge (a broken
A
Between Attributes- AGY 6, AWR 8, CHM 9, END 6,
INL 10, SPD 10, STH 4, WIL 8, BLD 2, piece of wood or a machete, for
-Rasheeda, cult member, conscious, BDY 1, INCY 1. instance). Unfortunately, the
trapped (stuck in a hole between sub- elevator is parked at the first floor.
S
basement and basement), bleeding to History- Gina is the daughter of Doris, a There is a small space between
death (will die within 30 minutes). member of the cult. Although Gina was the elevator and the shaft, but
indoctrinated into the cult beliefs, her mother only a very small person (Gina or
didn’t think she was ready to witness the
T
Basement any PC who happens to be tiny)
ceremony and had her stay in the room they
-Andy, cult member, conscious, were squatting in at the hotel. Gina fell can fit through. Anyone who can
trapped under a pile of rubble, through when the floor gave way and her legs get through this space can get on
E
crippled (paralyzed), bleeding to became trapped under a pile of rubble. She top of the elevator and into the
death (will die within 30 minutes). In immediately started calling for help. light. From there they can either
the basement. exit onto the second floor (most of
Personality- Right now Gina is on the verge which is empty space but there’s
R
-Phil, cult member, unconscious, of complete panic. If one more bad thing enough left for someone to get
trapped under a beam, bleeding to happens to her (like she finds out her mother to a room and a fire escape) or
death (will die within 30 minutes). In is dead or that the darkness is supernatural or release the safety on the elevator
S
the basement. that a monster is prowling the ruins) she will
and send it down to the basement
become unable to do anything except make
-Gina, child of cult member, sober, weak, frightened sobs. (once PCs can get in, they can
conscious, trapped under a pile of climb through the trap door in the
rubble. In the basement. top and exit on the first floor).
O
Name type Crippled? Trapped? Conscious?
Sub-Basement
a Survivor. However, his brain was damaged, leaving
Doris cult Y Y S him insane. His body is broken, leaving him only able to
Andy cult Y Y Y B shuffle and squirm along the floor. He was at the nexus
N
Cory cult Y Y S of a shatter and his body now warps the reality around
Rasheeda cult Y Y B/S it, causing darkness within 30 ft. (9 m.). He is drawn to
Phil cult Y B noise and will grab a hold of living or dead people. His
L
Bo bystander Y Y Y S touch burns human flesh, causing sizzling sounds, the
Tara bystander Y S
smell of burning flesh and leaving behind hard, cracked
skin on the victims. The monster can also crawl on walls
Gina child Y Y B and ceilings as well as it can on the ground, making it
Y
able to follow the PCs nearly anywhere. It can also
Getting Up- In order to get out, the PCs will have to find a imitate, perfectly, anything it has heard, although it no
way from the sub-basement to the basement and from the longer understands human language. It may trick PCs
basement to the first floor. If they can do that and can cross into coming to it by echoing sobbing noises or calls for
the pile of rubble on the first floor to the entrance they can help or it may give itself away by echoing snatches of
get out. conversation out of context.
Payphone 275
In Dark
Psychometry can give a PC visions of the past
which have nothing to do with what’s currently Erik’s Corpse Sensations
happening but which can help the PC get a sense of Appearance- It feels like a Hear
G
the place’s layout. human body, wearing clothes, Water dripping
covered in warm sticky blood. Ragged breathing
Read Minds can help identify PCs and survivors. The neck is broken, the head The building creaking
A
Erik’s Corpse has emotions (a confused urge to hanging limply, the top of the
skull caved in. The left arm People moaning in pain
destroy) but does not think in words. Gina calling ‘help’ hoarsely
is missing at the elbow; both
legs are missing at the knee. Small thumping and cracking
M
Visions will give a PC sporadic information about The heart beats sluggishly and noises from above
what’s happening around him or her, but those slowly and it takes slow gurgling A sizzling sound like meat
visions are not fast enough or spatially accurate breaths about once every minute. frying
enough to let the PC overcome the disadvantage of It lies perfectly still except when
E
operating in the dark. moving towards a victim, then it
ambles and squirms along with Smell
See Invisible will allow a PC to see cracks in reality random movements of what Dust
and damaged misfortunes hobbling about. remains of its limbs, the limp Mold/Mildew
head dragging along the ground. Vomit and excrement
The eyes and mouth are open
See Reapers will show reapers hovering around wide and unmoving. Burning flesh and hair
M
those who are bleeding to death.
Attributes- AGY 3, AWR 4, Feel
See Souls can help a PC find PCs and Survivors. CHM 0, END 30, INL 0, SPD
3 (crawling), STH 30, WIL 15, Cold concrete floor under a
A
Erik’s Corpse does have a soul, although unlike the layer chunky powder
soul of a Cannibal his soul has ‘retracted’ to fit the BLD 0, BDY 2, INCY 15.
Cold liquid dripping on one’s
new, mutilated form. His soul burns brightly like Abilities skin
that of one of the Touched.
S
-Erik’s Corpse can crawl on Warm thick liquid falling in
walls and ceilings. large drops
Command Inanimate can be extremely useful if -Erik’s Corpse can imitate A puddle of thick, cold liquid
used to make crumbling pieces of buildings less
T
any sound that it’s heard. on the floor
likely to break under a PC’s weight or more likely -Erik’s Corpse does not lose A puddle of thick, warm liquid
to break when the PC is trying to get them out of END at 0 BLD, won’t stop on the floor
the way. moving until it loses all INCY.
E
Warm flesh
-Erik’s Corpse creates un- Cardboard boxes, soft and
Control Will-Less will work on Erik’s Corpse (hard pierceable darkness within 30 ft. bulging outwards
difficulty) although since the PCs cannot see Erik’s or 9 m. (fading out at the edges).
R
Corpse the PC would have to touch it, and risk being A large wooden beam rising up
-Erik’s Corpse is +10 to save at an angle from the floor
grabbed and burned. vs. pain. It makes simultaneous A piece of flat metal with a
strikes at no penalty. sharp edge with something warm
S
A Dance may be able to advise a Faustian about -The touch of Erik’s Corpse’s and sticky on it
the layout of the basement and sub-basement, since palm causes human flesh to burn, Warm flesh, ragged, wet and
Dances know a lot about the architecture of old doing 2 burn damage per round. sticky, with splinters of something
buildings, but knows little else that might help the hard sticking out
PCs. Psychology- Erik’s Corpse
has lost all self-consciousness, A warm human chest,
understanding of language or expanding and constricting
Skills that increase strength (Ecstatic Rage, Flesh rhythmically
O
capacity for rational thought.
Control, Imaginary Powers, Spirit Strength) can Its intelligence is like that of A mound of materials rising up
allow PCs to remove rubble that they would not an animal. It feels an urge to in front of you: some brittle and
otherwise be able to remove. PCs must be careful hurt living things (which it can powdery, some hard and cracked,
N
or smart or they will cause more damage and bring recognize by the sounds they some wooden and splintery, some
more rubble down on themselves. It may be possible make) and attacks the only way rough and metallic.
to create another route to the first floor. it knows how: by grabbing them A cold hard wall with little
L
with its remaining hand. If it cracks running up and down it.
The Get Lost skill can be used without too much can’t find any human people A large metal box, coming
difficulty to escape from the basement. The PC it knows that repeating human up to about shoulder height, with
noises might draw them out (but hinges, a handle and dials.
Y
is indoors, but being blind in an unfamiliar place does not know how or why).
facilitates being lost. A PC who gets Lost will find A shattered piece of something
himself or herself traveling through completely dark Typical Action- A Grab with its hard and cold with sharp edges.
places (darkrooms, bank vaults, sewers, basements, remaining hand at STH (30) + A small, sharp sliver.
etc.). The problem with escaping by use of this skill AGY (3) -15 (blinded) +1d20 vs. Something small and furry
is that trapped survivors (e.g. Gina) cannot follow 25 (or 1d20 vs. 7). scurrying over one’s skin.
the PC but Erik’s corpse can.
G
the hard surface. They break as you touch them, filled only with air. Then you hear, less than a foot from where
your hand is touching, the sound of someone or something hyperventilating. As rapidly as a heartbeat, and
without pause or vocalization, the person is sucking in and pushing out shallow little breaths. With each breath
the cracked, oozing surface jumps a little.
The Get Lost skill can be used without too much difficulty quickly growing darker and going completely black as
A
M
to escape from the basement. The PC is indoors, but being they hear the shuffling sounds of Erik’s Corpse moving
blind in an unfamiliar place facilitates being lost. A PC towards them.
who gets Lost will find himself or herself traveling through
completely dark places (darkrooms, bank vaults, sewers, “Killing” Erik’s Corpse (destroying it enough for Reapers
E
basements, etc.). The problem with escaping by use of this to take the soul away) will dispel the darkness.
skill is that trapped survivors (e.g. Gina) cannot follow the
PC but Erik’s corpse can. If one or more PCs escape without killing Erik’s Corpse
and try to get a mundane rescue crew, that crew will be
Possible Outcomes- Gina can be freed by a STH feat of 40 mystified by the darkness and before long a hazmat team
difficulty (PCs can combine their STH or find levers to make under the control of the powers-that-be will ‘take over’
M
the job easier). Other fall-survivors may be able to be saved the rescue effort. They’ll blow up the building, sealing in
if the PCs can free them, tourniquet their wounds and protect Erik’s remains and anyone left alive inside.
them from Erik’s Corpse.
A
If PCs can get Gina out it will not be hard to find her
If PCs make it to the first floor without taking care of Erik father (who has filed a missing person’s report on Gina)
they may find themselves in glorious daylight streaming and the father will thereafter owe the PCs a favor.
S
through empty window frames, only to see everything
T
Experience Points
Player: Player: Player: Player:
PC Survives: +25 XP
PCs Die: -10 XP/ea.
E
R
Gina Survives: +10 XP
Other fall-survivors survive: +7 XP/ea.
PC made friends with another PC: +5 XP
PC scared other PCs/Players: +5 XP
Discovered a secret about the game world: +5 XP
Personal Growth: +5 XP
S
Good Roleplaying: 2 XP
O
Made the world a better place: +1 to +10
Clever Plan: +4 XP
Worked Well as a Group: +4 XP
N
Motivation Success: +4 XP
Secret Life Success: +5 XP
L
Split up Group: -5 XP
Made the world a worse place: -5 XP
PC died: -5 XP
Y
Darkness 277
In Dark
Appendices
Glossary of Game Terms
#D#- A code for rolling dice, the first number means the number of Game Master (GM)- The Game Master is a player but does not
dice rolled and the second number is the denomination of the dice. have a PC. The GM is an impartial intermediary between the
2D6 means that you must roll 2 six-sided dice and add the values. game as it appears on paper and the game as played by players.
Action- In combat, anything the character initiates (as opposed to The GM is the universe: he or she decides what happens for
a Reaction). An action could be anything from a strike (a fighting whatever action the players take based on his or her knowledge
action described in the rules) to reading a book as combat rages. of the game universe.
Adventure- A story characters play in, with a beginning, end, Hard- A difficulty rating of 30 for an attribute + 1d20 roll (or +4
conflict, drama and a chance for the characters to succeed and a difficulty for weapon specific difficulties).
chance for them to fail and perhaps die. Incapacity- When a PC is at 0 END or 0 INCY and can no
Armor Rating (AR)- A numeric rating of the amount of the longer stand, initiate communication or make any roll.
character’s body a piece of armor covers. One is the smallest Legendary- A difficulty rating of 40 for an attribute + 1d20
amount and twenty is coverage of the entire body. A strike must roll.
have a success greater than the armor rating in order to hit an
unprotected portion of the victim. Maximum Range- For a projectile weapon this is the range that
Attributes- Numeric ratings for each character that enumerate the weapon can not do damage beyond (compare to Functional
their abilities in mental and physical areas. Although base Range).
attributes are relatively stable over time, events can temporarily Moderate- A difficulty rating of 20 for an attribute + 1d20 roll.
change any of them. Non Player Character (NPC)- This is a character. Can be
Bladed - Damage that cuts or pierces flesh such as a knife or pick- a friend or an enemy, both or neither. Has a personality and
axe. Does damage to Blood Points. intelligence, but is not a player character. He or she is controlled
Blunt - Damage that crushes flesh, such as a club or punch. Blunt by the GM.
damage subtracts first from Body Points, then when (they are Player- The player is the real human being that participates in
gone) it does double damage to Blood Points. the role playing game as a character.
Chance Action- An action that the GM determines is heavily Player Character (PC)- A character created by and controlled
influenced by chance (a 1 on the 1d20 roll will always fail, a 20 by a player. It is through the character that the player plays the
will always succeed). Typically a spur-of-the-moment activity. game. A character is a participant in the adventure.
Character- A character is a fictional person created by a Protection Rating (PR)- A numeric rating that describes how
player or GM. The character has his/her own personality, past, much damage a piece of armor is capable of protecting from.
characteristics, experiences and life. Any damage that hits the armor has the Protection Rating’s
Character Creation- The process of describing a character worth of damage removed from it.
before game-play starts. Points are used to buy attributes, skills,
advantages and disadvantages. Equipment is also bought. Reaction- Something a PC can do once in a combat round in
reaction to being attacked (e.g. dodge).
Damage- A rating of the capacity of a weapon to do damage to
humans. Specifically, it is damage which will move a person Roll- A dice roll with an attempt to get the highest number
progressively closer to being dead. possible. An “agility roll,” for example, is the character’s AGY
plus 1d20 with an attempt to get higher than the difficulty for the
Deliberate Action- An action that has no automatic success given action.
or failure (as a Chance Action does). This is typically a well-
considered action that leaves as little as possible to chance. Role Playing Game (RPG)- A game where people play fictional
characters (roles) having adventures together. Players narrate
Difficulty- The rating of the difficulty for anything a character what their characters do and the GM narrates what happens in
attempts to do. To succeed, a character must make a roll of the response.
applicable attribute plus 1d20 and get a result higher than the
given difficulty. Typical difficulties: Easy (10), Moderate (20), Save Vs.- A roll made of 1d20 plus appropriate attributes in an
Hard (30) and Legendary (40). attempt to avoid something that would otherwise happen, such
Easy- A difficulty rating of 10 for an attribute + 1d20 roll (or -4 as falling down or catching a disease.
difficulty when dealing with weapon specific difficulties). Scenario- A scenario is a series of adventures linked together
Experience Levels- As a PC does more he or she gains more by a common plot element or group of PCs (much like a book
experience, and through experience and practice the character trilogy).
becomes more powerful. The system of Experience Levels is Simultaneous- When a character reacts to being attacked by
an easy system for rating this growth. Characters start out at an making an action of his or her own (e.g. let someone punch you,
experience level of 1 and as they do more and experience more but stab that person at the same time).
they gain experience points and raise experience levels. Skill- A level of training or knowledge that allows the character
Experience Points (XP)- As a PC completes each adventure the to do something they would be otherwise unable to do. The
GM assigns them Experience Points based on their performance in majority of skills are INL based (roll 1d20 + INL + any plusses
that particular adventure. Each adventure should have a checklist from having more than one level in the skill), yet there are skills
of things PCs can do to gain or lose XP. XP can be spent at the end based on other attributes.
of an adventure to buy skills and to raise attributes.
Skill Roll- A roll of 1d20 plus the appropriate attribute plus four
Functional Range (FR)- A unit of distance in which a projectile for every level the character has in the skill above the first.
weapon suffers a -1 penalty. For instance, if a weapon has a
functional range of 3 ft., the character is at -4 to hit a target 12 ft. Split- When one action or reaction is turned into two, at +10
away. difficulty to each (e.g. do a split action jump and strike).
278 Appendices
Alleys
Psychodynamics
ANIM ____ EGO ____ ID ____ REPT ____ SEGO ____ SHAD ____ STRA ____ THAN ____
I N DARK ALLEYS
Combat Sheet for ___________
ARMOR
Armor Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 PR Penalties
__________________ O O O O O O O O O O O O O O O O O O O O ___________ _____________
__________________ O O O O O O O O O O O O O O O O O O O O ___________ _____________
__________________ O O O O O O O O O O O O O O O O O O O O ___________ _____________
__________________ O O O O O O O O O O O O O O O O O O O O ___________ _____________
__________________ O O O O O O O O O O O O O O O O O O O O ___________ _____________
282 Appendices
Alleys
Effecting Non-Material Realms Random Urban Neighborhood Table
00-01: Beach (Surfers, partiers, dog-walkers, restaurants, expensive homes.)
WIL + 1d20 difficulty + to
Realm to change supernatural 02-04: Campus (Grass, pathways, big school buildings, dorms, students on
self/environment/others skill rolls bicycles.)
05-10: Commercial Park (Large complexes of one-or-two story office
Land of the buildings and doctor’s offices, used car dealerships, virtually abandoned at
Dead, Deserted 40/50/60 +20 night.)
City, Void,
Citadel 11-13: Docks (Docked ships, warehouses, bars, industrial lots running 24/7.)
14-20: Downtown Commercial (Big office buildings, parking structures,
Subconsciouses, cheap lunch places.)
Bubbles 30/40/50 +30
21-25: Ethnic Enclave (Non-English signs, old apartment buildings, import
grocery stores, tiny restaurants.)
Dreams 20/30/40 +40 26-32: Ghetto (Blocks of cheap apartments, drug dealers on the corners,
overpriced grocery stores.)
Random Get Lost Results 33-37: Historical Residential (Old, nice looking houses, trees, parks.)
01-50: Different block (same neighborhood) 38-43: Industrial: Active (Railyards, gated industrial complexes,
warehouses.)
51-75: Different neighborhood (same city)
44-48: Industrial: Run Down (Abandoned factories, unused railyards,
76-92: Different city (same nation) homeless camps.)
93-98: Different nation 49-56: Main Drag (Gas stations, fast food, liquor stores, motels, heavy traffic
99-00: Different world at all hours.)
57-59: Mansions (Huge lots, perfectly landscaped lawns, wrought iron fences,
regular drive-bys by private security.)
Invisible Encounter Table
For each 1 city block, there are 2d20 common wrigglers, 60-64: Park/Graveyard (Grass, trees, people walking dogs.)
plus the following (on 1d100): 65-69: Projects (Row after row of identical, cheaply built apartment buildings
01-10: None with an occasional community center.)
11-17: Crying Girl 70-75: Shopping District (Strip malls, chain restaurants, huge parking lots.)
18-24: Starer 76-80: Skid-Row (Liquor stores, cheap hotels, shelters, vacant lots, homeless
25-31: Bad Talker people sleeping on the sidewalks.)
32-68: Rare Wriggler 81-89: Suburb (Nearly identical, brand new middle-class houses with perfect
69-72: Very Rare Wriggler lawns and SUVs in the driveways.)
73-80: Stork 90-94: Touristy (Antique and novelty shops, overpriced cafes, historical
81-81: Rumbler landmarks, small museums and parks.)
82-86: Haunter 95-99: Trendy Downtown (Night clubs, coffee shops, bars, trendy clothing
87-93: Wolf stores.)
94-00: Reaper
Addiction..................... 94, 96, 110, 114, 134 170 Invisible, the................ 44, 188, 227, 235
Animals....................... 27, 80, 88, 145, 225, 240, LAPD.......................... 160, 161, 167, 168
238 Mental Illness.............. 7, 42, 155, 169, 204,
Armor.......................... 92, 131 247, 258, 162
Children....................... 54, 57, 82, 116, 121, 219, Native People.............. 16, 17, 150, 159, 188,
242 206, 243
Combat........................ 41, 69, 137, 138, 139 Natural Disaster.......... 81, 86, 160, 166, 229
Crime........................... 71, 88, 118, 170, 183, Nature.......................... 16, 150, 158, 182
224, 225 Occultism.................... 15, 28, 49, 151
Cults............................ 206, 221, 243, 272 Organized Crime......... 48, 72, 118 170, 172,
Damage....................... 9, 32, 92, 106, 131, 132, 224
133, 145 Philosophy.................. 50, 150, 213, 247
Dances......................... 23, 193, 242, 243, 248, Poison.......................... 105, 133, 206, 247
263
Politics........................ 153, 167
Death........................... 8, 52, 131, 215, 219, 236,
256 Pollution...................... 166, 180
Deserted City, the........ 225, 245, 250 Psychodynamics.......... 7, 29, 116, 129, 155,
195, 219, 222, 238,
Dreams........................ 83, 155, 166, 168, 196, 240, 256
234, 249, 257
Reapers........................ 86, 215, 216, 236, 249
Drugs........................... 36, 72, 94, 96, 105, 114,
133, 170, 172 Religion....................... 17, 19, 21, 49, 150,
164, 188, 206, 222,
Firearms...................... 107, 145 243
Gangs.......................... 20, 161, 168, 170, 174, Science........................ 15, 67, 207, 235
178, 181, 225
Sex.............................. 7, 11, 82, 127, 153,
Government................. 62, 111, 167, 176, 211 155, 157, 173, 185
History........................ 18, 150, 159, 206, 243 Shatters........................ 28, 225, 229, 236, 243
Homelessness.............. 42, 60, 164, 167, 176 Skid Row..................... 41, 164, 167, 173,
Homosexuality............ 12, 164, 179, 182, 185, 176, 183
169, 207, 244 Subconsciousness........ 155, 157, 193, 219,
H-Tech......................... 37, 222, 235, 238, 241 247, 249, 256
Index 285
Gender Identity Disorder
Mainstream psychiatrists no longer claim that homosexuality
is a disease. However, many young people who are struggling
with gender issues are diagnosed by modern psychiatrists with
“Gender Identity Disorder.” To qualify for such a diagnosis,
the person must have strong feelings of being the wrong
gender and identification with the opposite gender, and the
feelings must be strong enough that they distress the person or
impair the person. Gender Identity Disorder is diagnosed in
children, adolescents and adults.