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In the Shadow of Wraiths Draft Manuscript 30/10/15 Version 1.0 All material found within this document is the copyright of ParaSpace. You have permission to download and print this document for personal use only.You may not forward, copy or share this document or extracts of this document but may invite others to download this document from an official source. This document is a draft and subject to change without notice. Please visit our forum to leave feedback and help us improve this document



Introduction Awakened Earth: In the Shadow of Wraithsxxx Contents 2 Credits In the Shadow of Wraiths Author Daran Plows Cover Art xxx Internal Art xxx Published by ParaSpacePlaytesters: Big Andy, Andy Bennett, Dave Birch, Matt Broom, Harry Clarke, Stuart Compton, Justin Eheridge, Mark Flay, NathanGirdler, Jonathan Haywood, Mike Hyde, Amanda Kathryn, Ian Larking, Mike McAllister, Dominic Morris, Don O’Connell, Pete Pinner,Lex Pitfield, Alex Reeve, Franklyn Stewart, Dave Thompson, Rebecca Thompson, Craig Willers, Tim Young.ParaSpace and Awakened Earth are registered trademarks of the ParaSpace publishing company. Copyright 2012 ParaSpace.All rights reserved. Reproduction of this work, by any means, without written permission from the publisher, except short excerptsfor the purposes of reviews, is expressly prohibited. You have permission to reproduce all handouts and floor plans for personalconvenience of play. xxxVersion 1.0 Published 04/15 ISBN 978-0-9567949-1-8 www.paraspace.co.uk

In the Shadow of Wraiths Introduction to Awakened Earth in its entirety, before the game is played, will spoil the suspense and ruin everyone’s enjoyment. Awakened Earth is set in a post apocalyptic near future where spirit entities have reduced Humanity to small clustering groups. Section 2, Resources, will be used as a reference by players Struggling to survive in new and dangerous surroundings, and the GM and contains notes and statistics for some useful mercenaries and hunters hire their services to combat legendary equipment. beasts that now roam the empty cities, adventurers quest for artefacts imbued with magic and wizards study over ancient Section 3, Magic, will be used as a reference by players and the texts, seeking to unlock their arcane secrets. The Old Gods GM. However, players should refrain from reading the chapters have awoken from slumber and, day by day, nature reclaims in their entirety and, as directed by the GM, should instead only the wilderness it once owned. refer to the elements that become of particular relevance to their characters. Awakened Earth (AE) is a game world setting intended for use with the ParaSpace Role Playing System (PSrps). This is Section 4, The GM’s Section is, as expected, for the GM’s (fundamentally) a post-apocalyptic, fantasy setting that follows eyes only. It contains hints and tips on running the game as well the journey of the player characters as they try to survive and as providing a number of ideas for scenarios and developing re-build society. The story (and the game setting) begins next and personalising the setting. May 1st and starting characters are created as normal, modern day, citizens. This book, In the Shadow of Wraiths (ItSoW), Section 5, The Creature Catalogue, contains details and details the events that happen in the first few weeks as the statistics for a number of awakened beasts and is intended for awakenings occur and provides information to run games and the GM only. follow the player characters’ journey as they live through these cataclysmic events. Although reference is made to other countries, the majority of information contained herein pertains to the British Isles. Using this Book However, because the Awakened Earth setting is, primarily, a story of survival and adventure, the reasons for the apocalyptic If you are to be a player within this setting it is advisable that, events are little more than a source for speculation. If you for now, you only read pages x – x of the Creating a Character would prefer to set your game in a different place or country, chapter of this book. At least during its early days, the Awakened please feel free to do so as this will have little impact upon play. Earth game setting will play out on a day to day basis, in a diary However, in order to keep your game in line with the events as type of style. Events will unfold around the characters as the they develop as written within this book, it is important to start at game continues and so, although the GM, of course, should May 1st, 8am. In addition, although the denizens of Awakened read the book in its entirety, players should only be directed to Earth are unlikely to remember or bother to alter their clocks, read particular passages as the game goes on. for ease of continuity, all reference to times include adjustments made for daylight saving. The book contains five sections: Of Gods and Men Section 1, The Awakenings is intended for both the players and the GM. However, apart from the Creating a Character Although many of the religious views and scenarios that pages mentioned above, none of its content should be read by take place within Awakened Earth are inspired by various any player without prior GM approval. The second chapter in real life elements and sources, we have used poetic licence this section, Chronology of the Awakenings, provides a brief to mix and match in order to create fantastical but fictitious synopsis of the awakenings as they occur and can be used by versions. The views presented do not represent the opinions the players as a reference and guide, only with GM approval, or beliefs of anyone involved with ParaSpace or the creation after they have played through the dates in question. To read it of this setting.

Awakened Earth: In the Shadow of WraithsSection 1: The AwakeningsCreating a Character Setting Skills Creating a CharacterBackground – Pre-AE Every character, unless the player decides otherwise, will receive the following Setting Skills:Pre-AE (otherwise referred to as the Old World - OW) relates Drive Car (or +10 Skill Points)to the character’s life up to the point when the game setting General Knowledge (All characters must have this Skill).and awakenings begin. Work through the basic outline, as Hobby (type) (or +7 Skill Points)described in the PSrps Core Rules, defining points of the Literacy – common (or +7 Skill Points)character’s past life; culture, social standing, and profession Profession (Type) (or suitable associated Skill)etc. Although hobbies, interests, profession and personality Note that any Setting Skill may be replaced for XP as describedmay well hint at their future Style, once things get started, the in the PSrps Core Rules.character’s Raison Detre is likely set to become Accidental– with a new sub category “Survival”. The GM may also Whilst the above Skills are considered standard to the setting, itrequire for all player characters to be in the same vicinity is also advisable to consider obtaining a couple of other, equallyat the game start – if this is the case, and such an area is common skills:not your character’s locale, you may also wish to define theirreason for being at that location when the game starts on Area Knowledge – Due to the extensive amounts of buildingsMay 1st at 8am. and easily recognisable landmarks, many modern day citizens are often very familiar and well travelled within their localOnce the Awakenings take hold, in order to keep themselves surroundings.alive, it is unlikely that the average, everyday office worker willsurvive much beyond retraining in a more useful profession. Swimming – Most modern children are taught to swim fromPlayer Characters, on the other hand, are deemed to be the a very early age, particularly those that attend schools of aprotagonists within the setting and, whilst they are, indeed, Comfortable (or higher) Social Standing.everyday, modern citizens, they are (or at least are likely tobecome) far from normal. New SkillsIt is, therefore, safer to assume that all starting characters, Several New Skills, suitable for modern day characters follow:whilst being ‘normal’, everyday, modern citizens, will be of astronger, more determined and tenacious calibre. This is not to Hard Talksay that Player Characters should all have military backgrounds 15 (Business, Espionage, Law, Performing Arts) +CHAor violent and confrontational experience. On the contrary, Without the threat of violence or the use of bullying andthe protagonists in this story, like all stories, will comprise a intimidating techniques, Hard Talk is the skill and charismaticmixture of different skills and personalities required to survive control to ask direct or manipulative questions in order to get toin Awakened Earth. the truth or crux of a matter at hand.Defining the Character The Skill assumes that the hard talker is asking their questions within a controlled, structured, environment (such as a publicAs per the PSrps Core Rules, decide upon the character’s debate, court of law, stage or other media broadcast performance)Manipulations and Skills. Whilst it is acceptable for the player and considers that such an environment would make it awkwardto chose Skills that will better enable them to adapt and survive or embarrassing for the subject not to answer. In addition, shouldwithin a post apocalyptic fantasy setting, all Skills should the subject be seen to break off the conversation, such an actbe clearly justified in the character’s background; reflecting will likely be construed as an admission of guilt or agreementprofession, lifestyle, hobbies and interests. with the interviewer’s viewpoint. If the hard talk is not made in such an environment, the interviewer will suffer a -5 penalty to their Skill Result.www.paraspace.co.uk

Creating a Character As per the PSrps Core Rules page 301, at the bare minimum, Media Trained the cross examining player is required to role play the essence 15 (Business, Espionage, Law, Performing Arts) +CHA of their questions. The subject is then required to generate a The training to remain composed during interview or other counteractive response set at a TN vs the Hard Talk Skill Result. tricky conversations. The training involves, pausing for thought Again, at the bare minimum, the subject is required to role play in order to respond in an, apparent, comfortable manner and, the essence of their response and each should be awarded XP where required, avoid the actual line of questioning and perhaps bonuses appropriately. direct the conversation toward a different focus. The counteractive response can be made using a number of Persuasion different Skills and could involve Media Trained, Deceive/ 15 (Business, Performing Arts, Sleight) +CHA Conceal Emotion, counter Interrogation or Public Speaking etc. Through encouragement and reasoning, this is the art of Depending upon the topic and situation, at the GM’s discretion, convincing a subject as to the validity of the user’s way of it could even involve Alluring Charm, Acting or Gain Trust. thinking or to incite them towards emotions, thoughts and Alternatively, if no appropriate Skill is available to the subject, actions that are not necessarily within their best interests. they should use their CHA + 1D10. Persuasion TNs can be set against a subject’s Read Emotions Failure will result in the subject becoming flummoxed and / Detect Lie Skill or vs their MND where no appropriate Skill tongue tied and cause them to answer the question in, what is, is present. The persuader should also receive a penalty (or for them, an undesired manner. However, success will indicate bonus) based on the practicalities / realistic nature of their that the subject has remained in control of the situation and cause (0 to +/-5). answered the Hard Talk questions to a satisfactory degree but without revealing any information that they would otherwise not Respectful Aura wish to divulge. 15 + CHA The innate quality of Respectful Aura acts to produce an ambient The duration of the hard talk is at GM’s discretion. However, as atmosphere around the subject. When in the subject’s presence, it is usual to pursue a direct line of questioning within a specific those that fail a MND TN vs the Passive Skill Result will be time constraint, consider a minimum of 1D10x10 minutes are disposed to a feeling of consideration and courtesy towards required to complete the task. the subject. Acting with caution so as not to offend, persons susceptible to this effect will not think negative of their actions Lore (Awakened Earth)* and, in some cases, will be proud of their continued restraint. 15 (Academic) +INT They will mind their language, act maturely and generally be Knowledge of the AE environment, its creatures, physical and as well behaved as possible when in the subject’s presence. It spiritual composition, Nexus Points and magic etc. is, however, important to note that this effect is non-magical in *This Skill cannot be taken by a starting pre-AE character. origin and is simply a natural effect of the subject’s charisma. In

Awakened Earth: In the Shadow of Wraithsgame terms, Respectful Aura is merely used to assist in defining Supplemental Pointsperimeters around which one should role-play. The effects cantherefore be broken by deliberate choice (without any required Supplemental points are handled in the same manner as per thedice roll), at any time. PSrps Core Rules. However, a few limitations are noted below. Players should also check with the GM with regard to theirSense of Time Protagonist Level as, to enforce the fact that the characters are7 + PER truly ‘normal’, the GM may decide that no Supplemental PointsThe character has developed a superior body clock and is may be gained at all.better able to keep track of time than most. The TNs belowassume that the character has some point of reference Remaining or unspent Supplemental Points may be converted(whether it’s the sun or a glance at a clock within the last hour to XP (as described in the PSrps Core Rules page x). This XPor so). Where no point of reference is available, such as if may then be utilised as described to “tweak” the character and,the character had been locked in a dark room, assume a -5 perhaps, specialise in a particular area relevant to their OWpenalty to all Results. profession. Alternatively, the XP may be held in reserve and used to Manifest a Special Ability at an appropriate time, asTask TN determined, with the GMs approval (see below).Determine am or pm 5Determine time to within 2 Hours 6 Combat SpecialisationDetermine time to within 1 hour 7Determine time to within 30 minutes 8 Given the fact that characters starting the game with magic will beDetermine time to within 15 minutes 2 rare, it is highly likely that many players will have SupplementalDetermine time to within 10 minutes 4 Points that could be utilised for combat. Obviously, this is likelyDetermine time to within 5 minutes to make for a combat orientated trend among player characters. 16 Players are therefore encouraged to remain true to their background and not be tempted by such “useful necessities”.Steadfast Will Magic Creating a Character20 +NAThe character is strong willed and has great mental control. As Pre-AE refers to our real world. Magic, although not unhearda consequence, the Base Level may be added to any Results of, is something that is not widely accepted as being a real andwhen attempting to resist the effects of Persuasion, Intimidation influential force. Unless the GM allows otherwise, a characteror other appropriate CHA based “attacks” (GMs discretion). being created as a pre-AE magic user should therefore conform to this ‘realistic’ approach to their powers.Survival (Overgrowth)7 (Environmental) +INT As a guideline, simply consider that all magical effects areSurvival (Type) (See PSrps Core Rules page 74), specifically capable of working but, there is lack of raw magical energyfor use within the Awakened Earth environment. It is common required to actually elicit any ‘truly’ remarkable effects (muchto many creatures of animal based intelligence and caters for a like a car that has no fuel; the manual will tell you how it shouldnew type of wilderness that will begin to sprout as part of the work but, unfortunately, the car itself is missing one vitalunkempt, post apocalyptic world and the slowly rotting maze of ingredient). Therefore, Pre-AE, many such practices simplystreets and buildings left behind from the Old World of man. did not function or functioned with a somewhat hit and miss affair that could easily be misconstrued as coincidence. MostZealot* pre-AE users of magic will have little or no practical experience20 +NA of actual magical effects.*A character’s Faith Skill must be at Base Level 5 or more beforethey can utilise this Skill. MEPThe character has become fanatical about their cause or Pre-AE characters may not start play with a greater MEP amountviewpoint. As a result, half the Base Level (rounded down) may than the value of their MND.be added to the user’s Faith Skill. Arcane Magic Such magic using characters may have acquired Arcane Magic (Formulaic) and been using Tarot cards, crystal balls or giving astrological readings etc. Equally, they may have been a member of a modern day witches coven - perhaps performing specific black or white rituals to order or studying www.paraspace.co.uk

Creating a Character voodoo or other archaic religious rituals. It is also possible consider the character’s style and select only Paths that are in that a character may have Arcane Magic (Telluric) - perhaps keeping with that vein. For example, a character being created through studying herbal medicine and remedies or, more as a spiritualist who conducts séances to Communicate with the deliberately, as a holistic approach to modern day or new age Dead is incredibly unlikely to also have powers to access their wiccan. Perhaps through studying modern versions of ancient inner chi and perform a Strike of Power. magical texts, characters may also have gained understanding of Sigils and their ‘supposed’ effects as magical enchantments. Further details on the use of Inherent Magic can be found in the Whatever style or method a player chooses for their character’s Magic Chapter from page x. background, it must be stressed that such practices should be considered, largely, academic. Special Abilities Further details on the use of Arcane Magic can be found in the A pre-AE character with Manifested Special Abilities may be Magic Chapter from page x. considered as “gifted” – although such SAs should be limited to those that both the player and the GM consider reasonable Transcendental Magic for a modern day setting; examples may include Hypnotise, Improved Sense of Smell, Longevity, Marksman, Poison Ranging from crying statues, visions, transubstantiation, Resistance, Precognition, Skill Aptitude, Uncanny Luck or to the healing of terminal or permanently inflicted patients, View Aura etc. On the other hand, a player may choose any whilst pre-AE Miracles are not unheard of, it is unlikely that Latent Special Ability for their character (although the character a starting character will have witnessed any such activity. is likely to have no knowledge of the ability). Such a Latent They are mostly very low key, consisting of no more than Special Ability can only be Manifested, with the GMs approval, coincidental and subtle gestures. The few that do occur as part of play - whereby the player may utilise any XP held often go unnoticed by all but the faithful - reaffirming and back for this purpose. strengthening the belief. Further details on the use of Special Abilities can be found in the Although unlikely to have ever felt its true benefit, with Magic Chapter from page x. GM discretion, Pre-AE starting characters may take the Transcendental Magic Skill as described in the PSrps Core Quirks Rules. Several new Quirks suitable for modern day characters follow: Further details on the use of Transcendental Magic can be found in the magic chapter from page x. Adrenaline Junky (200 XP) The character enjoys the mental stimulation of tense and Inherent Magic dangerous situations. They will actively seek out such a feeling in their everyday life and may therefore be confrontational or Pre-AE, Inherent Magic will have been a very much hit maverick in their approach to daily routine. They are also likely and miss affair and many Talents (such as Clairvoyance, to have a dangerous and/or exciting hobby that enables them Communicate with the Dead, Foresight, Mind Reading to feed this addiction. and telekinesis) whilst occasionally working for real, were mostly carried out by stage magicians and charlatans using Braggart (0 XP) underhand and feigning techniques. The character cannot help but boast about their exploits. Such stories are not usually outright lies but are simply an Beyond this, in a few isolated cases, some martial art and embezzlement of the truth that over exaggerate the character’s combat techniques were actually tapping the source of magic actual exploits or participation in events. and drawing it forth through the body to elicit effects such as Aided Strike and Aided Defence etc. In each case however, When boasting, the character should receive the usual role even where no Talents have actually elicited, the Inherent would playing XP bonus (usually +10 to +20) per session. However, have studied, developed and come to an understanding of the should the character pass up an opportunity to make a boast, meditation of their craft. they will receive a penalty to their XP (usually -10 to -20). Although unlikely to have ever felt its true benefit, with GM Condescending (0) discretion, limited to those that both the player and the GM The character thinks they are superior to others and are often consider reasonable for a modern day setting, characters eager to express this by ridiculing other theories or methods of may utilise Inherent Magic and master Talents as describe in doing things. the PSrps Core Rules. In each case however, players should

Awakened Earth: In the Shadow of WraithsWhen being condescending, the character should receive the Starting Equipment and Fundsusual role playing XP bonus (usually +10 to +20) per session.However, should the character pass up an opportunity, they will Whilst modern day characters are likely to have access toreceive a -20 penalty to their XP (usually -10 to -20). substantial funds, considering a character’s background, personality, lifestyle and profession etc. starting equipment isHonest (100) limited to what the character can be considered to reasonablyThe character will simply not lie or cover up the truth. Ever! have upon or immediately about their person when the gameWhen being overtly honest, the character should receive the setting starts at 8am on May 1st (The GM may veto or allow anyusual role playing XP bonus (usually +10 to +20) per session. piece of equipment as they see fit).However, should the character set out to deceive, they willreceive a penalty to their XP (usually -10 to -20). Should it be necessary to determine how much cash a character is carrying at the start of play, for simplicity, consider the value toImpulsive (150) be 1D100 Units of local currency.The character dislikes waiting or planning and compulsivelyacts on instinct. The player will be rewarded role play XP for Archetypesimmediately speaking and acting upon their first thoughts beforeany ideas can be discussed across the gaming table. There follows some example modern day archetypal starting characters for use as either player characters or as NPCs.Materialistic (200 XP) As Average Level Protagonists, each has been awarded 50The character is excessively concerned with luxury items and Supplemental Points. However, in many cases this has yet topersonal comforts. In addition, such a character will find it difficult be fully utilised and so players are encouraged to create theirto accept second-rate (or second-hand) imitations and will own back-story for the character and, with GM discretion, mayalways want the most expensive and up-to-date version of the continue to hold back the XP for use during play or spend it,item. Such items extend through the character’s eating habits, before play, to round the character’s Manipulations, Skills orsocial activities, gadgets and clothing. Should the character Latent Special Abilities etc.find themselves in a situation where such things are removedfrom their everyday life, the character will become moody and It is also assumed that each character archetype will be carrying Creating a Characterwithdrawn (-2 CHA penalty) and also find it difficult to accept a few common items about their person: keys, wallet, loosetheir new surroundings (-1 MND penalty). change etc. and such items are not listed upon the character sheet. However, where appropriate, we have noted specificSelfish (0 XP) items that might be typically carried by the archetype on anyThe Character is inherently Selfish. They do not like to share given working day (in this case, 8am May 1st). In addition, thewith others and will go out of their way in the interests of self figure listed as Funds assumes an average amount of cash thatpreservation. Such characters are not necessarily malicious in the character may be carrying at the start of play. If it becomestheir plight but, should a situation arise where a choice needs necessary to determine funds that a character may have into be made between themselves or another (whether it be life savings, for simplicity, this figure can be multiplied by 1D1000.and death or a simple case of who goes first), the character willalways seek to procure the advantage. More Modern Day Archetypes can be found on our website.Selfish characters will receive the usual role playing XP bonus Progression Maps(usually +10 to +20) per session. However, should the charactershare goods or perform acts that aid another (without benefit to As the Archetypes presented will not be continuing their chosenthemselves), then they will receive a penalty to their XP (usually careers, individual Progression Maps are, somewhat, redundant.-10 to -20). Presented below is a short list of generic advances that will likely be common to all characters during the early days and weeks ofShameful Secret (150) Awakened Earth. This short list will see a character through to aSomething the character participates in during their private time point where they are beginning to find their province within thewill cause them terrible embarrassment should it come to light. setting and, if you wish to continue utilising specific archetypes,The details of the secret are up to the GM and player to work out the player should select an appropriate Successional Archetypebut could range from sexual deviancy to strange customs and Progression Map from page x.worship of false religions. SftM Generic Progression Map Advance Minimum Confidence Under Threat 2 Melee Weapon Skill 3 Dodge 3 FIT 6 PH 5www.paraspace.co.uk

Athlete PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT The athlete shows a general tenacity for sport and physical Body Combat activities. The character is a professional in their field and, in RNG INIT PAR DGE SPD EV DIS HIT Name order to keep themselves in prime physical condition, they must be committed to a rigorous program of regular training NAME +1D10 Mod Stat and a healthy diet and lifestyle. B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT The archetype statistics below are for a practising gymnast, but the player should feel free to exchange Skills in order to MANIPULATIONS +1D10 Mod Stat better reflect the archetype’s actual area of expertise. PH FIT INT Mod Throw Mod Punch Mod Kick M Farmer DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R Farmers make their living from the produce of the land. Up QQ MND LCK with the rising dawn and often working later than the dusk, Mod 100% Mod 100% the farming lifestyle is tough. Livestock must be cared for and fields tended. XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 As well as knowledge of crop and cattle, in an increasingly (PER+INT)x2 competitive market place, farmers are also often shrewd business men and generally handy jack of all trades. However, LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic whilst, traditionally, farm houses are large and the farm may PH TOU HND LTH WGT Name PH TOU HND LTH WGT own many hectares of land, the farming profession is steadily PER+MND+INT MND x10 being squeezed of its profits and many farmers are finding themselves falling upon difficult times. MOVE +Sprint Mps Scale Std Sprint Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll)Pre AE Archetypes Fireman Style Body Combat Style Bonus Boxing Base Barge A fireman is employed to extinguish hazardous, out of Brawling control, fires. However, they are also a rescuer to the victims Martial Arts BC Focussed Attack of such and, in addition, their work is often extended to other Self Defence catastrophes such as car crashes and collapsed buildings Wrestle BC Focussed Parry etc. Other BC Parry Fire-fighters will undergo vigorous training before passing out as qualified and are typically versed in first aid, the use BC Power Strike of cutting tools and equipment and have an understanding as to the dynamics of fire. They are also required to be Combat Dupe at a peak of physical health and fitness, as heavy and cumbersome equipment is expected to be worn in low oxygen Combat Stance environments. Dirty Fighting The archetype presented here assumes that the character has been despatched to a crisis area. The character is Disarm therefore shown with a full array of such like equipment. Dodge Dodge, Focussed Grapple Head Butt Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH

Awakened Earth: In the Shadow of WraithsPLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT PH TOU HND LTH WGT Body Combat Body Combat RNG INIT PAR DGE SPD EV DIS HIT Name RNG INIT PAR DGE SPD EV DIS HIT NameNAME +1D10 Mod Stat NAME +1D10 Mod StatB.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT MANIPULATIONS +1D10 Mod Stat MANIPULATIONS +1D10 Mod StatPH FIT INT Mod Throw Mod Punch Mod Kick M PH FIT INT Mod Throw Mod Punch Mod Kick MDEF PER CHA ATM ACP DMG GWP ATM ACP DMG R DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK QQ MND LCK Mod 100% Mod 100% Mod 100% Mod 100%XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 (PER+INT)x2LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PH TOU HND LTH WGT Name PH TOU HND LTH WGTPER+MND+INT MND x10 PER+MND+INT MND x10MOVE +Sprint Mps Scale Std Sprint MOVE +Sprint Mps Scale Std SprintQ+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I I ISHOCK FACTOR BS BS SHOCK FACTOR BS BSPH+MND PH+MNDFUNDS: Remaining Remaining FUNDS: Remaining RemainingEQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly Light Mild Heavy Serious Critical Deadly to to to to to to to to 1 to to 1 to to KO/D 0 0 0 TN12 TN15 Auto KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 S/H 0 0 0 1D10/2 1D10 1D10 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more to to or more Knock Down Value Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT Armour AC ACP TOU TOUxAC Stlth WGT PH Type PH TypeQuirks / Notes Quirks / Notes Sub Total Max 23 Total Weight after Sub Total Max 23 Total Weight after Armour Competence Reduction Armour Competence Reduction Total Armour Value Total Armour Value AC TOU AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to to to to to to PHx2 0 to PHx2 0 to (+Lift) (+Lift) Carried Carried Wgt Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 (PER+MND+INT)/3Resistance ResistanceSPELL or TALENT MEP RNG DUR CAST TN(Roll) SPELL or TALENT MEP RNG DUR CAST TN(Roll) Body Combat Style Bonus Body Combat Style Bonus Pre AE ArchetypesStyle Base Barge Style Base BargeBoxing BoxingBrawling BC Focussed Attack Brawling BC Focussed AttackMartial Arts Martial ArtsSelf Defence BC Focussed Parry Self Defence BC Focussed ParryWrestle WrestleOther BC Parry Other BC Parry BC Power Strike BC Power Strike Combat Dupe Combat Dupe Combat Stance Combat Stance Dirty Fighting Dirty Fighting Disarm Disarm Dodge Dodge Dodge, Focussed Dodge, Focussed Grapple Grapple Head Butt Head Butt Improved Stability Improved Stability Kick Kick Punch Punch Small Melee Wpn Small Melee Wpn Stamina Stamina Toughness Toughness Other OtherSpecialisation Base Manipulation +/- Total Specialisation Base Manipulation +/- Total PH PHRNG Q RNG QINIT INITPAR DEF PAR DEFEV DEF Special Ability Base Manipulation +/- Total EV DEF Special Ability Base Manipulation +/- TotalHV DEF HV DEFDIS DEF DIS DEFHIT DEF HIT DEFTHROW DEF THROW DEFDMG PH DMG PH www.paraspace.co.uk

Blue Collar PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT Blue collars are generally made up from normal, modern day Body Combat citizens that perform some kind of manual labour for work. The RNG INIT PAR DGE SPD EV DIS HIT Name actual role undertaken by a blue collar could therefore range from a factory worker through builder’s labourer to janitor. NAME +1D10 Mod Stat Blue collars are generally not paid particularly well and often suffer from a lack of job satisfaction; they will often seek to B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT cram as much pleasure into their free time as possible. MANIPULATIONS +1D10 Mod Stat Chav PH FIT INT Mod Throw Mod Punch Mod Kick M Chav is a Derogatory term for a (mainly British) subculture. They are made up of (mostly) youths or young men and DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R women that have very little respect for society and will think QQ MND LCK nothing of robbing, stealing or violence to gain their needs. Mod 100% Mod 100% Arguably a product of the welfare state and an underprivileged upbringing, chavs have very little work ethic (although XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 most are keen to exploit get rich quick schemes - legal or otherwise), and can’t understand why anyone would work or (PER+INT)x2 be expected to work for minimum wage. Many chavs, in order to best exploit any system that may advantage them, will also LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic show a greater than average insight with regard to their rights PH TOU HND LTH WGT Name PH TOU HND LTH WGT and welfare benefits within society. PER+MND+INT MND x10 Chav culture demands a particular dress code consisting MOVE +Sprint Mps Scale Std Sprint of only named brand clothing (often involving a baseball cap and hooded sports top that can easily be pulled up to Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO shield against CCTV), thick, chunky gold necklaces, diamond I I studded earrings and sovereign rings. SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll)Pre AE Archetypes Style Body Combat Style Bonus Boxing Base Barge Brawling Martial Arts BC Focussed Attack Self Defence Wrestle BC Focussed Parry Other BC Parry BC Power Strike Combat Dupe Lorry Driver Combat Stance An expert knowledge of the road system and shortcuts that Dirty Fighting avoid traffic black spots are the lorry driver’s worth. Long distance haulers will often spend many long days and nights Disarm on the road and many will make their home from home in the back of their cab. In addition to the roads, a lorry driver will often Dodge have a selection of favourite pubs, cafés and roadside stops where they are assured a warm, friendly welcome and a good Dodge, Focussed value meal. Grapple The profession is ideally suited to those that do not mind foregoing the comforts of home and prefer to keep on the move. Head Butt Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH 10

Awakened Earth: In the Shadow of WraithsPLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT PH TOU HND LTH WGT Body Combat Body Combat RNG INIT PAR DGE SPD EV DIS HIT Name RNG INIT PAR DGE SPD EV DIS HIT NameNAME +1D10 Mod Stat NAME +1D10 Mod StatB.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT MANIPULATIONS +1D10 Mod Stat MANIPULATIONS +1D10 Mod StatPH FIT INT Mod Throw Mod Punch Mod Kick M PH FIT INT Mod Throw Mod Punch Mod Kick MDEF PER CHA ATM ACP DMG GWP ATM ACP DMG R DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK QQ MND LCK Mod 100% Mod 100% Mod 100% Mod 100%XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 (PER+INT)x2LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PH TOU HND LTH WGT Name PH TOU HND LTH WGTPER+MND+INT MND x10 PER+MND+INT MND x10MOVE +Sprint Mps Scale Std Sprint MOVE +Sprint Mps Scale Std SprintQ+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I I ISHOCK FACTOR BS BS SHOCK FACTOR BS BSPH+MND PH+MNDFUNDS: Remaining Remaining FUNDS: Remaining RemainingEQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly Light Mild Heavy Serious Critical Deadly to to to to to to to to 1 to to 1 to to KO/D 0 0 0 TN12 TN15 Auto KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 S/H 0 0 0 1D10/2 1D10 1D10 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more to to or more Knock Down Value Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT Armour AC ACP TOU TOUxAC Stlth WGT PH Type PH TypeQuirks / Notes Quirks / Notes Sub Total Max 23 Total Weight after Sub Total Max 23 Total Weight after Armour Competence Reduction Armour Competence Reduction Total Armour Value Total Armour Value AC TOU AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to to to to to to PHx2 0 to PHx2 0 to (+Lift) (+Lift) Carried Carried Wgt Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 (PER+MND+INT)/3Resistance ResistanceSPELL or TALENT MEP RNG DUR CAST TN(Roll) SPELL or TALENT MEP RNG DUR CAST TN(Roll) Body Combat Style Bonus Body Combat Style Bonus Pre AE ArchetypesStyle Base Barge Style Base BargeBoxing BoxingBrawling BC Focussed Attack Brawling BC Focussed AttackMartial Arts Martial ArtsSelf Defence BC Focussed Parry Self Defence BC Focussed ParryWrestle WrestleOther BC Parry Other BC Parry BC Power Strike BC Power Strike Combat Dupe Combat Dupe Combat Stance Combat Stance Dirty Fighting Dirty Fighting Disarm Disarm Dodge Dodge Dodge, Focussed Dodge, Focussed Grapple Grapple Head Butt Head Butt Improved Stability Improved Stability Kick Kick Punch Punch Small Melee Wpn Small Melee Wpn Stamina Stamina Toughness Toughness Other OtherSpecialisation Base Manipulation +/- Total Specialisation Base Manipulation +/- Total PH PHRNG Q RNG QINIT INITPAR DEF PAR DEFEV DEF Special Ability Base Manipulation +/- Total EV DEF Special Ability Base Manipulation +/- TotalHV DEF HV DEFDIS DEF DIS DEFHIT DEF HIT DEFTHROW DEF THROW DEFDMG PH DMG PH www.paraspace.co.uk 11

Motorcycle Courier PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT The motorcycle courier relies on their expert knowledge of the Body Combat road system in order to keep ahead of their profession. Whereas RNG INIT PAR DGE SPD EV DIS HIT Name a lorry driver’s knowledge may be more widespread and be centred upon the trunk roads, highways and motorways that NAME +1D10 Mod Stat span the country, a motorcycle courier is more likely to perform their trade in urban, heavily congested, city areas. As a result, B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT they are often an expert rider, experienced at weaving through traffic and finding all manner of shortcuts. The courier is likely to MANIPULATIONS +1D10 Mod Stat be paid on a job by job basis and it is therefore in their interest to make as many deliveries as possible in one day. PH FIT INT Mod Throw Mod Punch Mod Kick M Paramedic DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK Paramedics are medics that crew an ambulance or other mobile Mod 100% Mod 100% first aid unit. Paramedics attend the scene of any incident and, assessing immediate injuries, will apply (often) life saving, first XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 aid to the victim. The paramedic is tasked with stabilising a victim and, where necessary escorting them safely to hospital. (PER+INT)x2 Due to the nature of their profession, paramedics often work on LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic a rotational shift basis. Although the job is not all that well paid PH TOU HND LTH WGT Name PH TOU HND LTH WGT most paramedics will have a sense of pride in what they do PER+MND+INT MND x10 and will achieve a great deal of job satisfaction. The equipment provided with the archetype assumes that the paramedic is on MOVE +Sprint Mps Scale Std Sprint the job, although they are likely to have access to additional medical equipment stored within the ambulance. Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll)Pre AE Archetypes Style Body Combat Style Bonus Boxing Base Barge Brawling Martial Arts BC Focussed Attack Self Defence Wrestle BC Focussed Parry Other BC Parry BC Power Strike Combat Dupe Combat Stance Dirty Fighting Police Officer Disarm Police officers are highly disciplined individuals that undergo Dodge intensive training in order to fulfil their role to protect and serve. Cadets are trained in various areas including emotional control, Dodge, Focussed reasonable force, self defence, law and civil rights. After passing out, the rooky policeman will spend time as a patrol officer, on Grapple foot, within a particular community before progressing into senior ranks. Experienced police officers will have many opportunities Head Butt for promotion into various different branches of the force and an illustrious career awaits those that have the tenacity. Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH 12

Awakened Earth: In the Shadow of WraithsPLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT PH TOU HND LTH WGT Body Combat Body Combat RNG INIT PAR DGE SPD EV DIS HIT Name RNG INIT PAR DGE SPD EV DIS HIT NameNAME +1D10 Mod Stat NAME +1D10 Mod StatB.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT MANIPULATIONS +1D10 Mod Stat MANIPULATIONS +1D10 Mod StatPH FIT INT Mod Throw Mod Punch Mod Kick M PH FIT INT Mod Throw Mod Punch Mod Kick MDEF PER CHA ATM ACP DMG GWP ATM ACP DMG R DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK QQ MND LCK Mod 100% Mod 100% Mod 100% Mod 100%XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 (PER+INT)x2LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PH TOU HND LTH WGT Name PH TOU HND LTH WGTPER+MND+INT MND x10 PER+MND+INT MND x10MOVE +Sprint Mps Scale Std Sprint MOVE +Sprint Mps Scale Std SprintQ+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I I ISHOCK FACTOR BS BS SHOCK FACTOR BS BSPH+MND PH+MNDFUNDS: Remaining Remaining FUNDS: Remaining RemainingEQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly Light Mild Heavy Serious Critical Deadly to to to to to to to to 1 to to 1 to to KO/D 0 0 0 TN12 TN15 Auto KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 S/H 0 0 0 1D10/2 1D10 1D10 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more to to or more Knock Down Value Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT Armour AC ACP TOU TOUxAC Stlth WGT PH Type PH TypeQuirks / Notes Quirks / Notes Sub Total Max 23 Total Weight after Sub Total Max 23 Total Weight after Armour Competence Reduction Armour Competence Reduction Total Armour Value Total Armour Value AC TOU AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to to to to to to PHx2 0 to PHx2 0 to (+Lift) (+Lift) Carried Carried Wgt Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 (PER+MND+INT)/3Resistance ResistanceSPELL or TALENT MEP RNG DUR CAST TN(Roll) SPELL or TALENT MEP RNG DUR CAST TN(Roll)Style Body Combat Style Bonus Style Body Combat Style Bonus Pre AE ArchetypesBoxing Base Barge Boxing Base BargeBrawling BrawlingMartial Arts BC Focussed Attack Martial Arts BC Focussed AttackSelf Defence Self DefenceWrestle BC Focussed Parry Wrestle BC Focussed ParryOther Other BC Parry BC Parry BC Power Strike BC Power Strike Combat Dupe Combat Dupe Combat Stance Combat Stance Dirty Fighting Dirty Fighting Disarm Disarm Dodge Dodge Dodge, Focussed Dodge, Focussed Grapple Grapple Head Butt Head Butt Improved Stability Improved Stability Kick Kick Punch Punch Small Melee Wpn Small Melee Wpn Stamina Stamina Toughness Toughness Other OtherSpecialisation Base Manipulation +/- Total Specialisation Base Manipulation +/- Total PH PHRNG Q RNG QINIT INITPAR DEF PAR DEFEV DEF Special Ability Base Manipulation +/- Total EV DEF Special Ability Base Manipulation +/- TotalHV DEF HV DEFDIS DEF DIS DEFHIT DEF HIT DEFTHROW DEF THROW DEFDMG PH DMG PH www.paraspace.co.uk 13

Priest PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT A Priest is an officiated member of any religious organisation Body Combat that holds position to minister and perform religious rites RNG INIT PAR DGE SPD EV DIS HIT Name and ceremonies. They live their life according to a particular philosophy and are also often responsible for the spiritual NAME +1D10 Mod Stat guidance of others within their sphere of influence. B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT The Priest’s particular disposition will obviously depend upon the religious viewpoint but, in general, most modern day religious MANIPULATIONS +1D10 Mod Stat priests (a few religious zealots aside) are placidly benevolent types that seek nothing more than to further their own spiritual PH FIT INT Mod Throw Mod Punch Mod Kick M fulfilment and the spiritual fulfilment of others. DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R Reporter QQ MND LCK Mod 100% Mod 100% Many reporters see themselves as life’s observers and feel they have a duty to inform the public about the stories and issues XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 they discover. However, in most such stories there are victims and, as a result, reporters can sometimes be seen as callus and (PER+INT)x2 only interested in the story for personal gain. As meaty / political stories are often the reserve of the more experienced, this is LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic often more evident in junior reporters. PH TOU HND LTH WGT Name PH TOU HND LTH WGT PER+MND+INT MND x10 Reporters are often of a unique calibre; brave enough to enter dangerous situations and yet conceited enough to hide behind MOVE +Sprint Mps Scale Std Sprint the camera’s protection once there. Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll)Pre AE Archetypes Style Body Combat Style Bonus Boxing Base Barge Brawling Martial Arts BC Focussed Attack Self Defence Wrestle BC Focussed Parry Other BC Parry BC Power Strike Combat Dupe Combat Stance Dirty Fighting Disarm Dodge Dodge, Focussed Grapple Head Butt Improved Stability Kick Punch Small Melee Wpn Security Guard Stamina Tasked to patrol car parks, shopping malls, stores and industrial Toughness areas etc. the security guard will have undergone limited self defence and observation training. Often working long shifts Other through the night, they may have to spend many hours sitting and viewing their charge via CCTV. Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH 14

Awakened Earth: In the Shadow of WraithsPLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT PH TOU HND LTH WGT Body Combat Body Combat RNG INIT PAR DGE SPD EV DIS HIT Name RNG INIT PAR DGE SPD EV DIS HIT NameNAME +1D10 Mod Stat NAME +1D10 Mod StatB.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT MANIPULATIONS +1D10 Mod Stat MANIPULATIONS +1D10 Mod StatPH FIT INT Mod Throw Mod Punch Mod Kick M PH FIT INT Mod Throw Mod Punch Mod Kick MDEF PER CHA ATM ACP DMG GWP ATM ACP DMG R DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK QQ MND LCK Mod 100% Mod 100% Mod 100% Mod 100%XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 (PER+INT)x2LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PH TOU HND LTH WGT Name PH TOU HND LTH WGTPER+MND+INT MND x10 PER+MND+INT MND x10MOVE +Sprint Mps Scale Std Sprint MOVE +Sprint Mps Scale Std SprintQ+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I I ISHOCK FACTOR BS BS SHOCK FACTOR BS BSPH+MND PH+MNDFUNDS: Remaining Remaining FUNDS: Remaining RemainingEQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly Light Mild Heavy Serious Critical Deadly to to to to to to to to 1 to to 1 to to KO/D 0 0 0 TN12 TN15 Auto KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 S/H 0 0 0 1D10/2 1D10 1D10 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more to to or more Knock Down Value Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT Armour AC ACP TOU TOUxAC Stlth WGT PH Type PH TypeQuirks / Notes Quirks / Notes Sub Total Max 23 Total Weight after Sub Total Max 23 Total Weight after Armour Competence Reduction Armour Competence Reduction Total Armour Value Total Armour Value AC TOU AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to to to to to to PHx2 0 to PHx2 0 to (+Lift) (+Lift) Carried Carried Wgt Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 (PER+MND+INT)/3Resistance ResistanceSPELL or TALENT MEP RNG DUR CAST TN(Roll) SPELL or TALENT MEP RNG DUR CAST TN(Roll) Body Combat Style Bonus Body Combat Style Bonus Pre AE ArchetypesStyle Base Barge Style Base BargeBoxing BoxingBrawling BC Focussed Attack Brawling BC Focussed AttackMartial Arts Martial ArtsSelf Defence BC Focussed Parry Self Defence BC Focussed ParryWrestle WrestleOther BC Parry Other BC Parry BC Power Strike BC Power Strike Combat Dupe Combat Dupe Combat Stance Combat Stance Dirty Fighting Dirty Fighting Disarm Disarm Dodge Dodge Dodge, Focussed Dodge, Focussed Grapple Grapple Head Butt Head Butt Improved Stability Improved Stability Kick Kick Punch Punch Small Melee Wpn Small Melee Wpn Stamina Stamina Toughness Toughness Other OtherSpecialisation Base Manipulation +/- Total Specialisation Base Manipulation +/- Total PH PHRNG Q RNG QINIT INITPAR DEF PAR DEFEV DEF Special Ability Base Manipulation +/- Total EV DEF Special Ability Base Manipulation +/- TotalHV DEF HV DEFDIS DEF DIS DEFHIT DEF HIT DEFTHROW DEF THROW DEFDMG PH DMG PH www.paraspace.co.uk 15

Soldier PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT A Soldier will have undergone basic military training and now Body Combat lives their life as part of the regular forces of the army. They are RNG INIT PAR DGE SPD EV DIS HIT Name taught to follow orders and conduct their life in a professional manner at all times. They will, therefore, usually follow strict NAME +1D10 Mod Stat codes of discipline, regulation, inspection and service to the unit to which they have been appointed. At this level the solider B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT is not yet an officer and is unlikely to have any rank beyond captain. MANIPULATIONS +1D10 Mod Stat The archetype defines a typical British soldier as they would be PH FIT INT Mod Throw Mod Punch Mod Kick M despatched during crisis. DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R Student QQ MND LCK Mod 100% Mod 100% The archetypal student, presented here, is a young adult that has attained a reasonable standard of educational grade within XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 today’s society and has taken that grade on to further education. Whilst the typical student is expected to work hard with their (PER+INT)x2 studies, many such courses actually provide the student with plenty of spare time. Such spare time is often a necessity as, LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic whilst some students are lucky enough to have a supportive PH TOU HND LTH WGT Name PH TOU HND LTH WGT family or sponsors, the vast majority will be living in (often sub- PER+MND+INT MND x10 standard) rented accommodation and will have to take part-time work in order to meet with their daily bills. MOVE +Sprint Mps Scale Std Sprint Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll)Pre AE Archetypes Style Body Combat Style Bonus Boxing Base Barge Brawling Martial Arts BC Focussed Attack Self Defence Wrestle BC Focussed Parry Other BC Parry BC Power Strike Combat Dupe Thief / Burglar Combat Stance Common thieves usually work alone or in pairs – whereby one Dirty Fighting thief will remain on lookout whilst the other thief commits the actual crime. Thieves are opportunists that prey off of other Disarm people’s negligence. They will often find goods left on display in vehicles as easy pickings but will survey a scene, making sure Dodge the way is clear, before making a haul into a property. Dodge, Focussed As part of their craft, thieves will also know a quick way to pass on or sell their stolen goods. In fact, many items are stolen to Grapple order and a buyer is actually set up in advance of the crime. Head Butt Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH 16

Awakened Earth: In the Shadow of WraithsPLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT PH TOU HND LTH WGT Body Combat Body Combat RNG INIT PAR DGE SPD EV DIS HIT Name RNG INIT PAR DGE SPD EV DIS HIT NameNAME +1D10 Mod Stat NAME +1D10 Mod StatB.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT MANIPULATIONS +1D10 Mod Stat MANIPULATIONS +1D10 Mod StatPH FIT INT Mod Throw Mod Punch Mod Kick M PH FIT INT Mod Throw Mod Punch Mod Kick MDEF PER CHA ATM ACP DMG GWP ATM ACP DMG R DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK QQ MND LCK Mod 100% Mod 100% Mod 100% Mod 100%XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 (PER+INT)x2LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PH TOU HND LTH WGT Name PH TOU HND LTH WGTPER+MND+INT MND x10 PER+MND+INT MND x10MOVE +Sprint Mps Scale Std Sprint MOVE +Sprint Mps Scale Std SprintQ+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I I ISHOCK FACTOR BS BS SHOCK FACTOR BS BSPH+MND PH+MNDFUNDS: Remaining Remaining FUNDS: Remaining RemainingEQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly Light Mild Heavy Serious Critical Deadly to to to to to to to to 1 to to 1 to to KO/D 0 0 0 TN12 TN15 Auto KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 S/H 0 0 0 1D10/2 1D10 1D10 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more to to or more Knock Down Value Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT Armour AC ACP TOU TOUxAC Stlth WGT PH Type PH TypeQuirks / Notes Quirks / Notes Sub Total Max 23 Total Weight after Sub Total Max 23 Total Weight after Armour Competence Reduction Armour Competence Reduction Total Armour Value Total Armour Value AC TOU AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to to to to to to PHx2 0 to PHx2 0 to (+Lift) (+Lift) Carried Carried Wgt Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 (PER+MND+INT)/3Resistance ResistanceSPELL or TALENT MEP RNG DUR CAST TN(Roll) SPELL or TALENT MEP RNG DUR CAST TN(Roll) Body Combat Style Bonus Body Combat Style Bonus Pre AE ArchetypesStyle Base Barge Style Base BargeBoxing BoxingBrawling BC Focussed Attack Brawling BC Focussed AttackMartial Arts Martial ArtsSelf Defence BC Focussed Parry Self Defence BC Focussed ParryWrestle WrestleOther BC Parry Other BC Parry BC Power Strike BC Power Strike Combat Dupe Combat Dupe Combat Stance Combat Stance Dirty Fighting Dirty Fighting Disarm Disarm Dodge Dodge Dodge, Focussed Dodge, Focussed Grapple Grapple Head Butt Head Butt Improved Stability Improved Stability Kick Kick Punch Punch Small Melee Wpn Small Melee Wpn Stamina Stamina Toughness Toughness Other OtherSpecialisation Base Manipulation +/- Total Specialisation Base Manipulation +/- Total PH PHRNG Q RNG QINIT INITPAR DEF PAR DEFEV DEF Special Ability Base Manipulation +/- Total EV DEF Special Ability Base Manipulation +/- TotalHV DEF HV DEFDIS DEF DIS DEFHIT DEF HIT DEFTHROW DEF THROW DEFDMG PH DMG PH www.paraspace.co.uk 17

Tradesman PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT Trained and qualified in one particular area of industry (as Body Combat detailed below by Profession), tradesman are often relatively RNG INIT PAR DGE SPD EV DIS HIT Name well paid; although this can sometimes fluctuate with demand. The tradesman is likely to have undergone some sort of NAME +1D10 Mod Stat apprenticeship in order to learn their craft and, in many modern day societies, they will need to have passed an examination B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT before they can perform such a trade professionally. MANIPULATIONS +1D10 Mod Stat Profession (Choose one type - Electrician, Plumber, Plasterer, Carpenter, Mechanic etc PH FIT INT Mod Throw Mod Punch Mod Kick M Traveller DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK Modern day travellers tend to move in units of family groups that Mod 100% Mod 100% will also comprise various temporary travellers and hangers on. A typical family unit may comprise up to fifteen sets of parents XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 and may well include several generations. Not renowned for their affinity with society, they are often seen as a nuisance by (PER+INT)x2 those within the system. However, the reality is that, whilst it is true that travellers are exempt from certain taxes, they still LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic remain liable to pay a good many others. Whilst many travellers PH TOU HND LTH WGT Name PH TOU HND LTH WGT run legitimate businesses (often dealing in the scrap of others PER+MND+INT MND x10 as salvage), due to the logistical lifestyle, the traveller unit has a gained a reputation as a haven for thieves, vagabonds and MOVE +Sprint Mps Scale Std Sprint other undesirables. Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll)Pre AE Archetypes Style Body Combat Style Bonus Boxing Base Barge Brawling Martial Arts BC Focussed Attack Self Defence Wrestle BC Focussed Parry Other BC Parry BC Power Strike Combat Dupe Combat Stance Dirty Fighting Disarm Dodge Dodge, Focussed Grapple Head Butt Improved Stability Kick White Collar Punch White collars are made up from the vast majority of normal, Small Melee Wpn modern day, office working citizens. Their Jobs are, generally, similar styled clerical or administrative roles (but often in Stamina incredibly diverse fields) and usually involve sitting for long periods, conducting business over the phone and / or in front Toughness of a computer. As a result, White collars often seek to cram as much pleasure into their free time as possible. Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH 18

Awakened Earth: In the Shadow of WraithsPLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT PH TOU HND LTH WGT Body Combat Body Combat RNG INIT PAR DGE SPD EV DIS HIT Name RNG INIT PAR DGE SPD EV DIS HIT NameNAME +1D10 Mod Stat NAME +1D10 Mod StatB.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT MANIPULATIONS +1D10 Mod Stat MANIPULATIONS +1D10 Mod StatPH FIT INT Mod Throw Mod Punch Mod Kick M PH FIT INT Mod Throw Mod Punch Mod Kick MDEF PER CHA ATM ACP DMG GWP ATM ACP DMG R DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK QQ MND LCK Mod 100% Mod 100% Mod 100% Mod 100%XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 (PER+INT)x2LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PH TOU HND LTH WGT Name PH TOU HND LTH WGTPER+MND+INT MND x10 PER+MND+INT MND x10MOVE +Sprint Mps Scale Std Sprint MOVE +Sprint Mps Scale Std SprintQ+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I I ISHOCK FACTOR BS BS SHOCK FACTOR BS BSPH+MND PH+MNDFUNDS: Remaining Remaining FUNDS: Remaining RemainingEQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly Light Mild Heavy Serious Critical Deadly to to to to to to to to 1 to to 1 to to KO/D 0 0 0 TN12 TN15 Auto KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 S/H 0 0 0 1D10/2 1D10 1D10 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more to to or more Knock Down Value Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT Armour AC ACP TOU TOUxAC Stlth WGT PH Type PH TypeQuirks / Notes Quirks / Notes Sub Total Max 23 Total Weight after Sub Total Max 23 Total Weight after Armour Competence Reduction Armour Competence Reduction Total Armour Value Total Armour Value AC TOU AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to to to to to to PHx2 0 to PHx2 0 to (+Lift) (+Lift) Carried Carried Wgt Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 (PER+MND+INT)/3Resistance ResistanceSPELL or TALENT MEP RNG DUR CAST TN(Roll) SPELL or TALENT MEP RNG DUR CAST TN(Roll) Body Combat Style Bonus Body Combat Style Bonus Pre AE ArchetypesStyle Base Barge Style Base BargeBoxing BoxingBrawling BC Focussed Attack Brawling BC Focussed AttackMartial Arts Martial ArtsSelf Defence BC Focussed Parry Self Defence BC Focussed ParryWrestle WrestleOther BC Parry Other BC Parry BC Power Strike BC Power Strike Combat Dupe Combat Dupe Combat Stance Combat Stance Dirty Fighting Dirty Fighting Disarm Disarm Dodge Dodge Dodge, Focussed Dodge, Focussed Grapple Grapple Head Butt Head Butt Improved Stability Improved Stability Kick Kick Punch Punch Small Melee Wpn Small Melee Wpn Stamina Stamina Toughness Toughness Other OtherSpecialisation Base Manipulation +/- Total Specialisation Base Manipulation +/- Total PH PHRNG Q RNG QINIT INITPAR DEF PAR DEFEV DEF Special Ability Base Manipulation +/- Total EV DEF Special Ability Base Manipulation +/- TotalHV DEF HV DEFDIS DEF DIS DEFHIT DEF HIT DEFTHROW DEF THROW DEFDMG PH DMG PH www.paraspace.co.uk 19

Successional Characters, AE 0 Successional Characters, AE 0 Transcendental AE 0 defines the time period immediately after the awakenings Successional Characters may purchase the Transcendental first occur, next May 1st, to the end of that year, Dec 30th , when Magic Skill as per the PSrps Core Rules. in the depths of the first Winter. Inherent Magic If it is intended that the character being created is to join the game at AE 0 (a date a little later than May 1st - this could be Conforming to the “realistic” guidelines as presented on page x because of a new player to the group, as a replacement for a (Inherent Magic Chapter), Successional Characters may purchase dead character or because the GM wishes to start the game at Inherent Magic Talents as per the PSrps Core rules. However, a later stage), then the player should create the character using information pertaining to how such Talents have developed in AE all the normal rules as outlined in the PSrps Core Rules and the should be covered within the character’s background. previous chapter of this book, noting the below modifications. They should then check the actual start date of the game with the Special Abilities GM and read up to the relevant date in the following Chronology chapter. Once read, the player should continue to detail their Only from June 1st AE 0, may Successional Characters character’s account of personal experiences and trials of such purchase Special Abilities as per the PSrps Core Rules. times; defining how it was that they managed to survive such a However, after consultation with the GM, the player must define, holocaust and, ultimately, why they are at the current location, within the character’s background, how such abilities Manifested ready to join the game. themselves or, if Latent, whether any strange phenomena has yet occurred (see page x for full details on Special Abilities). Supplementary Points Prior to this date, players that wish for their character to utilise Special Abilities must conform to the guidelines presented on Unless defined otherwise by the GM, all Successional page x. (Creating a Character) Characters are entitled to 50 Supplementary Points, gained at that particular section of character creation. However, the Combat Specialisation spending of such points on magic is limited by the time frame to which the character belongs as defined below. In each case, Successional Characters may Specialise with the various before making any magic purchase, the player should consult combat techniques as per the PSrps Core Rules. with the GM as to the specifics of what is and isn’t available for the setting. Although the player may convert Supplemental Funds and Equipment Points into XP as normal, the GM still retains the right to veto any starting magic. As the Awakenings begin to take hold, money will quickly become of no value and the level of one’s professionalism in SAN the old world will have little bearing upon current events. It can therefore be assumed that all characters will have had the same Due to the traumatic experiences that all will have encountered, chances of scavenging, stealing, or acquiring their starting AE 0 Successional Characters will start with SAN equal to their equipment. In addition, much of this scavenged equipment may MND minus 2, multiplied by 10 (minimum 10 SAN). then have been stolen, broke, lost or used. Magic To determine such starting equipment fairly, if created for use during AE0 the character will start with 100 + 1D1000 Units MEP available. Using the listed prices from the equipment chapter in this book, the character should then purchase starting From June 1st AE0, Successional Characters may purchase equipment. Starting characters need not check Availability, MEP as per the PSrps Core Rules. Prior to this date, characters however, within ItSoW, Common and UnCommon items will may not start with a greater MEP amount than the value of cost PRC x1 and all other items will cost PRC x2. They can their MND. assume that such goods have been scavenged or acquired over a period of time, describing such events as part of the ongoing Arcane Magic character background. The GM is at full liberty to refuse any item of starting equipment to suit the particulars of the location Conforming to the “realistic” guidelines as presented on page or style of the setting. x (Arcane Magic Chapter), Successional Characters may purchase Arcane Magic as per the PSrps Core rules. However, May, AE0 information pertaining to how such Skills and spells have been Successional Character Archetypes acquired and developed in AE should be covered within the character’s background. Players utilising the below Archetypes should detail both the character’s Pre-AE background (as noted on page x) and their AE background up to the point at which they join the game (as noted on page x). 20

Awakened Earth: In the Shadow of WraithsAwakening Arcane Mage PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGTOf an Old World occult, spiritual or otherwise magical Body Combatbackground, the awakening mage will have been quick to RNG INIT PAR DGE SPD EV DIS HIT Namerealise the new potential that their knowledge has to offer. Asa result, the mage will already be studying Arcane Magic to NAME +1D10 Mod Statcast some simple spells and will be hungry to gather furtherinformation. B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HITWith all the carnage that is occurring around, for protection, MANIPULATIONS +1D10 Mod Statthe Awakening Mage is likely to attach themselves to asurviving group. Assisting that group with magical healing and PH FIT INT Mod Throw Mod Punch Mod Kick Mprotection, once the initial crisis has passed, the mage willfind themselves in a very strong position to encourage others DEF PER CHA ATM ACP DMG GWP ATM ACP DMG Rto the benefits of aiding with their laboratory development. QQ MND LCK Mod 100% Mod 100% XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PER+MND+INT MND x10 MOVE +Sprint Mps Scale Std Sprint Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly to to to toAwakening Arcane Mage Progression Map 1 to to New KO/D 0 0 0 TN12 TN15 Auto Level Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10Advance CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy AE0 Character Archetypes to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll) Body Combat Style Bonus Style Base Barge Boxing Brawling BC Focussed Attack Martial Arts Self Defence BC Focussed Parry Wrestle Other BC Parry BC Power Strike Combat Dupe Combat Stance Dirty Fighting Disarm Dodge Dodge, Focussed Grapple Head Butt Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH www.paraspace.co.uk 21

Early Scavenger PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT The early scavenger has a knack for identifying the needs Body Combat within the group and then selecting the likeliest OW areas RNG INIT PAR DGE SPD EV DIS HIT Name where these items can be obtained. The early scavenger is also well aware of the dangers of the time and is therefore NAME +1D10 Mod Stat very particular about the items selected and logistical methods used to gather them. The early scavenger will organise any B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT party and ensure that idle follies such as jewellery and cash do not waste valuable carrying space. Food, water, weapons MANIPULATIONS +1D10 Mod Stat and medical supplies are the early scavenger’s goals. PH FIT INT Mod Throw Mod Punch Mod Kick M DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK Mod 100% Mod 100% XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PER+MND+INT MND x10 MOVE +Sprint Mps Scale Std Sprint Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT Early Scavenger Progression Map +1D10 Mod Stat MM +1D10 Mod Stat New GWP ATM ACP DMG R GWP ATM ACP DMG R Level Advance Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOUAE0 Character Archetypes EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll) Style Body Combat Style Bonus Boxing Base Barge Brawling Martial Arts BC Focussed Attack Self Defence Wrestle BC Focussed Parry Other BC Parry BC Power Strike Combat Dupe Combat Stance Dirty Fighting Disarm Dodge Dodge, Focussed Grapple Head Butt Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH 22

Awakened Earth: In the Shadow of WraithsExplorer PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGTExplorers are often the first individuals with the courage to Body Combatventure out of their shelter. If still besieged, it is usual that RNG INIT PAR DGE SPD EV DIS HIT Nameother members will cause some kind of diversion from withinthat will enable the explorer to break free. Once outside, the NAME +1D10 Mod Statexplorer is an inquisitive soul and the wonders of the newwilderness beckon. Whilst probably outside of the shelter B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HITto assist the early scavenger, the explorer is the type thatis intrigued by and drawn toward the newly awakened. The MANIPULATIONS +1D10 Mod StatExplorer has a brave, adventuring, soul and curiosity willoften outweigh any fear (as reflected by the Quirk). Well PH FIT INT Mod Throw Mod Punch Mod Kick Maware of the dangers that remain lurking in the dark places,unless equipped to handle such terrors, the explorer is no DEF PER CHA ATM ACP DMG GWP ATM ACP DMG Rfool and will tread a very cautious path. QQ MND LCK Mod 100% Mod 100% XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PER+MND+INT MND x10 MOVE +Sprint Mps Scale Std Sprint Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Light Mild Heavy Serious Critical Deadly to to to toExplorer Progression Map 1 to to Advance New KO/D 0 0 0 TN12 TN15 Auto Level Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy AE0 Character Archetypes to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll) Body Combat Style Bonus Style Base Barge Boxing Brawling BC Focussed Attack Martial Arts Self Defence BC Focussed Parry Wrestle Other BC Parry BC Power Strike Combat Dupe Combat Stance Dirty Fighting Disarm Dodge Dodge, Focussed Grapple Head Butt Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH www.paraspace.co.uk 23

Guerilla PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT These early fighters are usually formed from desperate men Body Combat and women that have lost everything to the awakenings. RNG INIT PAR DGE SPD EV DIS HIT Name Organised by remaining military personnel, Guerillas will form into small fighting units and follow their commander NAME +1D10 Mod Stat into desperate situations in order to rescue trapped survivors or secure much needed resources. Many Guerillas can B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT be likened to a berserker warrior of old and some have developed homicidal tendencies that border upon suicidal; MANIPULATIONS +1D10 Mod Stat they are almost too keen to get into the thick of the action in order to make the best of the bleak situation. PH FIT INT Mod Throw Mod Punch Mod Kick M DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK Mod 100% Mod 100% XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PER+MND+INT MND x10 MOVE +Sprint Mps Scale Std Sprint Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 Psychic Progression Map FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Advance New Light Mild Heavy Serious Critical Deadly Level to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOUAE0 Character Archetypes EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll) Style Body Combat Style Bonus Boxing Base Barge Brawling Martial Arts BC Focussed Attack Self Defence Wrestle BC Focussed Parry Other BC Parry BC Power Strike Combat Dupe Combat Stance Dirty Fighting Disarm Dodge Dodge, Focussed Grapple Head Butt Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH 24

Awakened Earth: In the Shadow of WraithsPsychic PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGTThrough Inherent Magic, the Psychic taps into their “third-eye” Body Combatand, with the mental disciplines of mantra and meditation will RNG INIT PAR DGE SPD EV DIS HIT Namedevelop techniques of scrying and extra sensory perception.As such, the Psychic will become any invaluable resource to NAME +1D10 Mod Statany group of survivors and scavengers. B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT MANIPULATIONS +1D10 Mod Stat PH FIT INT Mod Throw Mod Punch Mod Kick M DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK Mod 100% Mod 100% XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PER+MND+INT MND x10 MOVE +Sprint Mps Scale Std SprintWhilst there is no requirement to follow any particular Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMOphilosophy or code of conduct, many Psychics believe that I Itheir powers are a gift from a higher authority or supernatural SHOCK FACTOR BS BSsource and, as a result, they will often look into variousreligions and occult practices in an effort to maintain and PH+MNDfurther their powers. FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30Psychic Progression Map FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Advance New Light Mild Heavy Serious Critical Deadly Level to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy AE0 Character Archetypes to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll) Style Body Combat Style Bonus Boxing Base Barge Brawling Martial Arts BC Focussed Attack Self Defence Wrestle BC Focussed Parry Other BC Parry BC Power Strike Combat Dupe Combat Stance Dirty Fighting Disarm Dodge Dodge, Focussed Grapple Head Butt Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH www.paraspace.co.uk 25

Runner PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGT A runner is an essential part of any early adventuring party. It Body Combat is the runner’s duty to provide a much needed diversion when RNG INIT PAR DGE SPD EV DIS HIT Name awakened activity becomes too much to handle. By using stealth, agility and speed, the runner will draw danger away NAME +1D10 Mod Stat from the party, luring them to follow their life essence. When carefully planned, most runners will have laid a trap for such B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HIT creatures or secured several well placed, ready and stocked vehicles to ensure their complete escape. MANIPULATIONS +1D10 Mod Stat PH FIT INT Mod Throw Mod Punch Mod Kick M DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK Mod 100% Mod 100% XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PER+MND+INT MND x10 MOVE +Sprint Mps Scale Std Sprint Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 Psychic Progression Map FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Advance New Light Mild Heavy Serious Critical Deadly Level to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOUAE0 Character Archetypes EncR Comfortable Light Medium Uncomfortable Burden Heavy to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll) Style Body Combat Style Bonus Boxing Base Barge Brawling Martial Arts BC Focussed Attack Self Defence Wrestle BC Focussed Parry Other BC Parry BC Power Strike Combat Dupe Combat Stance Dirty Fighting Disarm Dodge Dodge, Focussed Grapple Head Butt Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH 26

Awakened Earth: In the Shadow of WraithsSpotter PLAYER PSRPS CHARACTER SHEET Melee Weapon Statistic PH TOU HND LTH WGTA spotter will act as lookout for any party of scavengers Body Combator adventurers. The spotter will place themselves within RNG INIT PAR DGE SPD EV DIS HIT Namehearing distance, close to the group and, if possible, willtake up a position where they can also maintain visual NAME +1D10 Mod Statcontact. Sometimes using electronic surveillance systems toachieve this, it is the spotter’s duty to inform the group of any B.DATE AGE x4 RNG INIT PAR DGE SPD GV HV HITawakened activity and advise the Runner as to their mostlikely route of retreat. MANIPULATIONS +1D10 Mod Stat PH FIT INT Mod Throw Mod Punch Mod Kick M DEF PER CHA ATM ACP DMG GWP ATM ACP DMG R QQ MND LCK Mod 100% Mod 100% XP XP BASE 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30 (PER+INT)x2 LEARN BONUS SAN Name Complete / Missile Weapon Statistic Complete / Missile Weapon Statistic PH TOU HND LTH WGT Name PH TOU HND LTH WGT PER+MND+INT MND x10 MOVE +Sprint Mps Scale Std Sprint Q+DEF-PH Base IA/2 Total CAP ROF REC RL AMMO CAP ROF REC RL AMMO I I SHOCK FACTOR BS BS PH+MND FUNDS: Remaining Remaining EQUIPMENT RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat MM +1D10 Mod Stat GWP ATM ACP DMG R GWP ATM ACP DMG R Mod 100% Mod 100% 1-5 6-10 11-15 16-20 21-25 26-30 1-5 6-10 11-15 16-20 21-25 26-30Psychic Progression Map FATIGUE & TRAUMA (PH + FIT)x2 + Additional DPs Advance New Light Mild Heavy Serious Critical Deadly Level to to to to 1 to to KO/D 0 0 0 TN12 TN15 Auto Penalty 0 -1 -3 1/2 1/4 KO S/H 0 0 0 1D10/2 1D10 1D10 CS + IS + PH +other = Base Stun, Base x2 Knock B, Base x7 Full KD, Base x13 to to or more Knock Down Value Armour AC ACP TOU TOUxAC Stlth WGT PH Type Quirks / Notes Sub Total Max 23 Total Weight after Armour Competence Reduction Total Armour Value AC TOU EncR Comfortable Light Medium Uncomfortable Burden Heavy AE0 Character Archetypes to to to to to PHx2 0 to (+Lift) Carried Wgt TEM 0 ExR x1 -1 ExR x1 -2 ExR x1 -3 ExR x2 -4 ExR x2 -5 ExR x3 Magic MND IMR Total PMA MEP Skill Base Manipulation E+n/c-R Total (PER+MND+INT)/3 Resistance SPELL or TALENT MEP RNG DUR CAST TN(Roll) Body Combat Style Bonus Style Base Barge Boxing Brawling BC Focussed Attack Martial Arts Self Defence BC Focussed Parry Wrestle Other BC Parry BC Power Strike Combat Dupe Combat Stance Dirty Fighting Disarm Dodge Dodge, Focussed Grapple Head Butt Improved Stability Kick Punch Small Melee Wpn Stamina Toughness Other Specialisation Base Manipulation +/- Total PH RNG Q INIT PAR DEF EV DEF Special Ability Base Manipulation +/- Total HV DEF DIS DEF HIT DEF THROW DEF DMG PH www.paraspace.co.uk 27

AE 0 Character Archetypes Experience in game to account toward this total but, for the purposes of training, a firing range (be it an official range or make shift range Progression Maps of tin cans on a wall) is imperative. Playing a game setting in a diary style may well mean that your New Skills characters earn a fair amount of XP per game day. However, within the setting of AE, it is important to note that the rate of In addition to the Base XP per day rule, before any character can progress is intended to reflect that of real life. In real life, we are attempt to learn a new Skill, the player is required to justify how not, immediately, a considerable amount fitter by jogging round they have acquired such knowledge. In some cases, this may the block once or twice. We cannot play the piano after only be as simple as studying from books during any rest or leisure two lessons and we certainly can’t learn an entire new way of periods or it may be that, with the GMs approval, the character thinking about science overnight. To reflect this, no XP awards can be deemed to have picked up the Skill as a result of in-game are restricted, instead, XP expenditure is limited by the game activity. For example, the character has to make a long journey rule of XP Base per day, as described in The Rate of Advance and the only available transport is a horse. Without the Skill, the on page 173 of the PSrps Core Rules. character is forced onto a sharp learning curve that may have some roleplaying connotations attached. Players should use this time wisely by creating Progression Maps for their characters. Of course, you are also free to play Magic a few sessions with the character first before deciding upon what best course you would like to take for the character but, Magic within AE is intended to be low key (but not necessarily when present, a Progression Map will assist the GM in creating low powered). The Base XP per day rule will serve to slow a suitable plot threads for the character and it will also aid you, character’s rate of advance and the player should use the time the player, to define your character by their actions. Knowing in to describe what sort of things the character is doing in order which direction your character is heading will mean that, even to train/experiment with their new found abilities. The GM will without the relevant Skill or knowledge, your character will likely have more information to assist with this but a few examples be attempting actions of that nature and spending their recreation are outlined below. time involved with such learning or training. For example, characters may well get naturally fitter just by being placed into a Arcane Magic much more active circumstance but there would be much training involved with harnessing any required combat skills. Likewise, a The study of Arcane Magic is largely academic and will involve character wishing to gain Lore (AE) may well be keeping a journal the examination of various books before moving on to theory and include sketches and descriptions of new creatures that and experimentations. The character will probably want to they (or other survivors) have met. A character wishing to gain a further their research by collecting more books and materials Weaponsmith Skill will probably start by attempting to make their when on the next scavenging run but, also, they may start to own weapons and a magic user may start their career as a result prepare a laboratory with which to further their studies. This is of no more than bed time reading. where the character will be expected to spend much of their spare time. With their head buried in books and practising The Progression Map needn’t be a huge list to cover all options various mantras in order to master the “language” of Arcane for the future and you may simply write a few lines that begin to Magic, the character is unlikely to welcome interruption. Whilst explore the character’s options. With regard to Special Abilities ItSoW does not go into the particulars of laboratory equipment, and magic (and any other element to which your character does you can assume, particularly with regard to Telluric Magic, that not currently have access), these too should be included on the the character will need to gather various plants, herbs, crystals, Progression Map (perhaps as a sub map), as they will alert the candles, ceremonial equipment, symbols and, in some cases, GM to the type and style of character you would like. Of course, creature parts. whether opportunities to learn such things present themselves to the character or not is, largely, down to the GM and, as per Inherent Magic the PSrps Core Rules, Use of XP, page 172, the character must be in a situation where such training or learning is possible. For Inherent magic is likely to come about as a result of various example, the character cannot learn to ride a horse without first practices of meditation and physical and mental discipline. having a horse on which to train. For example, a character that practices the art of Tai Chi may well find that, as performing their daily routine of exercise and Firearms Training practice of movements, they begin to feel energy coursing through their body. Practising to harness this energy would then In addition to the Base XP per day rule, characters wishing to involve trying to recreate the same circumstance of mental state train with firearms are required to have fired one shot for every whilst performing other tasks and this would, hopefully, lead to point of XP spent. Players are free to track any shots fired a control over the energy. Transcendental Magic 28

Awakened Earth: In the Shadow of WraithsThe awakening of transcendental magic will be governed bya character’s Faith. Whatever that Faith, it will have certainceremonies, rituals or prayers that must be carried out. Withregards to the expenditure of XP, the player should, at least,make mention to the fact that the character is performing suchas part of their daily routine. It is also likely that the character’splace of dwelling will become a sort of shrine or place of worship,devoted to whatever denomination of Faith they belong. As timepasses, the character will likely upgrade this shrine by restoringan old world place of worship. It is also likely that the character,probably having first hand evidence by this point, will want toattract others to their philosophy and way of thinking.Special AbilitiesThe Manifestation of any Special Ability may well take a numberof weeks to perfect. Depending on the ability, it could be thatthe character is subject to invasive uses, whereby the SpecialAbility initiates randomly of its own accord. From there, likethe Inherent, the character should be attempting to recreatethe same feeling and mental state as when the invasive useoccurred. Emulating this level will be difficult but, once mastered,will enable the character to Manifest the ability and furtherdevelop its use through practice; something that the player candescribe to others as part of their character’s development. Experiencewww.paraspace.co.uk 29

Chronology of the Awakenings, May 1st, am Chronology of the Awakenings an erupting volcano. Great tornadoes of ethereal mist, swirling light and ribbons of energy are expelled for several minutes, There follows a detailed outline of events as the awakenings hundreds of feet high, with tremendous and violent force. occur. If you are to be a player within this setting you should refrain from reading any further until directed to do so by The thick smog that is belched forth from these huge spouts your GM. If you are the GM, you should read this section in hangs momentarily as it drifts in the winds. But then, rolling its entirety in conjunction with the GM’s chronology from page to the surface like white embers of fire, shapes begin to form x. In addition, as certain creatures are mentioned, you should within the belly of swirling smoke and flashing light. Humanoid skip forward to the relevant page containing the description shapes, ghostly, coiled, twisted and bestial... Suddenly, like a and familiarise yourself with the abilities and behaviours of that blizzard frenzy of eels in an avalanche, rolling and crashing like particular creature. waves in a storm, they transform to hundreds upon thousands of deadly balls of light and energy. With tails like flowing comets May 1st am they propel themselves with incredible speed toward ground level and descend upon humanity and everything that lives. General Crashing into their victims and coiling around them in a snake of ethereal mist, these spectral beasts grip the body of their victim It occurs without warning! In unison, at precisely 8am GMT, in helpless fits of convulsion whilst they choke and suck the life from such a vast array of wondrous and majestic places that no from them. Hundreds of thousands are killed within the first few corner of the earth is without witness to the phenomenon. Boiling minutes of their arrival... over from somewhere deep within the core, an energy force, long dormant, explodes forth from a multitude of prominent sites In the darkness of the western hemisphere (ranging from across the globe: Stonehenge, The Great Pyramids, Petra, Eiffel Greenland, across the Americas and stretching as far as New Tower, Niagra Falls, The Vatican, Ayer’s Rock and many more, Zealand – see map), the spirit creatures tear through humanity to significant smaller, local sites including museums, castles, at an incredible rate. Emptying the cities and decimating the town halls and court rooms. Spewed out like geysers of ice and population before moving on, unchecked, to continue their snow and bellowing with thick, rolling, vapours like smoke from onslaught deep into rural areas, it is likely that as little as 10% of the population will survive through the first night. 30

Awakened Earth: In the Shadow of WraithsIn the sunlight of the eastern hemisphere (ranging from the your home or, with the owner’s permission, enter the nearest Chronology of the Awakeneings, May 1st, amUnited Kingdom, across Europe, Africa, Asia and stretching building immediately. Doors and windows should be securelyinto Australia – see map), although the flow is less agile, those closed and, until further notice, all ventilation should be maskedthat are close to such epicentres when the phenomenon begins against gas and chemical threat.are quickly consumed by the onslaught. The spirits are thenimmediately attracted to the denser centres of population and Please do not use your phones, satellite or computing devices;those in cities and towns suffer losses of up to 25% within a keep all communication channels, including citizens bandmatter of the first few hours. Some sixteen million people are radio, free for use by the emergency services only. In addition,killed in the UK alone! as a precaution at this time, it is advisable that all electrical and gas appliances be switched off and unplugged from theRegardless of government calls for calm, large-scale panic wall or disconnected from the mains – please switch to usingensues. People flee on mass; simply crushing underfoot those battery operated devices only. Until further notice, please dothat slow their route and leaving behind those who cannot not run or drink water from the taps or flush toilets.keep up. Families will become separated; mothers crushed orkilled whilst trying to protect their young, fathers broken and If you are currently in your car, pull the vehicle to the side ofchagrined as they attempt to allow other members of their the road; leaving plenty of access for the emergency services.family to escape, the elderly, the sick and the frail, not given Switch off your engine and, if it is suitable to do so, get insideany second chance. The dead lay in piles; in places, several the nearest building – otherwise, remain inside your vehiclebodies deep. The main highways quickly become jammed as with the windows in the upright position and the ventilationroads and verges become flooded with abandoned and crashed ports closed.vehicles. The streets become crowded as people flee in everydirection. It is a time of pandemonium and mass panic! If you are caught out in the open, seek the shelter of trees and lie down.Many of those fortunate enough to be untouched by the initialonslaught are quick to take advantage of their situation and Members of the public are advised that Martial Law has beenlooting and rioting spreads through the chaos of the crowds declared and any inappropriate or antisocial behaviour maywithin a matter of hours. well be contained through force.Horrific scenes are broadcast by the media - further spreading This has been a Code 1 announcement. This is not a drill –the panic and, as the great cities are consumed, the death toll please stay tuned for further updates.”increases into the billions and the governments lose control.Nowhere seems safe as the sea of smoke spreads its blanket Blatantly ignoring the electrical warning, many stations thenacross the globe choking all life it touches. attempt to gather further information from news agencies and eye witnesses. Early reports of gas or chemicals soon becomeCommunications and Media only one of a number of speculations (ranging from terrorist attack, tremors within the earth’s core to solar gasses andPhone lines and satellite communications are immediately jammed even Armageddon). However, within the first hour of the crisiswith data transfer or become reserved for government, news and the media services are transmitting more truthful, eyewitnessemergency service use only. Although information is transmitted reports with covering footage.globally, much of this is simple speculation and theories. “Earlier reports of gas have now been dismissed and, althoughNot long after the spirits manifest themselves, reports concerning we have not yet heard from any official channels, eye witnessesglobal cataclysmic events begin flooding in to news agencies are telling of creatures made from light and shadow that seemaround the world. Accounts are sketchy and confused at first to drain the life from all in their path.and the phenomenon is reported as “a deadly, unidentified gasbeing propelled into the atmosphere”. Within fifteen minutes Before losing contact, our correspondent filed this report fromof the crisis start, in the United Kingdom, news agencies are Trafalgar Square in central London. Viewers are advised thatrequested to read the following government statement: the accompanying footage is of a disturbing nature…”“This is a code 1 announcement; all such affected personnel “What you are witnessing here are disturbing and macabreare required to report for full draft duty. This is not a drill. scenes indeed. Words fail me to describe this phenomenon…Repeat, this is a code 1 announcement. This is not a drill. Some sort of incorporeal essence, spiritual creatures, wraiths, if you will, seem to have descended upon this city and areMembers of the public are advised that the United Kingdom systematically attacking humanity with no remorse, pity oris in the midst of a potentially cataclysmic and life threatening discretion. The death toll has been estimated in the millionsgas or chemically based event. You are advised to stay in and is clearly rising; rapidly!”www.paraspace.co.uk 31

Chronology of the Awakenings, May 1st, am The picture switches from the external view of carnage to an seen as an Extinction Level Event and given a Code 1 status. internal view of the van and the reporter continues. Such contingency war-time and survival plans immediately swing into effect and various military government cells take up “Myself and the crew are inside our equipment van using the secure positions to assume control. Struggling to establish a remote camera mounted upon the roof. Just a few moments command and organise the defence of the nation, these cells ago, one of the creatures began to seep into the van via an air attempt a mass re-call of all troops serving abroad; but none will vent. Fortunately, we were able to block this with a shelving ever make it back alive. All roads are ordered cleared for access panel and the creatures… spirits… wraiths... whatever they by emergency service vehicles only and looters are condemned are, have not been able to gain entry. As you can see, for now, and told they will be met with ‘severe reprimand’. we are safe…. Emergency Services Switching now to more current pictures, for the most part, the spirits appear to have moved on and left this part of the city On the street, police and military contingencies immediately a husk, empty and devoid of life. All around us is the carnage swing into action and personnel head for the nearest barracks, and death they have left behind in their wake. There is no sign police station or government building to report for duty. To any of any creature or person left alive anywhere. questions, they do not have answers and will ask citizens to remain calm, remove their vehicles to the side of the road and However, we can see flickers of light from the building just report to the nearest ‘safe-house’. across the street, and we dare not move. We now find ourselves trapped inside and can still hear the distant screams General telecommunications are restricted as information is as the destruction continues elsewhere.” gathered and collated to assess the situation. Mobile guard units are assembled and the futile task of bringing order to the chaos In the UK, within an hour of the crisis start, rolling government begins. For the serving forces, the chain of command is continually reports begin to appear on all media stations: A list of changing and, with every effort to fight back ending in complete contingent safe houses is broken down by area, and people obliteration of the troops involved, morale is quick to fade. are encouraged to present themselves to the local authorities for further protection. These places are mainly positioned at The unconventional circumstance of the attack also means that large buildings such as schools, shopping malls, cathedrals, the logistics of deployment and mobilisation is an impossible hospitals and town halls (in many cases, the very same places task. Within the first hours, the prime objective changes from from where the wraiths first arrived). However, by late afternoon, one of an aggressive response to one of maintaining law and based on sketchy reports from journalist and reporters on the order and keeping as many people as safe as possible. As the scene, many media channels realise the mistake of gathering scale of the crisis unfolds, a decision is quickly made to flood in large numbers and news of fallen safe houses spreads panic the streets of major cities and a large number of towns with a throughout those that remain. heavy military and police presence but to admit defeat and leave smaller, rural, areas of the population to fend for themselves. As Politics these orders and other news begins to filter through it becomes apparent that the situation is lost and, finding themselves Whilst wild speculations abound and the finger of blame is pointed operating under their own initiative, it is not long before many in many directions, on the whole, in light of these cataclysmic personnel give up the fight and turn to look after themselves. events, global communities put aside their differences. The speed at which the phenomenon is spreading and the sheer The military are decimated as a fighting force and the police scale of occurrence ensures that all nations take notice and struggle to maintain law and order. Overwhelmed by fleeing and begin active communications in an effort to gather information looting crowds, within the first few hours of the onslaught, the and avert a global catastrophe. Emergency Services suffer a complete break down of command and operational functionality. Most nations agree that, by all and any means necessary, a “solution” must be found in order to ensure our way of life. As As the day draws on, all such remaining personnel are instructed such, many of the world’s oceans become a testing ground of to regroup at their closest safe house in order to consolidate conventional, biological, chemical and nuclear strikes; none their efforts. have any effect and the wraiths continue their onslaught at an incredible rate. Safe house In the UK, the houses of parliament and much of Downing Along with government cells, key personnel are contacted to Street are a source of spiritual awakening and the Prime organise pre-allocated contingency safe houses. Located in Minister and most of the cabinet are among those killed within schools, churches, community halls, sports centres and other the first few minutes of the assault. The crisis is immediately large, spacious buildings up and down the country, these safe 32

Awakened Earth: In the Shadow of Wraithshouses are intended to be temporary protected areas where yet to run out of fuel, whilst others overheat and burst into flame. Chronology of the Awakeneings, May 1st, amrefugees can expect to be sheltered from any threat, receive Town centres, market squares and car parks are morgues forfood and medical attention. More importantly, they are also thousands of people who, together in death, lay scattered amongintended to gather information and perform an assessment the smashed glass and looted goods as a staunch reminder ofof the scale of casualties in order to allocate and distribute the chaotic manner in which they tried to flee the crisis. Housesresources as required. around the world are now silent with many victims taken in their beds whilst sleeping. For others, utilities that may have been inA list of safe house locations is broadcast across all media use at the time the spirits struck now idly use reserves of powerchannels and, offering a glimmer of hope, exhausted from as they continue about their tasks; their operators lying close byfleeing the carnage, survivors descend in their thousands. in contorted throws of fear and pain. Offices are now silent andUnfortunately, as this surge of people begins to arrive, those many victims did not even get up from their seats. Their headsthat managed to report for duty, disposed to be in charge, are lying face down into the keyboard, their monitors still displayingquickly overwhelmed and unable to cope. Volunteers are quickly the web pages and newsreels about the crisis. The incessantdrafted from among the crowds to assist with the tasks of trying tap of the keys, the ring of telephone and hum of office businessto help and organise people. But all is to no avail, the large has finally stopped. The meeting rooms, office cubicles andcrowds soon attract the attention of the ever hungry wraith and corridors are now strewn with the dead. The train stations andmany safe houses become the most unsafe place to be. bus terminals are the final resting place to daily commuters who lay in their hundreds, some piled several people deep orEnvironment scattered like children’s toys.As the cataclysm unfolds, for the most part, bodies are left For the crowds that remain, whilst thousands descend upon thebehind where they fall and the landscape is littered with corpses government safe houses in the hope of protection, thousandsand the debris created whilst escaping the crises. more doubt the security on offer and flee every which way. But, as they pick their way through the aftermath of towns and cities,Now peaceful and patiently waiting in the queues that make wherever the survivors walk, it is highly likely that they will beup the snakes of motionless traffic, victims sit silently in their treading upon the fallen and cannot escape the soft crack ofcars. The occasional engine is still heard to be active, having bone underfoot.www.paraspace.co.uk 33

Chronology of the Awakenings, May 1st, pm May 1st pm But there is to be is no let up. The numbers of undead continue to swell throughout the night and, without the dampening sunlight, General wraiths tear into crowds and lay siege to those in shelter with renewed vigour. By the sheer weight of the undead mass The wraith carnage continues and many have now become dark pushing against any shelter’s perimeter, many barricades are and terrifying creatures of rolling shadow. Seeking out life force, eventually pushed through or torn down. As wraith and undead they pack together, scouring every hiding place and tearing into pour in through the breach, no amount of gunfire or improvised the large crowds of survivors that remain gathered together for weapons can stem the tide and hundreds upon thousands of safety. Scattering them and dashing their hopes, the wraiths are victims will not live to see the break of day. tireless in their hunt and decimation of the living. Communications Whilst this massacre continues to fell the population, several hours after falling, the silent, frail, gaunt bodies of the dead Few telecommunication providers ever revert back to their victims that now line the streets of cities, towns and villages normal protocols and by early in the afternoon, most are left with begin to stir; fingers will begin to twitch, eyes begin to flicker and, a continuous flat tone or only a recorded message to suggest driven by an uncontrollable hunger, the ashen bodies will begin “the service is temporarily disabled, we apologies for this to move. Slowly and shakily they will rise, pulling themselves inconvenience and are working hard to resolve the issues. Please to an upright position. One by one, dragging their emaciated stay on the line if you require transfer to the emergency services.” frames toward the closest essence of life. Although no such transfer or resolution will ever take place. Isolated instances capture the first victims blind and completely Media. unaware. In the streets, where survivors stand among the dead or attempt to provide funeral, reaching to help what appear to be Some TV and radio channels do manage to continue to survivors of the wraith attacks, the zombies sink their teeth into the broadcast live into the night. Operated by a handful of dedicated soft warm flesh of the supporting arms and outstretched hands. individuals, the studios are in disarray but fully devoted to the Many Safe Houses and those hidden away in shelters fare no phenomenon, with sporadic and sketchy reports, held together better. Grieving over their dead and not wishing to let go, they too by a tired and weary looking anchor man. However, within these are assaulted without mercy and taken in by early risers. reports, news will soon filter through that sunlight will eventually destroy the wraith-like creatures and that a source of UV light As the frequency increases, the situation spreads and the can be used to repel their approach. This vital information, and a undead rise in every corner of the globe. The isolated instances way to defeat the zombies, by destroying the brain, is repeated soon become groups that begin to mass, gather and pursue over and over again; giving a glimmer of hope to all survivors. survivors. In their unsatisfiable search to consume the living, Unfortunately, as the night draws on, the list of active ‘safe- they join the wraiths above humanity in the food chain, shambling houses’ begins to diminish and, with it, the news readers’ spirits, through the streets as massive crowds, all heading in the same hopes and positivity are clearly heard to take downward turns direction, toward life! as reports that the wraiths and zombies are actually attracted to larger areas of population soon gather pace. Cornered and scared, surviving crowds must now also fight for their lives. Hardware and sporting goods stores bear the brunt As well as an overwhelming amount of photos, home videos of looting as they arm themselves with all manner of improvised and incredible blog stories, the internet too becomes full of weapons in a vain attempt to repel the ever-increasing hordes. speculation and theories. Scientists and religious authorities Streets turn to rivers of battle and the pavements are soon of varying distinction provide their opinions in many blogs and awash with blood. Wraiths quickly and easily take advantage open forums about the strange occurrences. Many theories, of the pandemonium and survivors now find that fleeing is no ranging from biological warfare, to Armageddon, still abound longer just a matter of being faster than the person behind you. but there is no real evidence to suggest that any are correct. As the light slowly fades and day turns to dusk, the surviving Philosophy. crowds remain thick and plentiful but their number has notably diminished. Lost of hope and deprived of energy, besieged by There are many extreme and bizarre theories (ranging from the wraiths and surrounded by thousands of the awakened dead, earth’s form of antibodies, unidentified hallucinogenic gasses by early evening, many surviving groups will find themselves to alien invasion) but, on the whole, the scientific community hunkered down and barricaded behind closed doors. But there is completely baffled. Without a living specimen to study, film simply isn’t enough places for everybody to take pause and hide footage is scrutinised by scientists and philosophers alike in an and many will spend a terror filled night without sleep, hoping attempt to understand and explain the phenomenon and, at the that the density of the crowd in which they run will be enough to very least, to gauge behavioural patterns. The term Wraith begins secure their escape. to be used due to their nature of stealing the life from the living 34

Awakened Earth: In the Shadow of Wraiths– but this is more a name of convenience than one having any the cracking sound of echoing gunshots from some distant Chronology of the Awakeneings, May 2nd - 3rdscientific reasoning. Likewise, the walking dead are being referred struggle. Traffic lights continue their sequences, playing to highto as zombies, something that most people of scientific rational streets and junctions that are now impassable by car; blockedabhor but cannot control. On them, one initial report claims “… with smouldering accidents and endless queues of motionlessthe victims of the (as yet unidentified) disease remain clinically traffic. And, as day turns to dusk, the street lights come on anddead; there is no brain or motor neurone activity. All major organs wash all with their shadowy orange glow.have failed and remain inactive… And yet it is certain that thesecreatures have the agility to move and act in accordance with a May 2-3macabre instinct to hunt and consume the living”. GeneralReligious authorities cannot agree and there is division acrossmany sects and different religions into two basic, but distinct, With the rise of dawn, many survivors will look out from theircamps; those who believe this to be Judgement, and those who places of shelter to find they are completely surrounded bydon’t. Either way, many people who take cover in churches and hordes of the walking dead. The majority of government safereligious buildings are welcomed, but mostly find only hollow houses will have been lost during the night however, for the fewpromises of sanctuary. that remain, there are many survivors packed in tightly together and the surrounding hordes are thousands strong - with morePolitical and more arriving each hour. The rapid gunfire from standing military posts barely impacts the volume of these immenseBy nightfall, failing to hear from seniors in their chain of crowds, save to pile high the bodies and provide a frame fromcommand, the remaining government cells are still attempting to which others can climb over. And, as the fingers of daylightgather survival information and regain some kind of authoritative creep across the land, besieging wraiths will have only recoiledcontrol. Contact between the cells within the UK determines a short distance to watch their prey from the relative safety ofa network of 15 such, rather fragile, surviving groups; each the shadows. As the day draws on, it will become evident thatlocated in bunkers with about 20 to 50 members. A coordinated these densely filled places will eventually succumb and beeffort is brought into effect in an attempt to bring as much UV engulfed by the cataclysm.light to safe-houses as possible. However, as the night wareson, it is clear that, even with the discovery that sunlight is a In panic and desperation, many survivors take their chancesweakness to the wraiths and the subsequent distribution of UV outside of shelter or safe house, on the run, in search oflamps, torches and spotlights, the battle is lost. The wraiths are supplies or just trying to relocate to a stronger position, they riskrelentless in their aggression and the light only causes a slow entering the cat and mouse game with the undead and wraithsmelt of superficial damage, merely repelling them for a short that other, now much exhausted and diminished, crowds havetime. The operation is too slow to be effective and provide been playing throughout the night. Thousands of refugees willthe military the upper hand of a fighting chance. With that, scatter across the country, fleeing the towns and cities into theunstoppable hordes of undead continue to grow and overwhelm surrounding countryside and rural areas, in search of saferthe most rapid of gunfire and, by mid-night (GMT), many of the areas away from the carnage. A period of hide and seek will‘safe-houses’ have come and gone. begin as, over the next few days, the masses of crowds steadily break down to become pockets of survivors, moving around inEnvironment circles, their numbers slowly being whittled away by the undead and wraiths that chase.In order to get at their prey, zombies will barge through obstacles,smash windows, break in doors, and crawl over both the dead As night rolls in, finding shelter becomes an imperative uponand undead alike. As the hordes build into the thousands, all every survivor’s mind. Boarding up windows and blockingpushing in the same direction, toward life, it brings with it an doors, hungry and waiting in fear, hoping to go unnoticed byincredible pressure of weight that will eventually be enough to the scourge and that the authorities and armed forces willbring down walls and barricades. Injuring themselves in the resolve the situation, find and protect them. But none can hideprocess and tearing apart their victims, many streets of cities, and every survivor that stops for any length of time will soontowns and villages soon become deserted scenes of after battle draw the attention of and become surrounded by undead andas corpses lay in droves. Shop display windows are smashed besieged by wraiths.and blood spattered glass is spread into the road. Victimstrapped in their cars have now risen from their coffins, leaving Poweropen doors, more shattered glass or burning wrecks behind.Bins, and other free standing objects, have been knocked to For the most part, electricity and gas supplies remainthe ground, spilling their contents into the streets to be carried uninterrupted. However, automatic load bearing measures willinto the roadsides and alleys by the wind. The screaming act to compensate as fires burn out of control in many townsalarms sound their warning to no-one and are broken only bywww.paraspace.co.uk 35

Chronology of the Awakeneings, May 2nd - 3rd and cities. In places, the power will cease and some areas of However, the task of gathering information and trying to the country will be without heat or light and become solely reliant coordinate what remains of the emergency services continues. upon generators and battery. A difference of opinion emerges when four of the cells opt for Communications self preservation and determine to divert and rally resources to themselves. As these conflicting orders begin to trickle through Whilst public networks are disabled, radio and satellite the ever changing chain of command, it quickly becomes clear to communications are still available and government cells personnel on the ground that the situation of central power is lost. have gathered much data. Finding that the global situation is cataclysmic and that each country is suffering the same problem, Emergency Services. slowly but surely, the information gained reveals that humanity is rapidly approaching dangerously low levels. Although morale is low, supply chains are broke, deserters abound and ammunition is running short, among those that On a local level (still hoping for safety in numbers), Citizens remain as a unit, most armed forces, using tanks and Armoured Band (CB) radio is being utilised and groups of survivors are Personnel Carriers still attempt to control Safe-Houses and using this network of relatively short range communication to reach any survivors that may be hiding elsewhere. The RAF spread information across the country and help to find each make many reconnaissance missions across the country other. However, it is also readily apparent that many groups are and helicopters are used to air lift small groups to safety and simply battening down and barricading themselves inside any replenish supplies. In addition, many civilians are drafted into kind of protective shelter they can find. the ranks and a system of bait and lookouts (known as spotters and runners) are used to help with rescue missions. Political No hospital is untouched by the crises and only a handful By the morning of the 2nd, the network of 15 cells has been remain with any kind of functionality; most have been ravaged reduced to 10. And by the 3rd, a further four breaches will by wraiths and completely overrun by zombies. Those that are reduce it to six remaining cells. Each is completely surrounded still managing to provide support are, themselves, supported by by undead and has taken in more refugees than it can sustain. the military and being doubled as safe houses. 36

Awakened Earth: In the Shadow of WraithsSafe House. wraiths continues along with a rolling list of the remaining Chronology of the Awakeneings, May 2nd - 3rd ‘safe-houses’ - although reports from within some show thatRemaining Government Safe Houses will have, at least, one they are overcrowded, under-resourced, uncomfortable andsquadron of soldiers stationed within; although, due to the completely surrounded. On the whole, bulletins suggest thatblocked roads, most of these will have had to have been air-lifted the situation is very bleak.in via helicopter. Very much in charge, these military personnel(often operating under their own authority) control tightly Magicrationed food and water. Unfortunately, without adequate supplylines, despite the deafening sound of unstopping automatic gun Among other reputed strange phenomena, rumours thatfire, tensions will run high as ammunition runs low after only a some religious figures have gained the power to repel thecouple of days. undead and vanquish the wraiths through the power of prayer begin to circulate among survivors. Whilst this isConditions within the buildings are overcrowded and tense. mostly treated as pure fantasy, many survivors are drawnCitizens are treated more like prisoners than refugees and will back to their religious persuasion and begin prayers of theirbe subjected to census to establish any skills that could be put own or strive to reach the places where these miracles areto good use before being allocated work; be it administration, said to have occurred.cooking or, after a quick lesson learning to use a weapon,forced into the front lines. In many cases, there is simply no Philosophyprovision for cleanliness or sanitation and it doesn’t requirea doctor to realise that it is only a matter of time before the Among the remainder of the religious and scientific community,outbreak of serious disease. In addition, there is not enough still connected through the internet and social media, theavailable staff to fairly distribute food among the general debate continues. Although the word magic is avoided andsurvivors. As a result, the general populace will often turn to replaced with more comfortable phrases such as kinetic,violence in order to get at the supplies that they feel are being psychic or quintessential energy and, on an individual basis,held back. Such squabbles pull valuable resources from the many theories are looked at to attempt to label and rationalisefront lines and often end with gun fire. the phenomenon, those that remain in a position to study and communicate with each other have succumb to the fact thatThe outsides of the safe house buildings are likely to have been what is taking place is of a, seemingly, supernatural, perhapsbarricaded using cars, sandbags and wire fencing. In some even occult, origin.cases, tanks and other military vehicles will also be in use asdefensive structures with mounted machine guns and UV lights However, for the vast majority of people, why the phenomenonelevated above the hordes. But the bodies of the dead will be is happening is nowhere near as important as what is happeningpiling up high around them and, within days, the stench of rotting and how they will survive. This fact means that, scared andcorpses will be unbearable. homeless, refugees are easily led by those of a more charismatic nature into any place or way of thinking that offers some kind ofDespite the lack of resources and internal troubles, the military hope, comfort or salvation.continue to follow their duty to protect and using APCs and anyavailable air support they will constantly exit the safe house to Since many of the places from where the wraiths emergedmake runs to find survivors and supplies. To assist on these coincide with religious or spiritual sites, and there seems to be nomissions, it is also not uncommon to call for volunteers or draft cohesive scientific explanation, people are easily taken with themembers of the public. notion that this is all the work of god (or devils, depending upon their religious view point). As a result, many of the remainingDespite best attempts, many safe houses will be breached as survivors will descend upon churches, mosques, synagogues,ammunition runs low and panic runs high. temples and even standing stones in their quest for survival. Unfortunately, not all the rumours turn out to be true and whereMedia the crowds regroup and gather, the undead and wraiths follow.Starved of information and locked within their studios, only a Awakened Beastshandful of broadcasters remain, relying on any communicationthat is fed back to them from roaming reporters, survivors and Among the stories and speculation, there are reports thatby trawling through the latest internet posts. In the mainstream, another, new, enemy has emerged. Using wispy, etherealthere are continuous, looped “stay tuned for more information” tentacles to drink the blood of the living, the creature is beingmessages or repeats of earlier broadcasts. However, there referred to as a Blood Spirit and appears as part ethereal mistare also occasional new discussion programmes covering (like the wraith) but, having veins and organs visible within itsall aspects of the crisis; albeit hearsay and rumour. Advice smoke-like structure, is also part flesh and blood.for securing shelter and methods for defeating undead andwww.paraspace.co.uk 37

Chronology of the Awakeneings, May 4th - 5th May 4-5 Political General Retaining communication, through back up generator and radio, by May 5th, officially, only three government cells remain in the The crowds of refugees have thinned and, as the maggot infested UK. However, as wider communication falters and millions of undead and mutilated corpses steadily begin to rot in the May personnel remain unaccounted for, a statement is released sun, a sickly sweet stench is now carried on the wind. Marauding across remaining media that “Political power now remains in their way through man’s old world, seeking out any life force that the hands of the people to safeguard...” may still be present, the empty streets and houses are now the domain of the walking dead, wraith and the blood-spirit, Emergency Services. Remaining survivors have all but hidden themselves away behind There is no police, fire or hospital service and, although shelter. As the power begins to fail in many places and fires rage individuals will do their best to support and help, on the whole, out of control in abandoned streets of smashed glass and debris, every person now looks out for themselves or only caters to denied of information, many now succumb to the fact that society those within their immediate place of shelter. Where soldiers is gone. For others, that the distant cracking echoes of gunfire are banded together, they still follow a chain of command can still be heard and spotlights can still be seen stretching into and function as a military unit. There still even remains some the night sky, means that government still works to coordinate short range communication between groups. However, there remaining military forces that continue to fight. is no longer any coordinated effort being made to reach other survivors and any sorties made outside of the shelters are The British Isles consists of an area of approximately 315,000 primarily to stock up on supplies. square Kilometres with a population in the region of sixty five million. By May 5th this number will have been reduced to an Safe House. estimated twenty-five million. All but the most secure of the larger government safe houses Power are gone. Of those that remain, the military have taken complete control and, in many, as the last few rounds of ammunition are By May 5th, as much as 40% of the country is likely to be without fired, areas of the safe house breach and the overall size is National Grid power and must rely on other sources for such dramatically reduced. Others know that a similar fate awaits. requirements. This is most notable during the nights. In the UK, Those with power still use UV lights to repel the wraiths during streetlights will usually switch on as darkness descends at about the night but this too has a limited span. 8.30pm. Without their presence, an often heavy cloud cover means that the nights are indeed black. Survivors lucky enough to have Civilian survivors within remain in appalling conditions and with stocked up use candle light, lanterns and oil burners to light their many organisational and medical personnel no longer present, shelters. Others are left to contemplate in the darkness. The early care is not being taken over sanitation. Rations are still being May night-time temperatures in the UK averages at about 11°c so, tightly controlled and weaker survivors are already feeling the whilst not really cold enough to be desperate for heating, a blanket effects of dehydration and starvation. and, perhaps, a fire is a warm welcome to many. Environment Communications and Media The empty high street tells the story so far; headless corpses As the power drops and various computers encounter problems lay broken and blooded in the road, burned carcasses still or require attendance, the communications network begins smoulder with thick black smoke, abandoned cars (some to falter. Land line and wireless signals are temperamental, crashed and burned) are scattered in chaotic queues that block electronic mail becomes wholly unreliable and many web sites both pavement and road alike. Glass from smashed windows will simply become unavailable. crunches underfoot and bricks, clubs and bottles litter the street where they fell as missiles. Radio and television channels that are still managing to broadcast a signal, are now reliant upon back up generator and already The walking dead now roam freely, slowly but surely making predicting their demise within the next few days. However, in the their way to remaining life forces. In some places, they number mean time, the surviving staff continue to scour through sources into hundreds of thousands. Pressing their weight against and broadcast as much information as possible. Of note, they whatever barricade has been put in place to hold them back, are estimating that as much as 62% of the UK population (40 they are accompanied by a plague of flies and all manner of million people) are estimated to have died and that central insects and carrion feeders. power has been dissolved. The global situation is unknown but estimated to be as high as an 80% death rate. The sound of a generator or car engine may break the continual moan of the horde and occasional lights may penetrate the darkness at night. Gunshot fire can still be heard and smoke columns reach for the clouds. There is an inescapable sickly, sweet smell of death in the air and the emptiness of many towns and villages leaves a foreboding sense of doom. 38

Awakened Earth: In the Shadow of WraithsMay 6-10 be shutting them down and disconnecting the network. As much Chronology of the Awakeneings, May 6th - 10th as 90% of the national grid will become starved of power duringGeneral this period. In addition, as the power fails, sanitised running water will also cease to flow and other sources must be found.Humanity is decimated! Still besieged wraiths, blood spirits andoverbearing hordes of undead, only isolated, small groups of Politicalsurvivors now remain. Hidden in attics, cellars, storage units,sealed buildings and the last few remaining pre-government The political structure of society, as it once was, is now gone. Thesafe houses up and down the country, it is unlikely that any Old World has passed and there is no-one, officially, in charge.survivors will be free from such siege-like circumstance However, within places of hiding, among the survivors, peopleand conditions within any shelter are likely to have become will generally still esteem those of Old World authority and beconsiderably wretched. Not daring to venture outside, food and following, or at least have respect for, the natural leaders withinwater will have to have been rationed; if not already spent. The the group – particularly when a uniform is worn. If a policemansmell of waste will be intolerable and, with a lack of medicines or soldier is present, they are likely to be the one being forcedand inadequate hygiene, many infections and diseases will to make the decisions and, for the most part (assuming theirbegin to take hold, yet further reducing survival numbers. TB, judgement is not outrageous and, on the face of it, seemswhooping cough and cholera outbreaks are among some of the sensible and in everyone’s best interest), these decisions willdiseases that will end many surviving groups. go unchallenged and people will simply act to follow. Other uniforms that people are immediately willing to accept will bePower doctors, priests and even security guards.If not already ceased, the power will be failing during these days. If no uniform is present, the politics within each group will beApart from the obvious fires and broken cables etc. cut off from taking a natural course that follows an instinct for survival;supply, fuel sources used to generate the main stations will be most groups will be amicable and involve a fair share of allrunning short. As a result, automated fail safe procedures will things. People will likely look to any one with enough charisma that places themselves into a central role and makes decisionswww.paraspace.co.uk 39

Chronology of the Awakeneings, May 11th - 20th for the group. However, this period is a precarious and volatile Also during this period, isolated instances will soon gather pace time for any would be leader, apart from the fact that they are as strange, skinless creatures are reported seen on the outer likely to have to manage any dangerous tasks themselves in fringes of some undead hordes. Pouncing upon their prey and order to first earn any respect, any wrong decision will lead to using powerful jaws to bite down through skull, these ghoulish a swift coup de grace and unofficial dismissal of their rank. creatures are initially seen as humanity’s saviours. The undead seem completely uninterested in the ghouls and do not even Shelter attempt to defend themselves from such attacks. Dragging away the carcass and piling them for later consumption, tall pyres of As the power fails, the UV lights no longer offer any protection bodies are soon present among many large sources of undead. and aggressively hungry wraiths and blood spirits are free to linger and spend far greater time during the night attempting to May 11-20 gain entry to those shelters. General The effects of dehydration and starvation will also be taking their toll upon larger groups. As desperation sets in, the have Starved of their abundant life force and weakened by the sun’s nots will set upon the haves and power struggles and violence rays, the numbers of wraiths and blood spirits quickly begin to will ensue. For others, disease will be rife and, without access decline and they are rarely seen roaming without reason during to medicine or the means to isolate patients, will quickly spread daylight hours. However, hidden close to any surviving group, through the shelter claiming yet more victims. under a shadowy bridge, darkened room or retreated into the sewers, they do still lurk and, desperately aggressive, during Communication the night hours, they regularly come forth to crawl across the surface of any shelter, looking for a way in, just waiting for As the power fails, the internet becomes unavailable and the zombies to create the smallest crack in the perimeter. electronic mail is quickly dismissed as a thing of the past. With The numbers of undead however will reach a pinnacle during little or no access to telecommunication and satellite devices, this period and many survivors will be surrounded by hordes CB or other short range devices become the main means of containing hundreds upon thousands, stretching back to the communication among surviving groups. Whilst those lucky distance throughout the streets and houses around their shelter. enough to have such a device are slowly mapping a network The stench of death will be unbearable as will the multitude of of groups, they are also the people that will realise just how carrion crawlers and diseases they bring with them. volatile the situation really is. Contact is continually being lost as power fails or a final cry for help and a message of breach Power is received. With the power out for a few days now, it proves not just to cause Media obvious problems to the survivors. Now unmanned and locked away in industrial areas across the globe, many chemical plants In the UK, all major media stations have ceased to broadcast and nuclear reactors rely on power for their coolant and storage and, for any smaller, local channels still transmitting a signal, all systems. Whilst automatic backup generators will activate to that can be received (via battery operated devices) is silence, ensure the system’s continued safety, without additional fuel, these an old looping report, static or scenes of empty studios. The too will fail within the week. In many cases, third tier automatic network of scientists has been silenced and speculation, procedures then engage to burn off gasses or keep spent fuel superstition and exaggeration take over. rods cool and some survivors may be fooled into thinking there is life present as they see smokestacks alight with flame and Awakened Beasts belching thick, heavy black smoke into the sky above. But it is not the case for all and, in places, accidents will occur releasing After seven to ten days of intense wraith and Blood-Spirit activity, thousands of tons of deadly, toxic chemicals, explosive gasses their numbers will, noticeably, be beginning to dwindle. This will and radioactive ash and smoke into the atmosphere. A simple be most apparent as besieging wraiths move on, retreat or are spark is often all it takes to set off a domino of explosions across completely vanquished by sunlight. In many cases, surviving vast areas. Many shelters within the blast of these waves will be groups will be fooled into thinking they are free of this scourge breached as windows are blown in and barricades torn down. and, in a search of food (and fresh air), some braver (and more Those further out will likely hear the explosions and will soon desperate) survivors will be tempted out of hiding to attempt see fires burning, uncontrolled in the distance, in some cases to battle their way through the undead. However, there is still for many days, consuming precious resources in their path. In much danger at this stage as it is highly likely that small bands addition, fallout from these fires will drift in weather systems and of wraiths have only retreated to darkness and will still remain, cause rain-clouds of radioactive ash and toxic chemicals to rain in hiding, close to any life force, attacking immediately that they down upon survivors in many unsuspecting areas. sense their prey on the move. 40

Awakened Earth: In the Shadow of WraithsEnvironment have a means of such escape (perhaps trapped in cellars, high Chronology of the Awakeneings, May 21st - 31st rise apartments or simply too isolated), an uncomfortable deathLargely undetected by the foe, smaller creatures that have from dehydration, starvation or sickness awaits. For others, themanaged to survive the initial onslaught now begin to creep only means of escape is suicide.back in to the places of man. Upon the supermarket shelves,new customers are found. Insects thrive on rotting vegetation To their horror, those that do manage to venture outside, findand rats quickly take ownership of un-canned food. Reliant and that the sheer volume of the remaining undead quickly fill thedomesticated pets such a dogs struggle for a while but, within the streets as they pass through. Ghoul hives line the doorwaysfirst few weeks they are given over to instinct and begin chasing of buildings and such missions often attract unwanted interestdown and scratching at anything that moves. Although humanity from these creatures. There is not enough time to clear blockedhas been largely removed, the “normal” food chain continues. streets of abandoned cars as undead descend from all angles. It is therefore an impossible task to move any large quantities ofAwakened Beasts goods. Mostly, these early scavengers have to settle with only what they can carry - enough to enable them to continue for aWith thousands upon which to feast, ghoul sightings increase few more days but certainly not enough to raise their spirits withand the sight of large pyres of bodies among the hordes soon hope. In addition, many of these raid and retrieve gorillas losebecomes a common sight. However, the undead are so densely their lives when they encounter desperately aggressive wraithspopulated that it is seemingly making little impact. that have also gone into hiding.May 21 – 31 Organising and executing scavenging raids for specific items, medical supplies and foodstuff becomes a systematically arrangedGeneral operation. Despite the dangers, a few brave souls continue to venture beyond the safety of their shelters and search forTrapped inside their shelters, surrounded by hordes of undead, resources. Facing down ghouls, zombies and even the occasionalthe situation remains very bleak. As millions of bodies are left wraith, not only are these early scavengers responsible for theirto rot in the May sun, there is no escape from the flies and the entire group’s well being but it is they that will make first contactthick stench that hangs in the air. Sickness and disease are rife; with other awakening beasts, be the ones to spread informationwhich also gives rise to fear of contaminated food and water. and begin to forge a network of surviving human groups.Among surviving groups, whilst the last of the batteries and fuelfor the generators dwindle, many find themselves in darkness Powerand without contact to the outside world. Isolated groups nowplace all their focus upon scavenging. All mains power sources will have now ceased – only battery and locally generated power remains. Refrigeration has endedMost groups will have had a few days respite from besieging and new methods for storage and cooking will need to be found.wraiths and many will believe that such activity must have come Without electrical lighting or heat, the nights will be dark and areto an end. Also, although where they are coming from remains as set to get colder. All media broadcasts have now come to anmuch a source of speculation as everything else, now hunting in end and telecommunications are silent. The world of convenientpacks, ghoul numbers are dramatically on the increase. Whilst gadgetry has ended.these creatures do not look like man-kinds’ saviours, they dooffer a glimmer of hope as they are steadily making an impact to Groups that have found shelter within buildings that containthe number of undead surrounding a shelter’s perimeter. their own back up generator (such as hospitals) will soon find another reason to scavenge. These generators will need fuelAlthough still much to the back of the hordes, dragging their and, in some cases, repair and replacement parts.victims away and stacking them into the, now familiar, pyrelooking hives, surviving humans may well have realised (possibly Socialitythrough first hand experience), that the ghouls make their homeinside the hive (gaining entry via a hole in the top) and feed With a common reason to unite, for the most part, each survivingupon the bodies of the dead that also serve to incubate them. group will be experiencing a natural selection of organisers andIn their desperation, this situation actually presents survivors leaders. Desperately in need of hope, people will be looking forwith a much needed opportunity to escape their shelters to something, or someone, to believe in. As previously mentioned,gather food, equipment, information and, hopefully, make these such leaders will often be formed of the most charismaticcontact with other survivors. As devised at the original safe members of a group or those with Old World (OW) standing.houses, leaving via the rooftops and/or using the techniques However, in all likely-hood, having now made their presence feltof spotters and runners as decoys to help the scavengers and through successful scavenging and generally protecting the group,rescue parties do their work, many surviving groups attempt a new, potential leader is added to the mix. Among some survivors,small sorties to gather resources. For those not so lucky as to those gifted with magical abilities are being put up upon pedestals, seen as saviours with a destiny of protection to uphold.www.paraspace.co.uk 41

Chronology of the Awakeneings, May 21st - 31st This does not mean to say that people will follow their new Dissemination of actual facts is slow and unreliable but, late respective leaders without question (although that may be the in this period, rumours also begin to spread that a variety of case within some groups), instead, as most groups will consist half beast and half human type creatures have been spotted. of only a few survivors it is easy enough to ensure that most Among these are stories of cats, dogs, rats and other decisions, particularly those concerning scavenging or escape, grotesque and fantastical cross-breeds that walk on two legs. will be made after long discussion and input from all parties. Sightings of ghosts and spectral apparitions are also becoming frequent stories among scavenging groups (particularly in But not everything will be perfect. On the surface, many groups older buildings) and, despite all that these brave men and will seem to be amicably getting along as best they can under women have now seen, these ghostly sightings cause floods the circumstances. However, bubbling away underneath this of panic and send them running in fear. In cases where such necessity to stick together, many members of the group will apparitions take place within a shelter, the inhabitants take have been affected by their ordeal so far, many will be mentally incredible risks in an attempt to escape. In their fear induced unstable and many may foster resentment for certain actions madness, doors and barricades are opened onto hordes of or events that have occurred within the group. Jealousy, theft, awaiting undead… laziness, cowardice, abandonment or simple personality clashes will cause the most such resentments and it is not uncommon Magic for squabbles to break out. Complicated by such anger and frustrations, many new leaders will find themselves in no win Although few and far between and often having to practice situations. Having to make decisions that will, knowingly, place their arts alone with no support or mentor, those of magical lives at risk, and require some group members to, seemingly, persuasion are starting to come to terms with and beginning to perform tasks of greater value than others, emotions will get the master their new found powers. On the whole, with little fear for better of many people and arguments are inevitable. scrutiny or reprisal, they are more willing to reveal themselves and use their talents to help. Most prominent among these are Awakened Beasts the handful of individuals with the ability to repel the undead or spirits, and surviving groups that are lucky enough to have Toward the end of May, ghoul sorties begin to get braver and, anyone with this power among them will, obviously, have a seemingly, more organised; watchers gather on the rooftops distinct advantage over other groups. However, whatever the whilst attackers strike from the ground and now, at the back and power and in whatever method it is personified, these gifted among every undead horde, often using walls and doorways to people are being held in high regard (albeit with a potentially help support their uneven weight, there are always large piles apprehensive disposition). of bodies that the ghouls have dragged away for use as their homes and larder. In addition, where their source of easy prey The Ley of the Land has been depleted, rumour begins to spread among surviving groups that the ghouls have turned their attention and now The chronology of Awakened Earth continues within the Ley of make attacks against the living. the Land game supplement. 42

Awakened Earth: In the Shadow of WraithsSection 2: ResourcesEquipment ArmourThere follows a list of equipment suitable for the Awakened Earth In keeping with survivalist nature of the AE setting, it is importantsetting. For convenience of play, we have duplicated a number that armour is not allowed to become a permanent fixture for anyof appropriate items from the PSrps Core Rules. In such cases, character. For this reason, it is recommended that the rules for ACPwhere text differs from other published versions of similar or the should be strictly enforced during combat encounters. Alternatively,same item, always use the version presented here, specifically consider that any armour will become useless and damageddesigned with the AE environment in mind. beyond repair after its TOU/5 gaming months; a method that can also be used if you decide to ‘skip time’ during your game.In addition, at the end of this chapter, on page x, we have created Clothing Equipmentan Improvised Weapons Sheet (IWS). The IWS contains all theImprovised Weapons statistics from the PSrps Core Rules page Everyday items of clothing that offer limited protection.96 upon one sheet for handy reference and ease of game play.It is recommended that each player has a print out of this so Bomber Jacket: Padded, waterproof jacket; sometimes wornthat, during play, when any improvised weapon is picked up as a fashion accessory.by the character, the necessary modifiers can be noted, asrequired, and the sheet can be completed on the fly for future Fleece Jacket: Warm and dry, lined woollen jacket.game play. Leather Jacket: Designed as a comfortable fashion accessory,Explanation of Terms providing limited protection.The tables over the next few pages are presented in the Lined Waterproof Jacket: Designed in bright colours to besame manner as per the PSrps Core Rules with the following visible and often employed for hiking and other outdoor pursuits.exceptions: Lined Waterproof Trousers: Designed in bright colours to bePRC visible and often employed for hiking and other outdoor pursuits.As the awakenings occur, money will quickly become of novalue and trade will eventually be carried out through barter. Lined Waxed Overcoat: Designed for outdoor use, the LinedItem Price is listed in Units and can be used as a guideline to Wax Overcoat is waterproof and will offer a little protection.Barter Value (bv). PRC therefore bares no relation to a realworld cash value. The Ley of The Land game supplement looks Protective Clothingat Barter Value in greater detail. Protective clothing is designed to be worn in the factory, orAvailability Rating (AR) other, similar, working environments.Availability Rating is intended to reflect an overall averagewithin the UK. Greater implications are defined within The Ley Factory Boots: Steel toe capped work boots.of The Land game supplement. However, within ItSoW, whenpurchasing equipment for any newly created Successional Glove Gardening: Cotton based gloves with additional cowCharacter, Common (C) and UnCommon (Uc) items will cost hide padding.PRC x1 and all other items, Scarce (Sc), Rare (R) and Special(Sp) will cost PRC x2. Hard Hat: Used mainly in the construction industry, the hard hat offers complete protection to the top of the head and is held in# place with a chin strap.Denotes that the item has a special function. Please refer to thedescription within the text for full details. Padded Jacket / Trousers: Typically designed for outdoor work, padded clothing is bulky but warm. Welding Mask: Consisting of a plastic face mask and head strap designed to protect against hot metal shards.www.paraspace.co.uk 43

Equipment Sport and Recreational Kevlar Pads U+L Arm and Leg: Upper or lower pads of Kevlar, buckled in place around the arms or legs. A character may wear Armour designed for specific sporting and recreational 2 pads per appendage. activities. Kevlar Vest: A layered aramid fibre vest, otherwise known as Chest Guard: Hard Plastic, sport chest plate such as those a bullet-proof vest. used in ice hockey. Military Boots: Standard issue, steel toe capped, waterproof Joint Pads: Hard plastic sport pads, such as those used by boots used in the armed forces. skaters, intended to protect the joints from injury. Joint pads can be used on the elbows, the abdomen (as a box), and on the knees. Military Helm: Standard issue bascinet style helm used in the armed forces. Motorcycle Helm: Toughened fibre glass helm with sliding wind shield visor. Military Jacket / Trousers: Standard issue, light weight, thin kevlar clothing used in the armed forces. Motorcycle Jacket / Trousers: Leather or PVC suit designed for flexibility, comfort, warmth, and friction resistance. Motorcycle Riot Helm: A police type helm made from fibreglass and armour often has additional padding or hardened areas placed Kevlar. The shape of the helm is designed to allow the user on the elbows or knees etc. for extra protection. maximum comfort with full awareness of their surroundings via a transparent front, and partial side visor. Riding Helm: Hard hat designed for impact from horse falls. Smock, Cold Weather – A lined, loose, overall, designed to be Soft Kevla Vest: Designed to be worn comfortably under visible, warm and weatherproof. clothing, for use by special agents and bodyguards, the soft kevla vest is a light weight and less effective version of the Smock, Cold Weather: A lined, loose overall, designed to be standard bullet proof vest. visible, warm and weatherproof. Swat Jacket / Trousers: Special issue clothing with aramid Sports Helm: Hard plastic, sport, helm, such as those worn by fibre layers. Used by swat teams and the Special Forces. skaters and cyclists. Melee Weapons U+L Arm and Leg Pads: Hard Plastic, sport, arm and leg pads, such as those used by American footballers’, cricketers and the Axe, Carpentry: Also known as a hand axe, this single headed like. Two pads may be worn per appendage. weapon is ideal for one-handed use. Shields Axe, Fire: Axe provided for emergency use to create escape routes during a building fire. Metal: The statistics given cover a wide range of flat metal parts that can easily be utilised or quickly and crudely be adapted for Axe, Pick: A heavy two-handed tool used in the construction use as a shield. A door, road sign or tray etc. industry. Pick axes are not suited for use in combat; hence their heavy encumbering penalties. Riot Shield: Clear polycarbonate shield used by police for riot control. Bat, Baseball: Cylindrical wooden bat that makes for an effective club. Trash Lid, plastic, rubber, Metal: Standard dustbin lid. Bat, Cricket: Flat, wooden bat used in the game of cricket. Wooden: The statistics given cover a wide range of flat wood parts that can easily be utilised or quickly and crudely be adapted Cane, Walking: Stick used to assist with walking. for use as a shield. A door, shelf or the seat of a chair etc. Cattle Prod: Battery operated, electrically charged, light weight Military rod that delivers a painful shock to the victim causing KDV x4. A battery set will typically deliver around 200 shocks. Bomb Suit: A set of overalls with inserted heavy weight metal plates. Chain, Large: Length of heavy duty metal links weighted at one end for balance. As a weapon, the chain can be used to Camouflage Webbing: Plastic strips, usually colour co- trip its victims. ordinated for camouflage in a particular environment. Camouflage webbing is purchased per body location. Weight and price are per piece. Add +1 to Conceal/Stealth Skill Result for every 3 locations worn. 44

Awakened Earth: In the Shadow of Wraiths Armour Shields PH Tou HND SIZE Wgt RNG INIT PAR DGE SPD GV HV HIT GWP ATM ACP DMG PRC AR Clothing 4 160 1 60 x 60 6.8 0.5 -4 +4 -3 -3 x +2 0 -2 0 0 2 15 C 2 160 1 30 x 30 3 1 -2 +2 -1 -1 x +3 0 -1 0 0 1.5 10 CStyle AC Tou Stlth Wgt PRC AR 3 120 1 80 x 150 3.8 0.5 -3 +6 -4 -4 x 0 +2 -2 0 0 1.5 250 Sc 0.8 8 C 2 120 1 60 x 60 1.7 1 -2 +5 -2 -1 x +1 +1 -1 0 0 1.5 200 ScBomber Jacket 14 7 -1 1.2 15 C 2 70 1 45 x 45 1.4 1 -2 +5 -1 -1 x +2 +1 -2 0 0 1.5 100 Sc 1.8 10 C 1 20 1 45 x 45 0.3 0.5 -1 +5 0 -1 x +1 +1 -1 0 0 1.5 40 CFleece Jacket 14 12 0 1 30 1 45 x 45 0.8 0.5 -1 +4 -2 -2 x +2 +1 -2 0 0 1.5 80 Sc 0.7 8 C 4 75 1 60 x 120 6.9 0.5 -3 +6 -5 -3 x 0 0 -3 0 0 2 20 CLeather Jacket 14 10 0 3 80 1 60 x 60 4.5 1 -2 +5 -1 -2 x +2 +1 -1 0 0 2 15 C 0.6 8 C 2 80 1 30 x 30 2 2 -1 +2 0 -1 x +3 0 0 0 0 1.5 10 CLined Waterproof 14 5 -1Jacket 1.1 12 CLined Waterproof 11 5 -1 1 20 CTrousers 0.1 6 C 0.1 50 UcLined Waxed 16 7 -1 2.8 30 COvercoat 2.3 30 Uc 0.8 50 R Protective Clothing 0.5 40 RFactory Boots 2 35 -1 0.2 25 R 0.6 150 CGloves, Gardening 2 12 0 2.2 35 C 1.9 35 CHard Hat 3 75 0 0.1 85 C 2.4 25 UcPadded Jacket 17 15 -1 0.3 120 Uc 0.1 20 UcPadded Trousers 11 15 -1 25 400 RWelding Mask 2 30 -1 0.4 6 C Sport / Recreational 1.4 50 ScChest Guard 4 30 -2 3.2 300 Uc 1 20 CJoint Pad 1 50 -1 2.6 200 Uc 2.8 300 UcMotorcycle Helm 3 70 -1 2.1 250 Uc 1.4 150 CMotorcycle Jacket 14 15 -1 2.6 200 Uc 1.5 300 ScMotorcycle Trousers 11 15 -1 2.1 250 ScRiding Helm 2 50 0Smock, Cold Waether 17 5 -2Sports Helm 2 50 0U+L Arm & Leg Pads 2 30 -1 MilitaryBomb Suit 30 90 -4Camouflage Webbing 3 4 +2 EquipmentKevlar Pads 2 80 0U+L Arm & LegKevlar Vest 6 80 0Military Boots 2 35 0Military Helm 3 90 0Military Jacket 17 30 0 Type TargetMilitary Trousers 11 30 0 Buckler PaviseRiot Helm 3 80 0 Target Buckler Buckler Buckler Pavise Target BucklerSoft Kevlar Vest 5 60 0Swat Jacket 14 30 0 Name Metal, MediumSwat Trousers 11 30 0 Metal, Small Riot Shield, Tower Riot Shield, Round Trash Lid, Metal Trash Lid, Plastic Trash Lid, Rubber Wooden, Large Wooden, Medium Wooden, Small www.paraspace.co.uk 45

Equipment Chain, Small: A short length of heavy duty metal links. Rake: Gardening tool with teeth at one end for gathering hay or grass etc. Chainsaw: For simplicity, assume that that the chainsaw requires 1 litre of fuel for 2 hour’s use. Secateur Blade: Small, hand-held, pruning cutters. Only useful as a weapon after removing and separating the spring-loaded Cleaver, Meat: Butcher’s knife. blades. Club, Branch: Pulled straight from the nearest tree. Shears, Long handled, edging: Two handled, pruning cutters with blades at right angles to a long handle. Only useful as a Club, Golf: Typical, steel, club used in golf weapon after separating the scissor like blades. Crowbar: Metal bar used to force open crates, doors and locks. Sickle: Short handled farming tool with crescent moon shaped Often has a flattened, forked and curved end. blade. Dagger, Blade: Catch all term for small pocket knives. Spade: Gardening tool used for digging. Dagger, Combat: Catch all term for any large knife made with Spade, Edging: Lighter and smaller spade with half-moon a view to combat. shaped blade used to create neat borders around turf. Dagger, Kitchen Knife: Catch all category for large knives, Taser – Small hand held device that delivers a painful shock usually designed for purposes other than combat. to the victim causing KDV x4. A battery set will typically deliver around 100 shocks. Disc Cutter / Grinder: An awkward and heavy, petrol driven, cutting tool that uses a fast spinning, replaceable, metal disc. Missile Based Weapons For simplicity, assume that 1 litre of petrol is good for 2 hour’s use. Air Pistol / Rifle: Relatively inoffensive gun that uses a compressed air release valve to force a small metal pellet Hammer, Carpentry: Small, sturdy hammer used, primarily, for toward its target, used mainly for hunting small game. hammering nails. Bow, Composite: Covers a wide range of multi layered bows Hammer, Sledge: Large hammer used, primarily, for knocking made from wood, plastic, leather and sinew. through walls. Bow, Compound: Covers a wide range of compound bows Hockey Stick: Composite wooden club with hooked head at often made from wood, fibreglass, graphite or carbon. one end. Used in the game of hockey. Catapult: Usually made of tough plastic and containing an arm Knife, Hunting: Single edged, slightly curved blade designed brace. for cutting and slicing. Knife, Pruning: Folding knife with rosewood handle. Crossbow: Covers a wide range of modern hunting and target crossbows. Machete: A cleaver style short sword. Flamethrower: Gas powered gun that is, typically, connected to Machete, Shear: A cleaver style short sword, constructed by three cylindrical tanks upon the user’s back. Two tanks contain separating the blades of gardening shears. a petroleum based liquid fuel and the third a flammable gas (such as butane). When the trigger mechanism is engaged, Nunchacu: A two-handed weapon consisting of two short after ignition via a spark plug in the gun, the pressurised cocktail wooden batons joined together at one end by a length of rope is sprayed upon the target. or chain. The statistics given cover a wide range of flamethrowers and Polesaw: A chainsaw attachment fitted to an extendible pole. each shot will spray either a stream of flammable liquid (for Highly effective at reaching over barriers to get at the undead. For later ignition) or a cone of liquid fire 20 meters in length x 3.5 simplicity, assume that 1 litre of petrol will provide 2 hours use. meters at its head. The flamethrower will typically hold fuel for Police Baton: Security stick with swivel handle for quick-change 11 shots however, due to the nature of the liquid fire, the initial parry and attack stances. flame strike will cause 40 DMG with an Ignition Modifier of -60 (resulting in an FP 20 for a living target at 1D100/3 Ferocity Police Truncheon: Short, hard, wooden club. 46

Melee / Hand to Hand Weapons Type PH Tou HND LTH Wgt RNG INIT PAR DGE SPD GV HV HIT GWP ATM ACP DMG PRC AR Axe, Carpentry Uc Axe, Fire 3 75 1 40 1.7 3 -1 +1 -1 0 x 0 +1 -1 -10 -1 5.5 15 Uc Axe, Pick Uc Bat, Baseball 5 80 1-2 80 2.8 1 -3 +3 -3 -2 x 0 +3 -2 -15 -3 8.5 80 Uc Bat, Cricket C Cane, Walking 8 75 2 70 4.2 1 -5 +3 -5 -3 x 0 +3 -3 -20 -1 9.5 20 C Cattle Prod Sc Chain, Large 3 75 1-2 75 0.6 2 -1 +3 -1 -1 x 0 +2 -1 -4 0 2.5 5 Uc Chain, Small Uc Chainsaw 3 75 1-2 80 1.2 2 -2 +2 -1 -1 x 0 +2 -2 -2 0 2 5 C Cleaver, Meat C Club, Branch 2 60 1 120 0.8 3 -1 +4 -1 -1 x 0 +3 -1 -1 0 2 5 C Club, Golf C Crowbar 3 45 1 120 1.6 6 -2 +4 -2 -1 x 0 +3 -1 -2 0 3 15 C Dagger, Blade C Dagger, Combat 7 95 1-2 150 5.3 x -4 +1 -5 -4 +2 +4 +4 -3 -3 0 3.5 25 Sc Dagger, Kitchen Knife C Disc Cutter / Grinder, Large 3 95 1 70 1.2 1 -2 +1 -3 -2 +3 +4 +2 -2 0 0 3 18 C Hammer, Carpentry C Hammer, Sledge 5 50 2 53 3.9 x -3 +2 -3 -3 x +2 +2 -3 -15 -2 8.5 100 C Hockey Stick Uc Knife, Hunting 2 80 1 30 0.5 3 0 0 0 0 x 0 +1 0 -12 -1 3.5 10 C Knife, Pruning C Machete 3 65 1-2 60 1.3 2 -2 +2 -1 -1 x 0 +2 -1 -1 0 3 1 Sc Machete, Shear C Nunchacu 3 65 2 112 4.5 1.5 -2 +3 -2 -1 x +1 +2 -2 -2 0 3 7 Sc Polesaw Scwww.paraspace.co.uk Police Baton 4 140 1 61 2.2 2 -2 +2 -1 -1 x +1 +1 -1 -5 -2 5 12 Uc Police Truncheon Sc Rake 1 65 1 20 0.1 4 0 -2 0 0 x 0 +1 0 -3 -1 2 3 C Secateur Blade C Shears, Long handled edging 1 85 1 35 0.3 4 0 +1 0 0 x 0 +1 0 -6 -1 4 10 C Sickle Sc Spade 1 50 1 30 0.4 4 0 0 0 0 x 0 +1 0 -3 -1 2.5 7 C Spade, Edging C Taser 5 70 2 90 10 1 -4 +2 -3 -3 x +1 +2 -3 -20 -2 8 100 Sc 3 90 1 25 1.2 3 -1 0 0 0 x 0 +1 -1 -2 -1 3 5 7 95 2 85 5 1 -4 +3 -4 -3 x 0 +3 -3 -8 -3 8 40 Awakened Earth: In the Shadow of Wraiths 3 75 2 91 0.7 1 -2 +3 -4 -2 x +2 +3 -3 0 -2 4.5 15 1 65 1 25 0.2 3 0 0 0 0 x x +1 0 -5 -1 3.5 10 1 65 1 17 0.1 3 0 -2 0 0 x x +1 0 -3 -1 2 8 3 90 1 60 1.2 3 -2 +2 -1 -1 x 0 +2 -1 -8 -1 5 25 3 65 1 50 0.8 1 -2 +2 -1 -1 x 0 +1 -1 -6 -1 4.5 15 2 45 2 80 1 2 -3 0 -4 -3 +2 +2 +2 -2 -1 0 2 5 3 50 2 200 1.5 1 -3 +4 -3 -3 x +1 +4 -3 -7 -2 7 100 2 70 1 35 0.5 4 0 +2 0 0 x 0 +1 0 -1 0 3 7 2 75 1 40 0.5 4 0 +1 0 0 x 0 +1 0 0 0 3 4 3 40 2 140 1.2 1 -4 +4 -3 -2 +1 +1 +3 -3 -3 -2 3.5 3 1 65 1 18 0.1 4 0 -2 0 0 x x +1 0 -2 -1 1.5 3 3 70 1-2 92 0.65 1 -2 +2 -2 -1 x +2 +2 -2 -6 -2 5 12 3 85 1 45 0.5 2 -1 0 0 0 x 0 +1 -2 -6 -2 3.5 10 5 70 2 110 1.8 2 -5 +3 -3 -3 x 1 +2 -3 -5 -2 3.5 347 3 45 1-2 110 0.8 1.5 -2 +2 -1 -1 x +1 +2 -2 -5 -2 4 7 1 50 1 20 0.4 x 0 x 0 0 x x 0 -1 0 0 10f 55 Equipment

Equipment per shot). In addition, the liquid flame is particularly effective 7A2 General Purpose Machine Gun (GPMG): at permeating armour and will cause a cumulative -3ACP per The L7A2 GPMG, or ‘GIMPY’, is a belt-fed general purpose continued shot. i.e. the first shot is at -3, the second is at -6 and machine-gun which has been in use in the British military for the third is at -9 etc. (see PSrps Core Rules page 158 for full many years. It is generally operated from a stationary, fixed rules concerning fire). position, with either bipod or tripod mount or can be mounted on vehicles, helicopters and boats etc. Flare Gun: Sold as part of a Basic Signal Kit, the flare gun *NATO 7.62m belts typically form 100 bullets but can be further normally comes equipped with four flares. linked together as required. *Upon striking a target, the Strontium Nitrate flare will always Glock 17: Service pistol cause an additional 5 points of damage to its target but, as it will common to Authorised Firearms most often bounce off, the victim need only check Ignite once. Units within the UK police force. Molotov Cocktail: A thrown incendiary missile, made by stuffing one end of a rag into a glass bottle containing fuel H&K MP5: Sub-machine-gun used by armed security forces and setting light to the other end of the rag. Upon striking a within the UK. hard surface (such as the floor or a wall), in addition to the damage listed, the bottle will smash or otherwise spill its Ingram Mac-10: Machine pistol used content creating a flame engulfed, fuel based, fire in a 2 meter by the British Special Air Service diameter (4 cm miniature scale). (SAS). FP -50, Ferocity 20, DMG 13 SA80: Assault rifle common to the British armed forces. Nail Gun: Covers a wide range of commonly available, chargeable, gas powered nail guns. Most will need modification to be used as an effective missile weapon. Pepper Spray: Capsaicin based aerosol spray that causes severe lachrymatory, difficulty breathing, intense burning pain and coughing when sprayed to the victim’s face. A successful Head location strike will cause the victim an automatic Stun per Round and a -5 penalty to all Results (including INIT). The effects will last 1D10/2 hours. Taser Gun: Small hand held device that delivers a painful shock to the victim causing KDV x4. A battery set will typically deliver around 100 shocks. Specific Firearms Crossbow, Barnett Panzer V: Lightweight, recurve crossbow with added sight (+1 HIT). Baikal Pistol: Russian pistol that has found its way into the hands of many British based gangs. 48


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