Generic Missile Weapons Table Name AR PRC DMG ACP ATM GWP HIT HV GV SPD DGE PAR INIT RNG AMMO RL REC SROF BROF IROF CAP Wgt LTH HND Tou PH Air Pistol 2 65 1 32 0.4 1C 1 x x 0 3 Ps 12f 0 0 0 0 x x -2 -1 0 0 3f 5 Uc Air Riflewww.paraspace.co.uk Bow, Composite 2 65 2 85 1.2 1C 1 x x 0 3 Ps 20f 0 +2 -1 -1 x 0 -1 -2 0 0 5f 10 Uc Bow, Compound Catapult 4 55 2 75 0.9 1C 1 x x 0 1 A 10/12 0 +1 -1 -1 x 0 0 -2 -12 -1 9 25 R Crossbow Flamethrower 4 60 2 75 0.8 1C 1 x x 0 1 A 10/13 0 +1 -1 -1 x 0 0 -2 -15 -1 9 65 R Flare Gun Molotov Coctail 2 40 2 20 0.3 1C 1 x x -1 1 Ps/St 9/10 0 -2 0 0 x x 0 -1 -5 -1 1.5 7 C Nail Gun Pepper Spray 4 75 2 85 2.8 1C 1 x x 0 3 Q 100f 0 +1 -1 -1 x +1 0 -2 -20 -1 75f 75 R Taser Gun 4 75 2 115 31 11 2 x x 0 # # 80f 0 +2 -4 -3 x x +3 -3 # -3 40f 150 R Awakened Earth: In the Shadow of Wraiths AR PRC DMG ACP ATM GWP HIT HV GV SPD DGE PAR INIT RNG AMMO RL REC SROF BROF IROF CAP Wgt LTH HND Tou PH 3 45 1 20 0.2 1C 1 x x -3 3 12 Guage 15f -2 +1 -1 -1 x +4 -4 -1 0 0 20f* 60 Sc 2 10 1 25 0.25 1 1 x x 0 na Petrol 3 -1 x 0 -1 x x -1 0 0 -1 2# 15 C 3 80 1 40 3.4 55 2 x x 0 4 nails 10f 0 0 -1 -1 x x 0 -2 -6 -1 8f 20 Uc 1 55 1 10 0.2 5 1 x x 0 na # 5f 0 x 0 0 x x 0 0 0 0 # 25 Uc 1 50 1 20 0.4 1 1 x x -1 3 # 10f 0 x 0 0 x x 0 -1 0 0 10f 55 Uc Specific Missile Weapons Table Name Crossbow, Barnett P. 5 60 2 92 1.9 1C 1 x x 0 3 Qs 73f 0 +1 -1 -1 x 0 0(+1) -2 -12 -1 40f 60 R 3 9mm 70f 0 0 00 x x 0 -1 -20 -1 55f 150 Sc Baikal Pistol 3 75 1 16 0.73 10M 2 x x -2 6 7.62mm 1600 0 -2 -3 -2 x x 0 -3 -20 -1 50f 350 Sc 3 9mm 75f 0 0 00 x x 0 -1 -20 -2 60f 150 Uc L7A2 GPMG 5 85 2 126 11.8 B* 1 5 25 -2 3 9mm 250f 0 0 00 x x 0 -2 -20 -1 60f 200 Sc 3 9mm 120f 0 0 00 x x 0 -1 -20 -2 55f 250 Sc Glock 17 3 70 1 19 0.7 17M 2 X X -1 3 5.56mm 400f 0 +2 -1 -1 x x 0 -2 -20 -2 65f 200 Uc H&K MP5 3 85 1-2 68 2.5 15/30M 3 3 20 -2 Ingram Mac-10 3 85 1 27 2.8 32M 3 3 25 -249 SA80 Assualt Rifle 3 90 2 79 5 30M 1 3 20 -3 Equipment
Ammunition Miscellaneous Equipment Arrow: Wooden rod, with sharpened metal tip, designed for use Backpack: Adjustable 60 litre pack with side zips and with bows. pockets; some models are waterproof and may contain a breakaway section. Bullet, AP: Armour Piercing rounds are usually tapered at one end. Bedroll: Foam or other soft based material used to make a portable sleeping bag. Bullet, FMJ: Standard Full Metal Jacket casing for ammunition. Binoculars: Dual lensed field glasses that enables the user to magnify distant objects. Bullet, Hollow: Hollowed point shells will provide greater stopping power but usually have less penetration value. Camera: Apparatus used for taking photographs. Requires (digital or film) output device. Bullet, Rubber: Often used by riot control forces to minimise the effects of damage caused to civilians. Camping Equipment: Catch all phrase including; pans, heaters and various cooking utensils. Pellet: The term refers to varying sizes of small metal balls for use with air guns. One UN will buy 100 small pellets or 10 Climbing Equipment: Includes 20 meters of rope, carabiners large pellets. and harness designed to take up to 200kg of weight. Quarrel: A short, heavy, square-headed arrow designed for use Compass: Hand held instrument that aids navigation by always with crossbows. pointing to the magnetic north. Shot: Fragmentation round, designed for use with a shotgun, Crystal Ball: A glass or crystal sphere that, when used in that fires debris into a target area. conjunction with the Arcane Magic Formulaic Procedure, Fortune Read (see page x), will provide the caster with a glimpse of the Slug: A standard shotgun cartridge. future (as described by the spell). Stone: Standard collected stones. It is important to note that the ball itself is not magical and only provides a means to focus the magic user’s spell. Gun Accessories Dynamite: Used mainly for quarrying purposes, nitro-glycerine Folding Stock: Tripod stock rest attachment for rifles. A stock based dynamite is relatively stable and comes with a 10 second will halve all weapon recoil. (5 Actions or 2 Rounds) delay fuse.Equipment Infra-Red Sight: Gun based attachment enabling a character PH: 1 TOU: 40 HND: 1 WGT: 0.1 LTH: 15 RNG: 4 INIT: 0 PAR: to see at night. x DGE: 0 SPD: 0 HIT: 0 Laser Target: Gun based attachment, giving the user greater BR: 15 SA: 20 DMG: 140 ATM: 0 ACP: -2 accuracy. +2 Strike Result. Note that a stick of dynamite will require a minimum of 1 action Muzzle Flash Suppressor: Gun attachment that reduces the to light the fuse and a second action to throw. flash caused by any gunshot. Gun Accessories Silencer: Gun attachment that reduces the noise caused by any gunshot. Style Wgt PRC AR 10 Sc Telescopic Sight: Gun attachment that enables the user to Folding Stock 1.2 120 Sc focus on, and magnify, distant objects. 80 Sc Infr-Red Sight 0.4 20 R Thermo Sight: Gun attachment that enables the user to see 20 Sc heat sources. Laser Target 0.4 80 Uc 180 Sc Muzzle Flash Suppressor 0.4 Silencer 0.4 Telescopic Sight 0.4 Thermo Sight 0.4 50
Awakened Earth: In the Shadow of WraithsFirst Aid Kit: Bandages, Band-Aids, antiseptic creams and over the counter pain Toolkit, Professional: Items for a particularkillers. trade, such as plastering, carpentry, brick laying or groundwork.First Aid Kit, Doctor’s Bag: In addition to the standard first aid kit, the Doctor’s Torch: Hand held, battery operated, portablebag will also contain various anti-biotics, heavier dosage pain killers, sleeping torch.tablets and other medical equipment such as a stethoscope, doctors torch andsyringes. Video Camera: Portable camera, capable of capturing moving images and sound; requiresGas Mask: A respirator used as defence against poison gas. video cassette or digital processor for use.Lighter: Flint based petrol lighter. Walkie-Talkie: Portable two way radio. The most common version will have a 20kmPocket Tool Knife: Pocket knife with various useful implement arms including range.bottle opener, picks and files. Misellaneous EquipmentRadio: Hand held, battery operated, portable radio. Style Wgt PRC ARTape, Gaffer: Incredibly useful, strong, sticky tape that can be used for securing Call manner of items. Backpack 0.7 10 C CTarot Cards: A set of (typically) 78 picture cards containing minor and major Bedroll 21 Carcana. When used in conjunction with the Arcane Magic Formulaic Procedure,Fortune Read (see page x), the cards will provide the caster with a glimpse of the Binoculars 0.4 100 Ucfuture (as described by the spell). Camera 0.8 50 ScIt is important to note that the cards themselves are not magical and only providea means to focus the magic user’s spell. Camping 5 175 C equipmet ScLock Picks / Thieves’ Tools: Includes small needle like ooks and thin wires. Any Rcharacter attempting to pick a lock should have a set of picks. (A character will Climbing 3.4 220 Chave a –8 penalty imposed to his pick locks result if he is not using such). Equipment UcTin, 1 Litre Screw Top: Airtight, resealable, metal container. Compass 0.1 5Toolkit, Personal – Includes spanners, screwdrivers, screws, nuts and bolts. Sc Crystal Ball 2 50 CToolkit, Powertool: The price listed is for a single item, including chainsaw,grinder, drill or staple gun etc. Dynamite 0.1 100 C First aid Kit 0.7 140 C C First aid, 1.4 220 Uc Doctor’s Bag Sc C Gas Mask 0.8 10 C Lighter 0.01 1 C Ammunition Pocket Tool 0.1 7 Knife C C Type Wgt RNG HIT ATM ACP DMG PRC AR Radio 1 75 CArrow 0.1 0 0 1 RBullet, AP 0.01 000 0 0 5 Uc Tape, Gaffer 0.2 10Bullet, FMJ 0.01 0 0 2 CBullet, Hollow 0.01 +20f 0 -10 -1 4 Sc Tarot Cards 0.05 5Bullet, Rubber 0.03 -1 +15f 2 UcPellet, Large 0.002 000 0 -20f 0.1 C Lock Picks 0.01 20Pellet, Small 0.001 0 +10f CQuarrel 0.1 -20f 0 +5 0 0.01 R Tin, 1 ltr 0.01 3Shot 0.05 -2 0 1 UcSlug 0.05 -10f 0 +10 0 0 4 Uc Toolkit, 5 30Stone 0.05 0 +20f 3 C Powertool -10f 0 0 0 0 0.01 000 Toolkit, 5 25 Professional 000 -10f +3 +10 Torch 0.5 12 000 Video Camera 0.5 5 000 Walkie-Talkie 1 25 www.paraspace.co.uk 51
PLAYER PSRPS IMPROVISED WEAPONS SHEET NAME Small Hard Item - Brick, Ashtray, Ornament Name Light Wooden Club Name PH TOU HND LTH WGT PH TOU HND LTH WGT 1 65 1 3 0.5 2 75 1-2 50 0.7 RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat 3 0 X 00XX 0 +1D10 Mod Stat 3 0 +2 0 0 X 0 +1 MM GWP ATM ACP DMG R GWP ATM ACP DMG R 0 0 0 2 Mod 100% -1 -2 0 2.5 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 Name Hard / Heavy Wooden Club Name Metal Club PH TOU HND LTH WGT PH TOU HND LTH WGT 3 80 1-2 60 1.3 5 95 1-2 70 2.5 RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat 2 -2 +2 -2 -1 X 0 +2 +1D10 Mod Stat 2 -3 +2 -2 -2 X 0 +2 MM GWP ATM ACP DMG R GWP ATM ACP DMG R -2 -1 0 Mod 100% -2 -3 -2 5 Mod 100% 1-5 6-10 11-15 3 1-5 6-10 11-15 16-20 21-25 26-30 16-20 21-25 26-30 Name Chain Name Bottle PH TOU HND LTH WGT PH TOU HND LTH WGT 5 95 1-2 100 4.3 1 10 1 0.3 4 RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat X -3 +1 -5 -4 +2 +3 +4 +1D10 Mod Stat 4 0 X 0 0 X 0 +1 MM GWP ATM ACP DMG R GWP ATM ACP DMG R -2 -3 0 Mod 100% 0 0 -1 2 Mod 100% 1-5 6-10 11-15 3 1-5 6-10 11-15 16-20 21-25 26-30 16-20 21-25 26-30 Clumsy Wooden Item - Chair, Lamp, Curtain Rail Clumsy Heavy Item - TV, Microwave, Computer Name PH TOU HND LTH WGT Name PH TOU HND LTH WGT 5 65 1-2 5 2.5 6 75 1-2 65 4.5 RNG INIT PAR DGE SPD GV HV HIT RNG INIT PAR DGE SPD GV HV HIT +1D10 Mod Stat 1 -3 +2 -3 -3 0 +2 +1 +1D10 Mod Stat 1 -5 +2 -4 -5 0 0 0 MM GWP ATM ACP DMG R GWP ATM ACP DMG R -2 0 -1 3.5 Mod 100% -3 0 -3 5 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
Awakened Earth: In the Shadow of WraithsSection 3: MagicThe Magic of Awakened Earth Whilst the rest of the world remains superstitious and naive, as the protagonists of the story however, it is almost expected that,Through techniques of meditation, strength of faith, prayer and among their group, the player characters will have some kind ofthe study of ancient writings and methodology passed down magical abilities. For game purposes, where player charactersthrough grimoires, tales, fables and legend, it will become are concerned, all magical procedures and abilities will operateapparent to any practising AE Magic User that the force of magic as per the PSrps Core Rules and, in addition to those outlinedenergy has been present in the land before. Slowly ebbing on page x for starting characters, the only further restrictionsaway over the centuries, this energy force had seemingly all but placed upon AE magic users are that all characters must strictlydisappeared from our modern world and those procedures, and adhere to the XP Base per day rule as describe in the PSrpsthe results that they reportedly produced, became a hit and miss Core Rules page x.affair, easily dismissed as coincidence or outright nonsense.Prior to the awakenings, it can be assumed that magical abilities Within the early days of AE, those already practising magicalwould function with a very limited and minor success rate. Within arts will find the authenticity of their powers indubitable.Awakened Earth however, the tide of magical energy has come Previously unexplained or met with questionable superstitioncrashing back into existence and magical energies will refill the and feigned trickery, such powers could include clairvoyance,ley lines and flow naturally across the earth. telekinesis, fortune telling, healing and religious miracles etc. and many of the magical effects presented over the nextFuelled by the very nature of the cataclysm, rumours of religious few pages have taken inspiration from “real”, modern daymiracles and magical arts will soon gain pace. However, whilst the books of magic, the supernatural, extra sensory powers orsetting of Awakened Earth is a highly fantastical and magical place, enhanced abilities. AE magic users are therefore expectedwith very few individuals practising or gifted with such talents, the to begin play with low key effects and steadily have to builduse of magic, particularly among the surviving, common folk, upon their powers. Players wishing for their character to startwill remain as a rare thing. To most, the ways of magic will stay the game as magic users should adhere to this modern daya mystery; a source of speculation, rumour, misinformation, fear approach and, as part of the character background, shouldand superstition and it will be years before magic is accepted as a discuss the role their abilities played in modern day societycommonplace art that can sit alongside other rational sciences. with the GM. Magicwww.paraspace.co.uk 53
Arcane Magic However, as many modern day books of magic can be found and scavenged from town book shops and libraries, it Pre-AE, Arcanists may have been using Tarot cards, crystal balls is likely that any practising or would be magic user will gain or giving astrological readings etc. or they may have been a their introduction to Arcane Magic via the use of such OW member of a modern day witches coven (they may already even grimoires. During some of the siege-like conditions of early know a few rituals or spells (although such Old World (OW) rituals, AE, it is also feasible that characters simply stumble across are unlikely to have ever worked to their full potential). It is also such reading material and, with everything else on their possible that an OW Arcanist may have Arcane Magic (Telluric), reading list having already been exhausted, pick the book up perhaps through studying herbal medicine and remedies or, more as part of their general spare time reading habits. Presented deliberately, as part of a holistic approach to modern day or new as mostly Formulaic and Telluric procedures, involving the age witchcraft (although, again, it is doubtful that any such OW lighting of candles, the burning of incense and chanting some Crops ever ‘really’ worked to their full extent). simple mantras, many of these common books available for scavenge will only contain a general introduction to Arcane With the return of raw magical energy, procedures that had Magic principles and practices along with some minor Arcane stopped functioning are now, once again, active. Grimmores of procedures. A few such introductory incantations are presented new age mysticism, witchcraft and magic, books that the vast over the next few pages. majority of society dismissed as superstitious mumbo-jumbo, will indeed operate (as promised on the cover). It is merely a Within the setting of Awakened Earth, Arcane Magic can be question of learning the esoteric methods within. Therefore, likened to another science. However, standard scientific although the process of XP (as explained in the Experience methods are not necessarily the usual procedure to chapter of the Core Rules) will serve to limit a character’s uncovering its secrets. That said, as defined within the PSrps progress, only good role-playing will dictate who is likely to Core Rules page 199, much like a scientist, every Arcane discover and practice such arts. Consider the school bully Magic user will require a laboratory in which to study their drop out, who has possibly never even looked at a book since craft. Whilst In the Shadow of Wraiths does not delve into leaving, are they really going to suddenly pick up a book about the details of the Arcane Magic Laboratory, you should define occult practices and rituals? Doubtful. If they are going to pick where an arcanist is setting up such a library and workshop of up a book at all, given all the chaos going on, particularly in resources, and consider the type of scientific, spiritualist and the early days, it is far more likely to be something like “The occult equipment that would need to eventually be scavenged SAS guide to killing with your bare hands”. Indeed, it is more and stored there. The Awakened Earth supplement, The Ley of realistic to assume that characters who simply wish to ‘top up’ the Land contains more information with regard to categorising or compliment their abilities (but would prefer to keep academic resources but the GM may also choose to incorporate the effort to a minimum) will rely upon Inherent Magic or Special Laboratory Rules form The Book of Arcane Magic, Expanded Abilities (and even, in some cases, Transcendental Magic). Rules supplement.Arcane Magic 54
Awakened Earth: In the Shadow of WraithsFormulaic Confidence Cat: Petty Cast: 1 Hour RNG: SelfBad Workman Base XP: 7 DUR: 24 hours TN: 8 Cost: 200 Cat: Basic Cast: 2 Hours MEP: 2 RNG: 1kmBase XP: 13 DUR: 28 Days TN: 14Cost: 500 EFFECT: This ceremony will provide the caster with an air and mindset of confidence. As such, they will receive a +1 bonus toMEP: 5 all dice rolls for the duration.EFFECT: The recipient of this curse, who must be known to the Note that multiple castings of the spell will have no additionalcaster and cannot have a Learn Bonus of more than the double effect. In addition, where other spell effects that provide suchthe caster’s, is subject to a -3 penalty to any Result that requires bonuses are received, they are not cumulative and only thethe use of a tool (including weapons). highest bonus will be in effect.AE Note: The spell name comes from the saying “a bad worker Curse of Acnealways blames their tools”.Banish / Exorcism Cat: Basic Cast: 2 Hours RNG: 1 KMCat: Acute Cast: 4 Hours Base XP: 13 DUR: 28 Days RNG: 1km TN: 14Base XP: 23 DUR: 100 Years Cost: 500 TN: 19Cost: 1000 MEP: 5 MEP: 10 EFFECT: This curse will cause the recipient to break out in terrible spots all over their body. The spots will usually take aEFFECT: Upon a failed MR, this spell will expel any one (known period of 48 hours to gather but will then remain for the duration. Arcane Magic Formulaicor named) spirit or undead creature for 100 years. The creature As a result, the victim is subject to a -2 CH penalty but, otherwill immediately vacate our physical world and be drawn into than this, the spots are not sore, itchy or contagious and willa place of holding. Upon this plane of existence, the creature have no other adverse effect.will be unable to influence or affect anything within the physicalworld, however, it’s essence will be able to observe our world Curse of Apathyand will be preserved as if in stasis for that time. Cat: Minor Cast: 2 Hours RNG: 1 KM Base XP: 11 DUR: 5 Days TN: 12Beauty Cost: 400 Cat: Minor Cast: 2 Hours MEP: 4 Base XP: 11 RNG: TouchCost: 400 DUR: 1 Year EFFECT: This curse causes the recipient to be overcome withMEP: 4 TN: 12 a lack of interest or concern. As such, this will express itself as laziness and a “can’t be bothered” attitude. In game terms, suchEFFECT: Via weight change, tightening of the muscles and apathy will cause a -2 penalty to all Skill Results. Players thatstraightening of the teeth etc. the recipient of this spell will have role play such apathy well should also be awarded a +20 XPtheir looks improved gradually over the period of one month. In bonus per session.game terms, such improvements will provide the recipient with+1 CH. Curse of Arthritis / Bewitched with Aches Cat: Minor Cast: 2 HoursAt the end of the spell duration, over a period of one month, Base XP: 15 RNG: 1 KMunless re-cast, the improvements will slip back to their normalstate. Note that the +1 CH bonus is not gained until the recipient Cost: 600 DUR: 28 Daysis in receipt of the full benefits of the improvements. MEP: 6 TN: 15 EFFECT: This curse will cause the victim’s joints to ache. As such, the victim is subject to a -1 DEF, -1 PH and -1 SPD penalty for the duration as per the Arthritic Quirk described on page 28 of the PSrps Core Rules. www.paraspace.co.uk 55
Curse of wind / Bewitched with wind Find Cat: Elementary Cast: 2 Hours Cat: Basic Cast: 1 Hour Base XP: 5 RNG: Self Base XP: 11 RNG: 1 KM Cost: 100 DUR: Instant MEP: 1 TN: 6 Cost: 400 DUR: 24 Hours MEP: 4 TN: 12 EFFECT: This curse causes the victim to suffer with terrible EFFECT: This divination will enable the recipient to gain flatulence. On average, the victim will break wind every 1D10/2 inspiration as to the whereabouts of a particular lost item of minutes and will suffer a -3 CH penalty as a result. intrinsic value. Detect Thief Focussing Trance Cat: Basic Cast: 1 Hour Cat: Upper Prevalent Cast: 2 Hours RNG: Self Self Base XP: 5 DUR: Instant Base XP: 15 RNG: 24 Hours TN: 6 Cost: 100 Cost: 600 DUR: MEP: 1 MEP: 6 TN: 15 EFFECT: By means of this divination, the caster will gain the EFFECT: This ceremony causes the caster’s mind to become knowledge as to who stole a particular (named) item. The entirely focussed and in tune with performing a particular task set caster will not know where the thief currently is or anything to take place within the next 24 hours. The ceremony involves the about them, they will simply gain a mental picture of the thief burning of various types of incense and reciting specific mantras along with their name. designed to focus the mind and soul. In game terms a Focussing Trance will provide a +7 bonus to any specific Skill Result. Dowsing (Type) Forget itArcane Magic Formulaic Cat: Basic Cast: 1 Hour Cat: Elementary Cast: 2 Hours RNG: 50, 25, 80 RNG: 30, 15, 48 Base XP: 7 DUR: Instant Base XP: 15 DUR: Permanent TN: 8 TN: 15 Cost: 200 Cost: 600 MEP: 2 MEP: 6 EFFECT: This technique of divination will enable the caster EFFECT: This ritual will cause a named victim or recipient to to locate the closest source of a particular (type) element or forget one specific thing. Such a thing could be a traumatic event, object within range. (Type) examples may include water, types a secret, a Skill or a spell etc. Indeed, the results of this spell of of metal, gems, explosives, murderers or witches etc. In the are so powerful that not only will the victim forget the knowledge case of locating living (or undead) creatures or spirits, a Magic but they will also have no knowledge of ever knowing such and Resistance always applies. their mind will blank/alter any memories that may cause them to remember or think on such. Fertility Elementary Cast: 2 Hours Fortune read, Basic (Type) 11 RNG: Touch Cat: 400 DUR: 24 Hours Cat: Basic Cast: 1 Hour Base XP: 4 TN: 12 Touch Cost: Base XP: 5 RNG: Instant MEP: 6 Cost: 100 DUR: MEP: 1 TN: EFFECT: This spell will ensure that the recipient (who must EFFECT: Using Tarot Cards, Crystal Ball, Astrology, Numerology, be physically capable and of child-bearing / producing age) Bones, Tea leaves or Palm Reading etc. (select one Type), the will become or cause their partner to become pregnant during magic user is able to read basic aspects of the recipient’s fortune. any copulation that is carried out within the duration of the spell (regardless of any contraception). General readings will usually reveal any radical changes that may be due to take place in the recipient’s future, For example, a Reading might reveal that the recipient will soon be married, eventually have two children and live in a nice house. Or it may reveal the presence of a serious disease, the death of a friend, a long journey, a large windfall or an unexpected visitor. 56
Awakened Earth: In the Shadow of WraithsThe read cannot reveal detailed specifics however. For example, Holy Symbolthe Fortune Read could not reveal who the recipient will marry,the sex of the children or where the nice house will be. Nor Cat: Prevalent Cast: 2 Hourswill it reveal the nature of a disease, which friend will die, the RNG: Touchdestination or purpose of the journey, the means by which the Base XP: 15 DUR: 24 Hourswindfall is gained or who the visitor will be etc. TN: 15 Cost: 600 The GM will have more information with regard to fortune tellingin AE (see page x). MEP: 6 EFFECT: This ceremony will provide one holy or sacred item of any faith or philosophy with the power to turn or smite undead and spirits at a value of 5 + the user’s MND + the user’s Faith Base Skill Level as per the PSrps Core Rule page 286.Funeral Acute Cast: 4 Hours Quit Basic Cast: 2 Hours 23 RNG: Touch 13 RNG: TouchCat: 1000 DUR: Permanent Cat: 500 DUR: PermanentBase XP: 10 TN: 19 Base XP: 5 TN: 14Cost: Cost: MEP: MEP: EFFECT: This ceremony ensures that a dead recipient will ‘rest EFFECT: This ceremony enables the recipient to give up onein peace’ and that the soul is set free. In addition, the carcass, specific vice (named during casting) such as smoking, drinkingashes or soul can never become subject to spiritual, undead or or some kind of habit. In addition, the casting of this spell willother occult tampering. cure the victim of any Quirk based vice and requires no XP expenditure on the part of the recipient.Note that a recipient of such a spell can never be resurrected.Good Luck Speak with the Dead Arcane Magic FormulaicCat: Basic Cast: 1 Hour Cat: Upper Prevalent Cast: 2 Hours RNG: Touch selfBase XP: 9 DUR: 5 Days Base XP: 13 RNG: 2 Hours TN: 10 14Cost: 300 Cost: 500 DUR: MEP: 3 MEP: 5 TN: EFFECT: The Recipient of this spell will gain +3 bonus to a EFFECT: By means of this séance, for the duration of the spell,particular / specific dice roll. The spell cannot be used randomly the caster is able to call upon and hold a conversation with theat the beginning of the day as a general good luck charm, nor spirit of a named, deceased person that has been dead forcan it be used randomly in case of a particular event (such as no longer than 100 years. The deceased spirit will have thea battle) taking place. Instead, it must be used upon a recipient same personality as when they were alive and speak only theabout to undertake a specific, planned and particular task; such languages it knew whilst alive. As a result, the spirit is free toas performing a speech, entering a battle, taking an exam or help, hinder or demand payment of the caster as they choose.simply climbing a tree. The bonus will then remain in place untilused upon the particular event Result in question or the spell Wealth Spell.Duration ends (whichever happens first). Cat: Basic Cast: 1 Hour RNG: SelfHealth Spell Base XP: 7 DUR: Use TN: 8 Cost: 200 Cat: Prevalent Cast: 2 Hours MEP: 2 RNG: TouchBase XP: 15 DUR: 28 Days TN: 15Cost: 600 EFFECT: This ritual boosts the caster’s prosperity. Once per spell, the player may increase the amount of any one particularMEP: 6 exchange of funds by 1D10 percent. The increase may be made to any exchange, whether through barter, trade, sale, windfall orEFFECT: This ritual wards off sickness and disease including salvage but will only occur once in any month (regardless of thethose of magical origin. The character may add a +5 bonus to number of castings).any such like resistance rolls for the duration of the spell. www.paraspace.co.uk 57
Thaumaturgy Considered Outcome Cat: Elementary Cast: 2 Self Beguile Base XP: 13 RNG: Instant 14 Cat: Prevalent Cast: 3 Cost: 400 DUR: Base XP: 19 RNG: Audible Cost: 700 DUR: 5 Days MEP: 4 TN: MEP: 7 TN: 18 EFFECT: This spell enables the magic user to define a “what EFFECT: Upon a failed MR, this spell causes a listener to believe if” scenario and foresee the likely outcome within the next 24 a particular statement, phrase or argument; no matter how hours. The spell acts as a more potent version of Contemplate outrageous. To the victim, any such argument will seem clear and and is able to see further into a potential future. For example, rational and no amount of counter persuasion will convince them the magic user could ask “what would happen if I were to attack otherwise. However, once the Duration ends, such victims are this creature?” The spell will then reveal a vision of the magic immediately free of the spell and fully aware of their action and user’s scenario, looking into the potential short term future to may conclude bewitchment and magical foul play. determine how the creature would react and who would be the victor. Alternatively, the spell could be used to determine Breeze Minor Cast: 1 certain facts about the immediate future. For example, “what 7 RNG: 20, 10, 33 will happen if I stand in this field until morning” will reveal if any Cat: 100 DUR: Instant ambushes will occur but, also, what the weather will be like and Base XP: 1 TN: 8 how long before the sun comes up etc. Cost: MEP: The spell is limited to immediate and obvious facts and cannot predict, coincidental events. Such as, with regard to the “WhatArcane Magic Thaumaturgy EFFECT: This spell causes an inferior burst of wind to blow in any happens if I attack this creature” scenario, the spell cannot direction of the caster’s want. The breeze will be room temperature predict that, hearing the battle, a horseman will ride up out of (although, like a fan, will have a cooling effect) and is only strong nowhere to save the day. Nor could it predict that, for example, enough to move papers, flicker fires and blow out candles. with regard to the “what will happen if I stand in this field all night”, that, during the night, the magic user lights a fire and Cleansing Blast attracts a number of beastmen that were not their before, given the original circumstances. Cat: Upper Acute Cast: 3 RNG: 1km Diameter Base XP: 21 DUR: Instant Curse of cramp TN: 19 Cost: 800 Cat: Prevalent CAST: 2 RNG: 30, 15, 49. MEP: 8 Base XP: 15 DUR: 5 Rounds TN: 16 FECT: Causes 150 points of damage to all undead and spiritual Cost: 500 creatures within a 1km diameter of the caster. MEP: 5 Coincidence EFFECT: This spell will cause the victim’s calf muscles to painfully cramp. In game terms, the victim will suffer a -5 penalty Cat: Elementary Cast: 2 to all Results and -7cm to their movement rate (miniature scale). RNG: 1km Diameter In addition, they will suffer 10 DMG from the muscle spasm Base XP: 17 DUR: Instant and, at the GMs discretion, it is highly likely that the victim will TN: 17 drop any carried items in an attempt to soothe the muscle by Cost: 600 stretching or massaging. MEP: 6 EFFECT: By means of this spell, the magic user is able to adjust Dazed and confused reality and cause events to occur that can easily be dismissed as common coincidence. When casting a Coincidence, the player Cat: Prevalent CAST: 2 will need to state the desired outcome and, where required by 24 Hours the GM, the effect/s that may have caused the coincidence to Base XP: 15 DUR: 30, 15, 49. occur. A Minor Coincidence may be used to create outcomes 16 that are easily dismissed as an everyday occurrence, such as Cost: 500 RNG: tossing a coin and obtaining a head result three times in a row, an item falling from an unsecured position, a small lottery win, MEP: 5 TN: a gun jamming or weapon getting caught in its sheaf, tripping on a lose tile or shoelace etc. and, where such a coincidence EFFECT: This spell will cause its victim, whose Learn Bonus can is deemed to affect people, each person must fail a Magic be no greater than the caster’s x1.5, to enter a bemused trance Resistance in order for the spell to be a success. like state in which they will wander aimlessly, without purpose, oblivious to any situation occurring around them (although they 58
Awakened Earth: In the Shadow of Wraithswill always walk away from danger). In addition, the victim will Fly in the Eyenot form any meaningful conversation and therefore cannot castspells or activate other magical effects. Cat: Elementary Cast: 1 RNG: 20, 10, 32Should the victim be attacked, or suffer any damage (beyond Base XP: 9 DUR: Acts (1 Round)a friend’s punch to the arm or a slap to the face), whilst in this TN: 10state, the effects of the spell will immediately end and the victim Cost: 200 will be returned to their usual state of mind. MEP: 2 EFFECT: This spell creates a small bug or fly that flies into the victim’s eye causing them a -3 penalty for 1 RoundDetect Magical Foul Play Glass JawCat: Basic CAST: 1 Cat: Elementary CAST: 1 Instant DUR: UseBase XP: 9 DUR: Base XP: 11 20, 10, 32 Diameter RNG: 50, 25, 82Cost: 200 RNG: 10 Cost: 300 TN: 12MEP: 2 TN: MEP: 3 EFFECT: By means of this divination, the caster is able to EFFECT: The victim of this spell will be caused double damagedetect the presence of any “misleading” or beguiling spell, by the next successful attacking strike that is received.such as charm, shapechange, possession, coincidences orcurses etc. Interrupt ThoughtDetect Spirit Cat: Minor CAST: 1 DUR: InstantCat: Basic CAST: 1 Base XP: 7 Arcane Magic Thaumaturgy DUR: Instant RNG: 50, 25, 82Base XP: 9 Cost: 100 TN: 8 RNG: 30, 15, 48 DiameterCost: 200 TN: 10 MEP: 1 MEP: 2 EFFECT: This spell causes the victim to momentarily forget what they were thinking. The effects of such can includeEFFECT: By means of this divination, the caster is able to ruining spell casting, losing the thread of a conversation or,detect the presence and whereabouts of any spirit creatures during combat, if cast within the occurring Initiative zone, willwithin range cause the victim to forget to make a defence, move or make an attack etc.Detect UndeadCat: Basic CAST: 1 Painkiller, Light DUR: InstantBase XP: 9 Cat: Basic CAST: 1 RNG: 30, 15, 48 Diameter DUR: 1 HourCost: 200 TN: 10 Base XP: 9 RNG: TouchMEP: 2 Cost: 200 TN: 10EFFECT: By means of this divination, the caster is able to MEP: 2 detect the presence and whereabouts of any undead creatureswithin range EFFECT: This spell enables the recipient to ignore, tolerate and control incidental pains such as those caused by a SuperficialFit Prevalent CAST: 2 wound, headaches, cramps, and indigestion etc. If the spell is 13 DUR: up to 10 minutes cast before any battle or wound is caused, the body will becomeCat: slightly numb, and the recipient will be immune to any painBase XP: 400 RNG: 30, 15, 48 caused through a Light Wound. 4 TN: 14Cost: Note that the recipient is not in control of the wound itself, onlyMEP: the pain it causes. They will still loose blood, they will still suffer Knock Down, they are subject to being knocked out or killed andEFFECT: This spell causes the victim to have an epileptic attack they will still be eligible for any permanent handicaps that may(see PSrps Core Rules Page 29). be caused as a result of the wound. www.paraspace.co.uk 59
Positive Energy Cat: Basic CAST: 1 DUR: Use Base XP: 9 RNG: 30, 15, 48 TN: 10 Cost: 200 MEP: 2 EFFECT: By means of this spell, the caster is able to formulate and send positive energy. The recipient of this spell will gain a +3 bonus to their next dice roll. Sleep Minor CAST: 1 9 DUR: 8 Hours Cat: 200 RNG: Touch Base XP: 2 TN: 10 Cost: MEP: EFFECT: This spell will cause any relaxed, comfortable or tired person (GMs discretion) to drift off to sleep within 1D10 minutes of casting. Unless disturbed, such as by falling to the ground or shaking them to wake, the recipient will sleep soundly for 8 hours and will receive all such benefits gained by rest as normal.Arcane Magic Thaumaturgy Under no circumstances will this spell will have any effect upon any person that can be considered as under the effects of adrenaline, such as when in combat. However, when cast upon a potential victim that can considered to be wide awake (and not under the effects of adrenaline), such as a guard, they will become drowsy (a second casting is therefore able to then send them to sleep). Painkiller, Heavy Sparks Elementary CAST: 1 11 DUR: 5 Rounds Cat: Prevalent CAST: 2 Cat: 300 RNG: 20, 10, 32 DUR: 1 Hour Base XP: 3 TN: 12 Base XP: 13 RNG: Touch Cost: TN: 14 MEP: Cost: 400 MEP: 4 EFFECT: This spell functions in the same manner as Light EFFECT: This spell will cause any fire with a Ferocity of at least Painkiller but enables the recipient to control more intense pains 5 (the size of a torch flame), to crackle, spew forth sparks and such as those caused by a Grievous wound or any prolonged make small popping explosions. Everything within a 2 meter subjection to the source, such as walking over hot coals, or radius of the sparks will suffer 1D10 points of damage per Fire wounds caused through periodic torture. As such, the recipient Action (Armour TOU will serve to negate damage from an attack is able to ignore up to the –3 penalty to all dice rolls incurred as of this type as normal) and cause a FP check as described on a result of Heavy F&T. page 159 of the PSrps Core Rules In addition, for speed, the GM may assume that 1D10/2 small fires (Ferocity 5) are caused as a by-product of this spell. Painkiller, Deadly Tarnish Cat: U Acute CAST: 3 Cat: DUR: 1 Hour Base XP: Base XP: 19 RNG: Touch Cost: Petty Cast: 4 TN: 18 MEP: 11 RNG: Touch Cost: 700 300 DUR: Permanent 3 TN: 12 MEP: 7 EFFECT: This spell functions in the same manner as Light EFFECT: This spell will cause no physical damage or weakening Painkiller but enables the recipient to control excruciating pains, of an item but will cause the surface of any object to become dull such as those caused by a Major wound or amputation. As such, and discoloured. For example, gleaming metal can suddenly the recipient is able to ignore all Result penalties caused through look grey and stained and a mirror (although still reflective), wounding and may generate a FIT TN 15, or fall unconscious, would become misty and smeared. instead of automatically doing so as a result of Deadly Trauma. 60
Awakened Earth: In the Shadow of WraithsTelluric Dreams, incense of white Cat: Minor Harvest: 1 WeekAlluring Mojo Harvest XP: 14 DUR: 8 Hours Cost: 100 TN: 10Cat: Basic Harvest: 2 Weeks MEP: 2 DUR: 1 YearHarvest XP: 26 TN: 16Cost: 250 EFFECT: If burned whilst the recipient falls asleep, this incense will ensure a peaceful night of pleasant dreams that will beMEP: 5 remembered by the user the following morning. In addition to the usual benefits of rest, as a result of the dreams, the recipientEFFECT: When worn, this mojo provides the user with a +2 will also feel happy, good about themselves and more confident;CH bonus thereby gaining a +1 CH for the following day.Attraction, Perfume of DreamcatcherCat: Elementary Harvest: 2 Weeks Cat: Petty Harvest: 2 Weeks DUR: 1 YearHarvest XP: 22 DUR: 24 Hours Harvest XP: 26 TN: 16Cost: 200 TN: 14 Cost: 250 MEP: 4 MEP: 5EFFECT: This perfume temporarily raises the recipient’s CH EFFECT: This Talisman must be hung up within the sleepers’by 3. room and catches bad dreams, thereby ensuring that any sleeper within that room (10 meter diameter), will not suffer from such.Bath SaltCat: Minor Harvest: 1 Week Fertility, Incense of DUR: InstantHarvest XP: 10 TN: 8 Cat: Elementary Harvest: 1 Week DUR: InstantCost: 50 Harvest XP: 18 TN: 12MEP: 1 Cost: 150 EFFECT: Dropping this tablet into a bath will cause the bather to MEP: 3 Arcane Magic Telluricbecome fully relaxed and rested. After 30 minutes bathing, thebather will feel as if having one full day and night’s rest. EFFECT: When copulation occurs within the aromas of this incense it will ensure that a pregnancy will occur amongst the couple, who must be physically capable and of child-bearing age.Cure Ailment / Herbal Cure (type) Fortune Cookie / Incense of FortuneCat: Minor Harvest: 1 WeekHarvest XP: 10 DUR: Instant Cat: Prevalent Harvest: 1 WeekCost: 50 TN: 8 Harvest XP: 18 DUR: 12 RoundsMEP: 1 Cost: 150 TN: 12 MEP: 3EFFECT: A herbal cure will provide a remedy for a (type) of EFFECT: When eaten as a cookie or breathed as incenseminor ailment such as tooth ache, headache, bed wetting, (type), the consumer will enter into a very short trance and beinsomnia or cramps. The recipes for such cures come in a subject to an Invasive Revelation in the style of a Premonitionvariety of forms including potions, poultice and tablets etc. as described by the Precognition Special Ability on page 283 ofand each (type) is a different recipe and must be created as a the PSrps Core Rules.separate (type) Crop.Daylight, Candle of Hair Growth, Oil ofCat: Elementary Harvest: 2 Weeks Cat: Elementary Harvest: 2 Weeks DUR: 1 Hour DUR: PermanentHarvest XP: 22 TN: 14 Harvest XP: 30 TN: 17Cost: 200 Cost: 300 MEP: 4 MEP: 6EFFECT: This candle produces a sphere daylight. in a 50cm EFFECT: After one week, this Oil will cause “natural” hair todiameter (miniature scale). grow upon the skin where it has been rubbed into the recipient. www.paraspace.co.uk 61
Innocence, Mojo of questions, the user may ask the stone a question for which there can only be a yes or no answer. After flipping the stone into Cat: Elementary Harvest: 2 Weeks the air, upon landing, whichever surface side is showing, will DUR: Permanent show the answer to the question. Apart from when there is other Harvest XP: 30 TN: 17 magical foul play, the stone will always answer correctly and truthfully. Once its life span has expired, asking the last question Cost: 300 will cause the stone to split in two and become useless. MEP: 6 EFFECT: When worn in a court room or other official trial (GMs Painkiller, Light discretion), this Mojo will go some way to ensure that the wearer is not found guilty of the crimes with which they are charged. Cat: Basic Harvest: 1 Week Note that this does not necessarily mean that they will be DUR: 5 Hours found innocent, it could simply mean that the trial is boycotted, Harvest XP: 14 TN: 10 sabotaged or that the subject escapes through some other kind of technicality. Cost: 100 MEP: 2 In game terms, each member of the jury or prosecuting / EFFECT: This dust, which can be dissolved upon the tongue accusing party is required to generate a MR. Failure will mean or poured directly upon a wound, enables the user to ignore, that this particular juror or accuser has doubt in their mind and tolerate and control incidental pains such as those caused by will not be able to find the defendant guilty. Of course, this mojo a Superficial wound, headaches, cramps, and indigestion etc. will have no effect against malicious jurors that simply dislike If the user swallows the dust before any battle or wound is the accused or do not care for proof of innocence or guilt. caused, their body will become slightly numb, and they will be immune to any pain caused through a Light Wound. Journeyman Talisman Note that the user is not in control of the wound itself, only the pain it causes. They will still loose blood, they will still suffer Cat: Basic Harvest: 3 Weeks Knock Down, they are subject to being knocked out or killed and they will still be eligible for any permanent handicaps that may Harvest XP: 34 DUR: 1 Year be caused as a result of the wound. Cost: 350 TN: 18 MEP: 7Arcane Magic Telluric EFFECT: Travellers will gain a +3 bonus to all drive, pilot, Painkiller, Heavy riding, navigation and outdoorsman results whilst wearing this Talisman. Cat: Elementary Harvest: 2 Weeks DUR: 5 Hours Harvest XP: 22 TN: 14 Cost: 200 Lust, Potion / tablet / Powder of MEP: 4 Cat: Prevalent Harvest: 2 Weeks EFFECT: This dust functions in the same manner as Light Painkiller but enables the user to control more intense pains Harvest XP: 26 DUR: 24 Hours such as those caused by a Grievous wound or any prolonged subjection to the source, such as walking over hot coals, or Cost: 250 TN: 16 wounds caused through periodic torture. As such, the user is able to ignore up to the –3 penalty to all dice rolls incurred as a MEP: 5 result of Heavy Fatigue. EFFECT: This Potion, Tablet or Powder (type) will cause the Painkiller, Deadly consumer to become incredibly lustful toward the first person for which there is a potential for sexual desire. Upon a failed MR, Cat: U Acute Harvest: 3 Weeks the consumer will be so overcome with lust for the target that, DUR: 5 Hours forgetting all other commitments, should their normal advances TN: 18 to achieve such a desire fail, they will stop at nothing (including rape) in order to fulfil their desire. Harvest XP: 34 Ouija Stone. Cost: 350 MEP: 7 Cat: Basic Harvest: 1 Week DUR: See below Harvest XP: 18 TN: 12 EFFECT: This dust functions in the same manner as Light Painkiller but enables the user to control excruciating pains, Cost: 150 such as those caused by a Major wound or amputation. As such, the user is able to ignore all Result penalties caused through MEP: 3 wounding and may generate a FIT TN 15, or fall unconscious, instead of automatically doing so as a result of Deadly F&T. EFFECT: This flat, pebble like, stone is inscribed with “yes” upon one surface and “no” upon the other. For a total of 1D10/2 62
Awakened Earth: In the Shadow of WraithsPlacidity , Incense of. Rabbit FootCat: Elementary Harvest: 2 Weeks Cat: Prevalent Harvest: 2 Weeks DUR: 28 DaysHarvest XP: 22 DUR: 5 Hours Harvest XP: 30 TN: 17Cost: 200 TN: 14 Cost: 300 MEP: 4 MEP: 6EFFECT: When burned, this incense causes a conciliating EFFECT: This Recipe uses a rabbit’s foot as its primefeeling to wash over recipients within a 10 meter diameter ingredient and, much like a Talisman, coats its surface inand cause them to become calm and peaceful. The recipients various herbs and oils in order to seal in its magical properties.will wish to sort out their problems through means other than Once complete, when carried, each day, the Rabbit Foot willviolence. provide the user with 1 additional temporary point of Luck. Should the additional point of Luck not be used, then it willIf attacked whilst pacified, the recipients may defend themselves disappear at the duration end and a cumulative amount will notand attempt a second MR in order to return to a normal mind-set. be saved for following day.Poison, (type)Cat: Elementary Harvest: 1 Week Respect, Perfume of DUR: InstantHarvest XP: 14 TN: 10 Cat: Elementary Harvest: 2 Weeks DUR: 8 HoursCost: 100 Harvest XP: 26 TN: 16MEP: 2 Cost: 250 EFFECT: There are five (types) of Telluric Poison, they are Dust, MEP: 5Incense, Paste, Potion and Powder. Dust must be breathed,Incense must be burned and the smoke breathed (as per the EFFECT: This perfume causes all creatures within a 10 meter Arcane Magic Telluricguidelines on Page 221 of the PSrps Core Rules). Paste must Diameter, capable of understanding the wearer, to becomeenter the body to be effective - it is therefore usual for it to be respectful of the their viewpoints or ideas. In addition, for thecoated upon the blade or point of a cutting, slashing or piercing most part, the effect of this perfume will cause such third partiesweapon – whereupon its effects will be felt should the victim to sympathise and often conform to the wearer’s view or way ofsustain more than 50% DMG of the Light Wound Bracket. A thinking. In essence, the perfume will cause the recipient to gainPotion must also enter the blood stream, whether ingested or a +3 CH bonus when attempting any kind of persuasion.injected and Powder is tasteless and must be swallowed to beeffective. As such it is most often dissolved within a drink oradded to food. Protection from sickness and disease,PR 0- 10 Mojo ofIf the victim’s PR falls within this range they will be paralysed in1D10/3 Actions and die within 1D10/2 Rounds. Cat: Prevalent Harvest: 2 Weeks Harvest XP: 30 DUR: 28 DaysPR 10-20 Cost: 300 TN: 17If the victim’s PR falls within this range they will be paralysedin 1D10/2 Actions for 1D10 hours and caused 50 DMG from MEP: 6muscle cramps. EFFECT: When worn, this mojo will provide the user with a +5 FIT bonus when attempting to resist the effects of any illness.PR 21+ No effectProphylactic, Tablet Protection from Spirits, Talisman ofCat: Basic Harvest: 1 Cat: Prevalent Harvest: 3 Weeks DUR: 24 HoursHarvest XP: 18 TN: 12 Harvest XP: 34 DUR: 1 YearCost: 150 Cost: 350 TN: 18MEP: 3 MEP: 7EFFECT: This tablet will render the recipient immune to all EFFECT: Unless first attacked themselves, spirit creatures maysexually transmitted diseases and will prevent any pregnancy not attack or by way of deliberate action cause harm to thefrom occurring for the duration of the effect. wearer of this talisman. www.paraspace.co.uk 63
Sigils need to activate each day after inscription and provides all livestock living or grazing within its RNG with a +5 bonus to Curse of Voices / Bewitched with any resistance roll against disease and sickness. However, it is important to note that the sigil’s powers affect only the Cat: Basic Inscribe: 2 livestock and any person standing in the field is not offered the same protection. Base XP: 23 RNG: any Cost: 300 DUR: 1 Hour Harvest: 2 Weeks TN: 17 Protection from Magic MEP: 6 Cat: Prevalent Inscribe: 1 EFFECT: This Sigil must be activated against a particular Base XP: 14 RNG: Touch named victim who must be known to the Inscriber and at least on first name terms. Once activated, upon a failed MR, the Cost: 150 DUR: Instant victim will hear whatever is within normal earshot of the Sigil. At the GMs discretion, the effects of this Sigil will force the victim Harvest: 1 Week TN: 12 to generate a CUT TN 13. MEP: 3 EFFECT: This ward sigil will activate when any harmful magic is cast against the owner and will offer a +5 MR. Prosperous Field Protection from Spirits Cat: Acute Inscribe: 3 RNG: 50m Diameter Base XP: 26 DUR: 24 Hours Cat: Prevalent Inscribe: 2 TN: 18 Cost: 350 Base XP: 20 RNG: 15m Diameter Harvest: 3 Weeks Cost: 250 DUR: 8 Hours MEP: 7 Harvest: 2 Weeks TN: 16 MEP: 5 EFFECT: This self activating sigil will attempt to ensure the EFFECT: This ward sigil will activate when in the presence of successful harvest of any crop growing within its RNG. It is spirits. Upon a failed MR, such creatures will then not come often Inscribed upon a stone within the field it is to affect, within RNG of the sigil or, attack or cause harm to any person directly in to the soil or even as a crop circle. The sigil will need within. to activate each day after inscription and, among its powers,Arcane Magic Sigils will cause rain to fall upon the crop (or moisture to precipitate Protection from Undead within the air or soil), weeds and insects with harmful intentions toward the crop will not be able to enter the area and even Cat: Prevalent Inscribe: 2 larger creatures will often find themselves walking around the field so as to avoid trampling the crop – although a MR Base XP: 20 RNG: 15m Diameter is allowed in cases where one is absolutely determined. In addition, the sigil will even offer protection from the elements Cost: 250 DUR: 8 Hours (strong winds will not flatten the crop, hot sun will not dry it and heavy rains will not flood the field). However, it is important Harvest: 2 Weeks TN: 16 to note that the sigil’s powers affect only the crop and any person standing in the field is not offered the same protection. MEP: 5 Also, come harvest time, the sigil will deactivate itself to allow access for harvesting. EFFECT: This ward sigil will activate when in the presence of undead. Upon a failed MR, such creatures will then not come within RNG of the sigil or, attack or cause harm to any person within. Prosperous livestock Trap Creature Cat: Prevalent Inscribe: 2 Cat: Prevalent Inscribe: 2 RNG: 5m Diameter Base XP: 23 RNG: 50m Diameter Base XP: 20 DUR: 5 Hours TN: 16 Cost: 300 DUR: 24 Hours Cost: 250 Harvest: 2 Weeks TN: 17 Harvest: 2 Weeks MEP: 6 MEP: 5 EFFECT: This self activating sigil will attempt to ensure the EFFECT: Once activated, this sigil will attract 2 – 20 small game prosperity and well being of livestock. It is often Inscribed creatures such as rabbits, cats, mice and rats throughout the upon a stone within the field it is to affect, directly in to the duration. Once such creatures enter the circumference, they soil or upon the living quarters of a lead bull etc. The sigil will are then trapped and unable to leave the area. 64
Awakened Earth: In the Shadow of WraithsInherent Magic Psionic – Of or relating to the control of external physical objects beings or energy. e.g. Control, Hidden Energy, Telekinesis,Within the Awakened Earth setting, Inherent Magic can beutilised to incorporate a wide variety of psychic, paranormal and Psychic – Of or relating to the gathering or divining ofspiritual subjects and, whilst they are accessed and manipulated information. e.g. Animal Empathy, Clairvoyance, Communicateby entirely different procedures, there is often a crossover with with the Dead, Direction Sense, Foresight, Fortune Read, Mindthe effects that can be produced. Due to the limited magic energy Read, Perquisition, Telepathywithin the earth and the precarious nature of their craft however,Pre-AE Inherent Magic users would likely have been limited to Spiritual – Of or relating to the metaphysical existence ofWalking only one or two Paths. It can be concluded therefore higher planes of existence, one’s inner being and emotionalthat, Pre-AE, Inherent Magic did not exist as a holistic subject. self or the belief in dogma relating to the cause, nature andWith the return of magical energy, that is set to change. purpose of existence. e.g. Astral Projection, Calming Trance, Communicate with the Dead, Foresight, Fortune Read, HiddenCharacters wishing to start play as Pre-AE Inherents will need to Energy, Pain Controldiscuss the limitations of their abilities with the GM as part of theirbackground. But, in keeping with the spirit of ‘real world’ magic, Alternatively, the GM may choose to incorporate the Rulesit is expected that the Paths Walked will be in a similar vein and of Tenor form The Book of Inherent Magic, Expandedremain within the character’s style i.e. a character being created Rules supplement.as a spiritualist who conducts séances to Communicate with theDead is incredibly unlikely to also have powers to access their Once the awakenings occur, Inherent Magic can be deemedinner chi and perform a Strike of Power. However, it is expected to function as per the PSrps Core Rules. However, whilstthat many Paths can be argued as being present in several there is a wealth of information written about the wide varietydifferent styles. In the Shadow of Wraiths does not delve into of subject matter available for scavenge, and a new Inherentthe detail of the various methods of eliciting Inherent Talents but may indeed gain an introduction in this manner, access toplayers should consider their powers falling in to one (or more) these powers will require immense discipline and extremeof the following tenors (or one of your own creation): focus (as defined by XP and TN) whereby a tutor is often preferred. The list of tenors should also serve to assist withSomatics – Of or relating to manipulating living cells, specifically the type of Inherent being created and, until the characterhealing, curing and damaging. e.g. Curing, Healing, Power Strike has increased their Inherent Magic Base Skill Level to 3, they should remain true to the style and not stray too far from suchMartial – Of or relating to aggressive or defensive combat or perimeters (GM discretion).warlike actions. e.g. Aided Strike/Defence, Intimidating Aura,Knockout Strike, Power Stike Inherent Magicwww.paraspace.co.uk 65
Communicate with the Dead 500 Years Focus: 3 Cat: U Acute RNG: Self Effect: By means of this séance, for the duration of the Talent, Base XP: 34 DUR: 1 Hour the Inherent is able to call upon and hold a conversation with MEP: 7 TN: 18 the spirit of a named deceased person that has been dead for no longer than that defined by the Talent name. The deceased Focus: 3 spirit will have the same personality as when they were alive and 1000 Years RNG: Self speak only the languages it knew whilst alive. As a result, the Cat: Greater DUR: 1 Hour spirit is free to help, hinder or demand payment of the Inherent Base XP: 38 TN: 19 as they choose. MEP: 8 Focus: 3 10 Minutes Focus: 1 RNG: Self Cat: Petty RNG: Self 5000 Years DUR: 1 Hour Base XP: 10 DUR: 10 Minutes Cat: U Greater TN: 20 MEP: 1 TN: 8 Base XP: 42 MEP: 9 RNG: Self DUR: 1 Hour 1 Year Focus: 1 Focus: 4 Cat: Minor RNG: Self 10,000 Years TN: 21 Base XP: 14 DUR: 1 Hour Cat: Major MEP: 2 TN: 10 Base XP: 46 MEP: 10 5 Years Focus: 1 Foresight / Precognition Cat: Basic RNG: Self Base XP: 14 DUR: 1 Hour Effect: The Path of Foresight enables the Inherent to gain MEP: 2 TN: 11 glimpses of the (possible) future. During execution of any Talent, the Inherent is required to concentrate upon the subject about which they wish to gain foresight. For example, the journey 10 Years Focus: 1 ahead, the freshly planted seeds in the field or the upcoming Cat: Elementary RNG: Self battle etc. Successful execution of the Talent will then determine Base XP: 18 DUR: 1 Hour the degree of foresight that can be gained but, with each case MEP: 3 TN: 12 (apart from Insight), the Inherent will have only limited knowledge of the timings of the events; either in the next few hours, the next few days, weeks, months or years etc.Inherent Magic 50 Years Focus: 2 Different to the Precognition Special Ability, should the Talent Cat: Prevalent RNG: Self fail to execute then, as per the PSrps Core Rules page 247, a Base XP: 22 DUR: 1 Hour lesser Talent effect may take place. However, the Inherent is at MEP: 4 TN: 14 liberty to retry as many times as they have permitting MEPs. 100 Years Focus: 2 The GM will have more details with regard to to fortune telling Cat: U Prevalent RNG: Self within Awakened Earth. Base XP: 26 DUR: 1 Hour MEP: 5 TN: 16 Presentiment Focus: 1 Cat: Basic RNG: self Base XP: 10 DUR: Instant 300 Years MEP: 1 TN: 8 Cat: Acute Base XP: 30 MEP: 6 Focus: 2 Effect: By means of this Talent, the Inherent will gain a good RNG: Self or bad feeling about the subject matter. They will not know any DUR: 1 Hour details, just a vague positive or negative awareness as to the TN: 17 future of the subject. 66
Awakened Earth: In the Shadow of WraithsPremonition RNG: Self Tranquillity Focus: 10 minsCat: Prevalent DUR: 1 minute C Cat: Minor RNG: SelfBase XP: 18 Focus: 1 Base XP: 14 DUR: 24 HoursMEP: 3 TN: 12 MEP: 2 TN: 10 Effect: In addition to Presentiment, by means of this Talent, the Effect: After meditating, the Inherent will find a calmness ofInherent will receive a dream-like premonition that could last up being and is able to shed anger, stress and anxiety. Whento a minute. Whilst the Premonition will be hazy in its subject displaying such qualities through role play, the character willmatter and not very forthcoming with background detail, it will receive a role playing bonus as appropriate.provide a little more knowledge with regard to the positive ornegative feeling surrounding the Presentiment. For instance, Reflections Focus: 10 minswith regard to the examples given above, the Inherent may see Cat: Basic RNG: Selftheir vehicle crashed and burned out by the side of the road, they Base XP: 18 DUR: 24 Hoursmay see that all the crops in the field lay flat, broken and twisted MEP: 3 TN: 12or they may see all of their opponents fleeing the battlefield. Vision RNG: Self Effect: Reflective meditation enables the Inherent to makeCat: Acute DUR: 10 Minutes C sense of and learn from their experiences and filter kismet intoBase XP: 30 Focus: 2 good and bad karma. As a result, the Inherent will gain 5 SAN,MEP: 6 TN: 17 to a maximum SAN value of MND x 10 Effect: In addition to Presentiment, by means of this Talent, the Constitution Focus: 20 minsInherent will receive a dream-like vision that could last up to Cat: Prevalent RNG: Selften minutes and will provide further knowledge with regard to Base XP: 26 DUR: 24 Hoursthe positive or negative feeling surrounding the Presentiment. MEP: 5 TN: 16The Vision will be explicitly detailed in its subject matter and contain obvious background detail. For instance, with regard tothe examples given above, the Inherent may see themselves Effect: This meditative technique enables the Inherent todriving along Drayton Park Road when several ghouls suddenly cleanse their body of impurities. As a result, the Inherent willattack causing the Inherent to lose control and crash the vehicle. gain a +5 bonus to any RES to sickness, illness or disease.They may see a huge thunderstorm with thrashing winds andrain that destroys all the crops in the field. Or they may see all of Focus Focus: 20 mins Inherent Magictheir opponents fleeing the battlefield but several of their friends Cat: Prevalent RNG: Selflaying dead close by. Base XP: 26 DUR: 24 Hours MEP: 5 TN: 17Insight Focus: 3 Cat: Greater RNG: SelfBase XP: 38 DUR: 10 Minutes C Effect: This meditative technique enables the Inherent toMEP: 8 TN: 19 concentrate their thoughts upon a single point of practice. As a result, the Inherent will gain a +5 bonus to any Endurance Skill Result and a +10 bonus to Attempt Rolls.Effect: In addition to Vision, by means of this Talent, the Inherentis able to narrow down the timescale and estimate to within 48 Fortitudehours when the events are due to take place. Cat: Basic Base XP: 18 Meditation MEP: 3 RNG: Self DUR: 24 HoursEffect: The Path of Meditation is a technique that reduces the Focus: 10 minsInherent’s stress and anxiety, cleanses the soul and boosts TN: 12morale and confidence. The Inherent is required to practice Effect: This meditative technique strengthens the Inherent’s mind. As a result, the Inherent will gain a +3 bonus to Magiceach meditative technique daily in order for the benefits to Resistance and Confidence Under Threat.be gained. www.paraspace.co.uk 67
Confidence Focus: 20 mins Perquisition Cat: Petty RNG: Self Base XP: 26 DUR: 24 Hours Effect: Perquisition will enable the Inherent to locate and gain MEP: 5 TN: 16 knowledge about a particular element or object within range. Effect: After meditating, the Inherent will gain a +1 bonus to all Attune to (Type) Focus: 1 Skill Results Cat: Petty RNG: Self Base XP: 10 DUR: Instant Positive Karma MEP: 1 TN: 8 Cat: Prevalent Base XP: 26 MEP: 5 Focus: 20 mins Effect: This Talent enables the Inherent to align with a particular RNG: Self (type) element or object. Type examples may include water, DUR: 24 Hours types of of metal, gems, explosives, murderers or witches etc. TN: 16 and, by re-learning the Talent for each different Type of material that the Inherent wishes to attune with, the Inherent is able to Effect: When displaying qualities of their chosen path (either good, attune to more than one type. evil or as per any tenants of their belief system – GM discretion), the Inherent will gain 1 non cumulative, point of Luck per day.Inherent Magic 68
Awakened Earth: In the Shadow of WraithsProximate Focus: 1 Basic (25f) Focus: 1Cat: Basic RNG: 30, 15, 48 Diameter Cat: Basic RNG: TouchBase XP: 14 DUR: Instant Base XP: 10 DUR: 12 RoundsMEP: 2 TN: 10 MEP: 1 TN: 9 Effect: This Talent enables the Inherent to know the whereabouts Elementary (35f) Focus: 1of all (type) elements or objects within range to which they are Cat: Elementary RNG: Touchattuned. In the case of locating living creatures, undead or Base XP: 14 DUR: 12 Roundsspirits, a Magic Resistance always applies. MEP: 2 TN: 10 FarsearchCat: Basic Focus: 1 Prevalent (50f) Focus: 1Base XP: 18 RNG: 1km Diameter Cat: Prevalent RNG: TouchMEP: 3 DUR: Instant Base XP: 18 DUR: 12 Rounds TN: 12 MEP: 3 TN: 12 Effect: This Talent provides the same effect as Proximate butwith increased range.Scry Focus: 2 Upper Prevalent (75f) Focus: 1Cat: Basic RNG: 1km Cat: U Prevalent RNG: TouchBase XP: 18 DUR: 1 hour Base XP: 26 DUR: 12 RoundsMEP: 3 TN: 13 MEP: 5 TN: 16 Effect: In addition to Farsearch, this Talent enables the Inherent Acute (100f) Focus: 1to see and hear the scene surrounding a particular, specific Cat: Acute RNG: Touchlocated type. Base XP: 30 DUR: 12 Rounds MEP: 6 TN: 17View Karma RNG: 1km Cat: Basic DUR: 1 hourBase XP: 19 Focus: 3 Upper Acute (150f) Focus: 1MEP: 3 TN: 13 Cat: U Acute RNG: Touch Base XP: 34 DUR: 12 Rounds MEP: 7 TN: 18Effect: In addition to Scry, this Talent enables the Inherent to Inherent Magicview the Karma of the particular, specific located type (as perthe PSrps Core Rules Page 288)Power Strike Greater (200f) Focus: 1 Cat: Greater RNG: TouchThe Path of Power Strike enables the Inherent to call forth magic Base XP: 42 DUR: 12 Roundsenergy and cause additional damage upon a successful melee MEP: 9 TN: 20strike. At any level, the Power Strike has ATM 0 and ACP 0 with the additional Fixed damage that the Inherent will cause listed inbrackets alongside the Talent name. Only one Talent may remain Upper Greater (250f) Focus: 1in effect at any one time and, once executed, will remain in stasis Cat: U Greater RNG: Touchfor the duration to be discharged instantly, only once, at the whim Base XP: 46 DUR: 12 Roundsof the Inherent upon a successful strike. A victim may attempt a MEP: 10 TN: 21Magic Resistance to negate the Talent effect but, upon success, will still sustain damage from the melee strike as normal.Minor (10f) Focus: 1 Major (300f) Focus: 1Cat: Minor RNG: Touch Cat: Major RNG: TouchBase XP: 10 DUR: 12 Rounds Base XP: 50 DUR: 12 RoundsMEP: 1 TN: 8 MEP: 11 TN: 22 www.paraspace.co.uk 69
Special Abilities Speed of the fox As mentioned in Character Creation there are a number of Base Level: 4 Cat: Elementary Special Abilities that, with GM approval, can be considered as already being present within the Old World. Other Special Effect: The user may add half of the Base (round off fractions) as a Abilities may be chosen by the player as Latent and, at the time of the awakenings, it is highly unlikely that the character will have bonus to their standard movement rate CM/a (miniature scale). any knowledge of their existence. Once the awakenings begin, however, and magic is deemed to flow freely across the planet, Fox Stamina except for when certain Special Abilities are bestowed upon a person (such as from a Nexus Point or perhaps a higher power), Base Level: 6 Cat: Elementary it should always be assumed that Latent Special Abilities are uncontrolled and will occasionally initiate themselves. Effect: The user may add half the Base Level as a bonus to In this manner, the power may initiate when the character is their Stamina Skill. dreaming or at points of intense adrenaline (such as when failing a Confidence Under Threat). Alternatively, the GM is Animal Totem (Deer) at liberty to initiate any Latent power as deemed appropriate to the story at both convenient and inconvenient times to the Type: Extraordinary Base XP: 28 character and, as such, should be treated in a similar manner to a Quirk. For example, the character with Latent Fly may wake, Effect: By means of this Special Ability the user will become uncomfortable, in the middle of the night with their face pushed up against the cold floor – only to turn over and discover that they attuned to the spirit of a deer and will gain similar deer-like have, in fact, levitated to the ceiling. Upon this realization, they suddenly succumb to the effects of gravity. Perhaps a character abilities / advantages as outlined by the Base Level below. with Latent Heat Vision, temporarily loses their normal sight during a cold spell or when next to a heat source such as a fire. Improved Sense of Smell In each case, the shock of such should require a Confidence Under Threat at a TN ranging from 10 to 15 depending upon Base Level: 1 Cat: Elementary the circumstance. Should the character attempt to control the power it will require the usual XP and TN as described within Effect: The user may add the Base Level as a bonus to their the PSrps Core Rules. Odour Scenting Skill Results. In addition, one quarter of the Base (round off fractions) may be added to any Notice Skill Results. Improved Hearing Base Level: 2 Cat: Basic Effect: The user may add half of the Base (round off fractions) as a bonus to their Listen and Notice Skill Results (not cumulative with Improved Sense of Smell). Sense Danger Base Level: 3 Cat: Basic Effect: The user has an uncanny sense when they are being watched, followed or about to be confronted by danger.Special Abilities Animal Totem (fox) Nimble Footed Type: Extraordinary Base XP: 28 Base Level: 4 Cat: Elementary Effect: By means of this Special Ability the user will become Effect: The user may add half of the Base (round off fractions) attuned to the spirit of a fox and will gain similar fox-like abilities as a bonus to any Jump and Stealth Skill Results. In addition, / advantages as outlined by the Base Level below. through means of a springy stride, the user may also add half of the Base (round off fractions) to their standard movement rate Improved Sense of Smell CM/a (miniature scale). Base Level: 1 Cat: Elementary Effect: The user may add the Base Level as a bonus to their Shape of the Deer Odour Scenting Skill Results. In addition, one quarter of the Base Base Level: 6 Cat: Acute (round off fractions) may be added to any Notice Skill Results. The user may Shapechange (as per the Special Ability) into the form of a deer (stag or doe as per the user’s sex) Improved Hearing Base Level: 2 Cat: Basic Beginner’s Luck Effect: The user may add half of the Base (round off fractions) as a bonus to their Listen and Notice Skill Results (not cumulative Type: Aberrant Base XP: 24 with Improved Sense of Smell). Effect: This Special Ability enables the user to add the Base Level to any Ignorant or Unskilled Skill Result. However, at Fox cunning the GM discretion, Beginner’s Luck will no longer assist the Base Level: 3 Cat: Elementary character should they rely upon the ability and abuse its nature. Effect: The user may add half of the base level as a bonus to As a rule of thumb, Beginner’s Luck should be used no more their Stealth Skill Results. than 5 times with any particular Skill Result. 70
Awakened Earth: In the Shadow of WraithsLullabyType: Extraordinary Base XP: 28 Peaceful Sleep MFR: Base + CHA +1D10 Base Level: 1 Cat: MinorEffect: By means of this Special Ability, the user is able to sing Effect: The user will need to sing for 5 minutes minus the Basewith an enchanting voice that will enable recipients to drift off Level (minimum 1 minute) in order for the effects to take place.into a deep and peaceful sleep. Should the user be disturbed Peaceful Sleep will then enable recipients to gain complete restor be required to perform other tasks whilst singing, unless they in otherwise difficult circumstances. For example, they may behave Ambilateral Concentration, they will suffer a -3 penalty to undergoing considerable stress, be injured or within a noisyboth their MFR and any Skill Results. In each case, unwilling environment. However, as long as they have somewhere to sitvictims may attempt a Magic Resistance and, should the victim and support their head and body, the recipient that listens to thebe standing at the time the sleep is induced, they will slump Lullaby will drift off into a comfortable sleep and thereby gain allharmlessly to the floor without waking. the benefits associated with such. Special Abilities www.paraspace.co.uk 71
Unless physically shaken, the effects of Peaceful Sleep will Sense Lifeforce continue for a number of hours equal to the MFR minus the recipient’s MND, although a sleeper may continue with a natural Type: Aberrant Base XP: 24 sleep should the circumstances be conducive to such. Effect: This Special Ability allows the user to detect sentient life. The Base Level will determine the size of creature that may be detected (as per the size categories described in the PSrps Core Rules page 322) but is also equal to the maximum Comfortably Numb distance x100 metres (minimum 50 metres) to which the user Base Level: 3 Cat: Prevalent is able to sense the life force. The user will know how many life Effect: The user will need to sing for 10 minutes minus the Base forms are within range, their size and direction. However, they Level (minimum 1 minute) in order for the effects to take place. will not know what type or race of life is present. Acting like an anaesthesia, in addition to Peaceful Sleep, the Note that this Special Ability will not enable the detection of spirits, undead or animated creatures. recipient’s senses will then be completely numb allowing them to continue to sleep in incredibly uncomfortable circumstances such as through surgery or other painful or noisy circumstance. Enormous As a result, the Comfortably Numb cannot be woken under any Base Level: 0 Cat: Basic circumstances whilst the effects remain. Effect: The user can detect the direction and distance (within range) to any creature of Enormous size or greater. The effects of Comfortably Numb will continue for a number of Huge hours equal to the MFR minus the recipient’s MND, although a sleeper may continue with a natural sleep should the Base Level: 1 Cat: Basic circumstances be conducive to such. Effect: The user can detect the direction and distance (within range) to any creature of Huge size or greater. Knockout Grandiose Base Level: 4 Cat: Prevalent Base Level: 2 Cat: Basic Effect: The user is able to sing a very short Lullaby equal to 7 Effect: The user can detect the direction and distance (within Rounds minus the Base Level (minimum 1 Round or 3 Actions) range) to any creature of Grandiose size or greater. that causes the same effect as Comfortably Numb but for a Large duration limited to a number of minutes equal to the MFR minus Base Level: 3 Cat: Basic the recipient’s MND. Effect: The user can detect the direction and distance (within Coma range) to any creature of Large size or greater. Base Level: 6 Cat: Upper Prevalent Effect: The user is able to sing a longer Lullaby equal to 100 MediumSpecial Abilities minutes minus the Base Level x 10 (minimum 10 minutes) that Base Level: 4 Cat: Basic causes the same effect as Comfortably Numb but for a duration Effect: The user can detect the direction and distance (within extended to a number of days equal to the MFR x10 minus the range) to any creature of Medium size or greater. recipient’s MND x 10 (minimum 10 days). Average Nerves of Steel Base Level: 5 Cat: Basic Type: Aberrant Base XP: 24 Effect: The user can detect the direction and distance (within The User may add the Base Level to their Confidence Under range) to any creatures of Average size or greater. Threat. Small Base Level: 6 Cat: Basic Nine Lives Effect: The user can detect the direction and distance (within range) to any creature of Small size or greater. Type: Incredible Base XP: 34 Effect: This Special Ability will enable the user to escape from Minor certain death situations by changing the outcome and thereby Base Level: 7 Cat: Basic allowing automatic success with any life or death dice roll or Effect: The user can detect the direction and distance (within situation (escaping ‘relatively’ unharmed – GM discretion). Each range) to any creature of Minor size or greater. time the user calls upon this Special Ability they must increase the Base Level by 1 point; i.e. the first time it is used, the Base Minute may be at 0 but must be immediately increased to 1 – however, Base Level: 8 Cat: Basic in order to use it a second time, the Base must be at 1 and Effect: The user can detect the direction and distance (within increased to 2; and the third time at 2 and increased to 3 etc. range) to any creatures of Minute / insect size or greater. 72
Awakened Earth: In the Shadow of WraithsTranscendental Magic A few of the main religions within the British Isles and some Transcendental Magic requirements for Faith are outlined below. In each case, weTranscendental Magic requires absolute belief and trust of the have only described the main overarching principles and it isoverriding principles concerning the nature of being and the expected that further research be conducted by the player inobservance of morals as laid down by the particular religion order to portray such a character.or philosophy that is followed. As defined within the PSrpsCore Rules, the strength and level of this trust and affinity is Buddhismexpressed through the Faith Skill. Within Awakened Earth, allreligions, faiths and philosophies are present but, in order to Following the teachings of Buddha Shakyamuni, Buddhismawaken Transcendental Magic, a person must strictly adhere is a path of learning and spiritual development leading to anto the tenets of that belief. As such, any character wishing to enlightenment as to the true nature of reality. Buddhists believeembark upon such a journey is encouraged to explore a little that all our problems and suffering arise from confused andof the ‘real life’ creed and culture behind their faith and express negative states of mind, and that all our happiness and goodsuch tenors through the role play of their character (whereby the fortune arise from peaceful and positive states of mind. ThisGM should award XP accordingly). karma, where the actions of an individual influence the future of that individual, also continue into the next life in the cycle ofAs defined in Creating a Character, characters beginning play death and rebirth.with Transcendental Magic, will likely be completely unawareof its presence and only through continued commitment and Whilst some streams of Buddhism are pantheistic and containdevout adherence to the principles of their faith will they be a large theology of deities and exalted beings, and Buddhistsbegin to understand its nature as their prayers and cogitations sometimes pay respect to images of the Buddha, bowingare answered by good karma and miracles. For others, keeping in gratitude for the teaching, Buddha Shakyamuni neverthe Base XP per day rule in mind, Transcendental Magic will proclaimed himself as any type of divinity. Only after his deathnot awaken quickly and, during the time it takes for the player was he exalted to god status by some of his followers. Heto accumulate and spend the required XP, the character will considered himself only as a ‘way-shower’ for others.constantly need to conduct themselves in the manner befittingof the faith. Requirements for Faith To lead a moral life according to the Four Noble Truths and TheKeeping one’s Faith strong will be an arduous task though. Eightfold Path.Once the awakenings begin, the fundamental principles ofmany of the most popular religions will be turned on their heads. To be mindful of Karma and aware of thoughts and actionsWhilst it will be difficult to portray a character’s inner struggle To develop wisdom, understanding and faith in the Three Jewelswith the understanding of their faith and the contemplations – Buddha, Dharma and Sangha.that they may have on their mind, it should be considered thatmuch of their spare time will be spent in prayer, meditation orother method of worship, honour or reflection that is requiredto gain the tranquillity of mind they require. Through thesereflections, as in real life, the principles and tenets of one’sfaith may well change and adapt with circumstance, newinsight and awareness.With GM discretion, where subtle adjustments are made to thecharacter’s faith in order to make sense of the changing world,a -1 reduction to the characters Faith Skill should be imposed.For example, a Christian that takes goods from an abandonedshop may decide that this is not stealing and that scavenge isacceptable and within the confines of the 10 Commandments.That same Christian may also take the view that not all magic isthe work of demons and devils and is in fact a gift from god andpart of the Holy Spirit. Such fluid shifts in thinking, that remainin keeping with the nature of the faith can, over time, steadilychange the entire nature of a religion. However, in cases, wherethe character is deemed to make an immediate and drasticchange to their thought process or completely switch to adifferent set of principles, the Faith Skill must be regained withinthat particular set of principles or religious viewpoint etc.www.paraspace.co.uk 73
Christianity Hinduism teaches that “Brahman” is the one Absolute supreme being believed to inhabit every portion of reality and existence As told within a collection of throughout the entire universe. The multiplicity of deities all sacred texts gathered together represent manifestations of Brahman’s many aspects with the in the Bible, Christianity teaches most fundamental of Hindu deities being the Trinity of Brahma, that there is only one God and the creator, Vishnu, the preserver and Shiva, the destroyer. that he made the universe and created man in his image. Adam Because Brahma is everything and everywhere, the spiritual and Eve were the first humans goal of a Hindu is to become one with Brahma, and break free and given the freedom to chose of the cycle of reincarnation. between right and wrong. However, tricked by a fallen Requirements for Faith angel, Satan, they chose badly Accept the divine spirit and unity of all living things and thus mankind inherited their Work toward positive Karma and become one with Brahma imperfection and sin. Using the Pay homage to the aspects of Brahmapower of the Holy Spirit, God sent his only son, Jesus Christ tothe earth to teach mankind of god and his kingdom. This union Islamof Father, Son and Holy Spirit is often referred to by Christiansas The Trinity. But Jesus also came to the earth as a mortal Islam teaches that Allah isman so that, in lieu of the original sin, he may die in order that the only God and the solemankind may be redeemed and saved. However, in order for creator and sustainer of thesalvation, one must accept Jesus as their saviour and follow the universe and everything inteachings of Christianity. it. He communicates through prophets inspiring mankindRequirements of Faith to be righteous and do goodAdherence to the 10 Commandments things in preparation for the day of judgement. On thisAccept Jesus Christ as the Lord and Saviour day, every person will be resurrected and will have toRepent and turn your back upon sin answer to God for their every word, thought, and deed. The Hinduism first Prophet Adam, was followed by a long chain of Prophets, including Noah, Abraham, Isaac, Moses and Jesus, all bringing With a core belief in nature’s the same message of active submission to the one God, upright balance of karma, where human conduct and belief in the accountability of human acts one’s past conduct affects at the end of time. what happens in the future, Hinduism is sometimes referred The Holy book of the Qur’an, is the word of God as revealed by to as Sanātana Dharma, “the the angel Gabriel to the last Prophet, Muhammad and written eternal law” and is a way of down by his scribes. It concerns the relationship between God life containing duties all Hindus and his creatures and deals with subjects of wisdom, worship, must follow in order for liberation law, economics, society and conduct. from the cycle of reincarnated births and deaths. Such duties Requirements of Faith include but are not limited to Declaration of faith in the oneness of God and that Muhammad honesty, refraining from injuring is his prophet.living beings, purity, goodwill, mercy, patience, forbearance, Formal prayer, facing Mecca five times a day.self-restraint, generosity, compassion and asceticism. Fasting during the daylight hours in the month of Ramadan. Eating only Halal foodsHaving a multitude of gods and many different interpretations 2.5% of one’s savings given to the needy at the end of each year.and sects, Hinduism is said to be a conglomeration of linked Pilgrimage to Mecca at least once in a lifetime, if physicallyreligious, philosophical, and cultural ideas, traditions and and financially ablepractices. The main texts and scriptures of Hinduism arecollectively referred to as “Shastras”. These writings paint a richand colourful religious mythos which deliberately interweavesmyth, theology, and history to present spiritual laws, hymns,incantations, philosophies, rituals, poems, and stories fromwhich Hindus base their beliefs.74
Awakened Earth: In the Shadow of Wraiths Judaism Requirements for Faith Adherence to Rehat Maryada (The official Sikh Code of Practising religious Jews Conduct). believe that there is a single omnipotent and omnipresent Contemplation and Meditation on the words of the Guru Granth God who created the universe Sahib. and with whom every person can form an individual and Faith and worship of One omnipotent God personal relationship. In exchange for the many good Practice the Equality of all human beings deeds that God has done and continues to do, Jews seek to Engaging in Selfless service of mankind and praying daily for sanctify themselves and agree the prosperity of all beingsto keep god’s law and bring holiness into every aspect of theirlives, serving God through study, prayer and by the observance Earning a true and honest livingof the commandments set forth in the Torah. Rejection of all ritualism and formalism:The Jewish principles of belief and covenant with God wererevealed to the prophet Moses and became known as The Keep unshorn hairTorah. Outlined in stories and instructions, The Torah sets outreligious obligations and laws which have formed the Jewish Consumption of alcohol, drugs, tobacco, and other intoxicantsway of life. is not allowed.Judaism teaches that all people are created in the image of WiccaGod and deserve to be treated with dignity and respect. TheJewish people await the coming of a Messianic Age in which Drawing inspiration from pre-The Messiah (anointed one of God) will arrive and establish Christian, pagan Britain, Wiccauniversal peace on earth according to the vision of the prophets is a relatively new religion withof Israel. In turn, all righteous people have a right to share in this no universally agreed canon.and it is by a person’s deeds that they will be judged and not by However, Wicca is traditionally athe creed of their worship. religion that observes the beauty of nature, celebrating the lunarRequirements for Faith and solar cycles through theAdherence to the divine commandments (Mitzvoth) seasonal Sabats. Venerating such deities as the Triple Goddess associated with the moon, Sikhism stars, and the Earth and the Horned God, associated with the sun, forests and animals, Wicca often involves the practice of To Sikhs, idle superstitions and ritual magic through ceremonious incantations and chant. rituals such as fasting, celibacy, pilgrimage and ancestral worship Most Wiccans believe in reincarnation. Except for those of the dead or idols etc. have no unfortunate few who remain lost and wandering, when spiritual merit. Instead, Sikhism between worlds, the soul resides in the rolling, green fields of focuses upon living an everyday Summerland to reflect upon a previous life, watch over humanity life and the building of one’s and ascertain what is to be learned from the next life. Through character. Sikhs believe that ritual magic, spiritualism and ouja boards etc. many Wiccans there is only One God and that believe in the ability to contact the spirits of the dead who reside he is the same God for all people in the Summerland. of all religions. Omnipresent and with infinite power it was There is no universal code of conduct by which Wiccan God’s will that created the entire conduct themselves however, the Wiccan Rede states “an itcosmos. For Sikh’s, the goal of life is to merge with God by harm none, do what ye will”. Although there remains debatefollowing the teachings of the Ten Sikh Gurus as written in as to what constitutes harm, most Wiccan will seek to avoidthe Sri Guru Granth Sahib; to lead an exemplary existence, causing discomfort and pain. In addition, another commonremembering God at all times with truthful living, practising theme of morality within Wicca is the Law of Threfold Return.social justice and equality of mankind. Only through this good This Tenet states that whatever energy a person puts out intoKarma can past deeds be erased to release one from the cycle the world, be it positive or negative, it will be returned to thatof rebirth and facilitate the reunion with the creator. person three times. Requirements for Faith Honour and respect the deities of nature Respect the Law of Threefold Returnwww.paraspace.co.uk 75
Section 4: GM SectionGM Section GMing AE Once selected, it is worth purchasing a local street atlas of the area in which you wish to base your campaign. The map Awakened Earth, as presented, has been written with the will be used for reference and, as time goes by, you can assumption that play will begin from May 1st and, at least mark on settlements, wilderness growth and awakened lairs during the period covered In the Shadow of Wraiths, will run etc. Beyond these boundaries you can assume that all will as a diary style of game, whereby play follows the events on, become unknown and a large area of wilderness will exists more or less, a day by day basis. Because the action is set to before the next civilised settlement. This will keep the setting start immediately and characters are literally thrown in at the local (at least) for the first few sessions of play and allow deep end, it is recommended that you simply tell your players everyone to settle in to the game without having to deal with where their characters will be at the start of play (8am) and let the vastness of the entire earth. Of course, at a later date, them come up with a reason for being there. This will, ultimately, player characters will no doubt want to explore beyond the give you greater control over the manner in which you choose local vicinity, in which case, just expand the information, as to introduce the setting and can also be used to help determine appropriate, when you are ready. the characters starting equipment. Establish Nexus Points A number of introductory starting locations and scenario ideas are presented from page x, however, as with any setting, it is Nexus points are highly magical areas where paths of worth taking some time before play to consider the finer points magical energy, known as ley lines, cross. Many of these of the environment in which your game is going to take place. points are where the wraiths first awakened. You will need to determine where these Nexus Points are located within Determine Location your setting. Using the examples given on page x to assist you, mark some of the most obvious sites on to your map. Events described within this book are told, principally, as if taking You do not need to worry about every single one right now place within the United Kingdom and, more specifically in other (you can always add more later as your story unfolds), just publications, written focus is upon the county of Hertfordshire. select a few, (particularly those close to where you wish for However, because the Awakened Earth setting is, primarily, a your game to start), so that you are aware of from where the story of survival and adventure, the reasons for the apocalyptic wraiths will initially awaken. If you are basing the campaign events are little more than a source for speculation. This means in the local area, it will help to visit such sites and familiarise that, with a little forethought and preparation, your game can be yourself with the surroundings. If your setting is remote, then set in any town or country of your choosing. That being said, in you will have to use a mixture of your imagination, images order to keep your game in line with the events as they develop from the internet or other sources, including some of your in this book, it is important to start at 8am. own local similarities, in order to visualise and describe such places to the players. Setting the game in your own home town and county can work very well as most of the players will already be familiar with the From there, plot a relative course of the wraiths’ decimation areas you are describing and, between them, they may have a into more heavily populated areas. Use your imagination to fair amount of knowledge of local legends and lore upon which to envisage the thousands of wraiths cascading into the streets call. However, you may prefer that the players have no information and the panic this would cause as people flee every which about the setting, thereby enabling you complete freedom and way. How are the local people likely to react? Will they flee poetic licence in the design of your adventures and mythology. as a pack, or remain with their property? If they flee, to where Alternatively you may have some very good historical knowledge will they run? What direction is the most obvious and, at what and understanding of local legends and customs pertaining to a point, will they become cornered by wraiths coming from certain country and desire to set your game there. If such is the the other direction? What will happen then? If people begin case, it is important to note that the AE mythos, as presented, to scatter, where are they likely to gather and re-group? is based upon many of the stories, legends and traditions of the With these basic ideas in mind you will be better placed to British Isles. Therefore some work will be required in order to portray the events to the players as their characters begin create the same level of detail for your country of choice. We communicating with NPCs and gathering information from would also be very interested to hear about your alternative other survivors. choices at our forum www.paraspace.co.uk. 76
Awakened Earth: In the Shadow of WraithsSafe Houses away from your setting to the motorways or highways. These roads, already busy with commuter traffic, are likely to becomeBefore play, you will also need to decide where refugee and jammed first. Queues of cars may tailback for miles and miles,safe house sites are located. Again, turning to your map, look crystallising into the town centre and many side streets asto some of the larger buildings containing open space that people try to circumnavigate the jams. These jams will causecould hold a great number of people. Town halls, churches and logistical problems for the player characters as they attempt toschools are the most obvious choice but also consider leisure scavenge awakened earth for resources so, for future reference,centres, stadiums and clubs. Some safe houses will have also you should mark the congestions onto your map too.been designated to be in open air, perhaps in fields and parks.However, such places will obviously not provide any protection Start Locationagainst wraith attack so will not last beyond the first night. Having an understanding of how initial events will play out, youIf your campaign is to be set close to a military base, then it will can now consider how the player characters will fit into the story.have a particular set of contingency orders and a wartime chain At first glance, there is a huge expanse of choice available toof command to handle many invasion type crisis; albeit unlikely player characters and the task of planning a game session canthat any will involve a spiritual or undead enemy. Never the less, seem impossibly daunting. Unless you are immediately forcinga military base will organise itself and attempt to discover ways the characters into a fixed situation, such as with Glass Elevator,to fight back and soldiers will likely spill onto the streets as fleets Military Barracks or Lorry etc. (as described in the Adventureof vehicles pass through the area on route to wherever they Seeds from page x), it is true that, in many respects, you willhave been despatched. In such a setting, you will also need to largely be making up story elements as the player charactersconsider the increased availability of military hardware should respond to the crises. Inevitably, however, the player charactersthese soldiers not reach their intended destination. will have to flee the crisis and attempt to hide. In so doing, they will provide you with numerous opportunities to insert some pre-Traffic Congestion planned set piece situations, scenarios and encounters. They can meet with a number of pre-prepared (and reoccurring)In an attempt to flee the onslaught many people will take to the NPCs that can be used to assist, hinder or provide them withroads. Accidents will happen and the traffic will back up to a a cause or reason to stick together. But, in addition to insertingstand-still behind. Be aware of the main trunk roads that lead GM Sectionwww.paraspace.co.uk 77
GM section these encounters at convenient points as play continues, As the game continues (and players become familiar with the the game’s starting location can be used to help bring the rules), you may then wish to assist and speed this process. seemingly unmanageable situation within certain perimeters You may find it appropriate to bestow certain characters with and, therefore, gain tighter control. Firstly, the place at which particular Special Abilities as befitting their character and the you choose to begin your game will be the players’ introduction ongoing story. Such can now be achieved fairly by utilising to what’s in store and will provide the story element that ensures previously withheld Supplemental Points as XP boons to they are all together at the same place, to share the experience. be used purely for the purpose of discovering and (perhaps) You should familiarise yourself with this location in order that manifesting Latent Special Abilities. you can describe it accurately to the players, thereby reducing the risk of them surprising you with the direction in which they Alternatively, if your gaming group is better suited to a game decide to run or the place in which they choose to hide. style that sees the characters in the thick of the action and in a prominent position from the start, allow the players more The chosen start location may also determine what type Life Experience and, perhaps create the characters at a higher of characters the players will be able to play. For example, Protagonist Level. You can allow their Supplemental Points to Military Manoeuvres (as defined on page x) would require be utilised with Latent Special Abilities and have them Manifest that all characters are military personnel (or at least somehow these powers quickly within play. Such a style of game is likely connected to the military), Prison (as defined on page x) would to be faster paced, action packed and less gritty. Already on require that all characters are either convicts or prison guards top of their chosen professions, in such a game, the player and Security Guards (as defined on page x) would require that characters are immediately the ones other survivors look to all characters are security guards. for guidance. Beyond this, considering that player characters are able to The first Session, Keeping it Together assume any equipment that is likely to be upon their person at the start of play, the start location will also assist with Keeping the characters together as a group can often prove determining what they may actually be carrying at the time challenging. Depending on the chosen start location, it is the awakenings occur. For example, Isolated characters on a possible that the characters will not know each other and, weekend of outward bound adventure (as defined on page x), therefore, need encouragement to gel as a group. Also they may well have nothing upon their immediate person but are will all likely have people and lives that they will want to try likely to have readily available access to all manner of outdoor and return to. It is worth using some of the siege-time, whilst equipment; tents, ropes, torches, utility knifes and waterproof confined to the safety of their shelter, to allow the players to clothing etc. Whereas Isolated characters on a weekend of have some in-character conversations about such things. This Teenage Kicks are likely to have access to nothing more than will serve to form a bond of friendship between the characters alcohol and narcotics... (and, hopefully, improve the chances of them sticking together) but, the information gained from such conversations, can also Creating Characters be used to determine some future plot lines and adventures specifically catered to the group. By now, you should be in a strong position to assist the players and answer their questions with regards to creating their characters. If characters do decide to wander off on their separate missions, However, before embarking upon this venture, consider the style the task of keeping the game flow exciting will become a little and power level of the game you wish to create. more difficult. Whilst you focus your GMing efforts upon any individual player character, all other players at the table will In order to create a game in which (at least to begin with) be left out of the game. To stop this from happening, the most the player characters are no more than everyday, working immediate and obvious solution is to ensure that it is blatantly class, common citizens, it is advisable that Life Experience obvious to any player that the chances of their character’s is restricted to Average and that no Supplemental Points are survival alone are incredibly small. Particularly for the first provided to starting characters (or are at least withheld for later few days after the awakenings, this is best served by having use). This will serve to limit any combat or magical prowess the player characters under constant vigil from wraiths and and ensure that no character can be considered as special. zombies. If it is not suggested by a player character, another Ill disposed or equipped to survive in the new environment, solution would be to have an NPC suggest that they all team up as they adapt to meet their new surroundings and (hopefully) to visit lost friends and relatives in order to determine their fate. emerge as the heroes, such a setting will see the characters Alternatively, as is your want, separate sessions could be held making a long, slow and painful journey of self discovery, to accommodate individual character needs; perhaps serving experience and learning. Such a style is also better suited to as personal introductions that will ultimately bring the players first time players of ParaSpace as it will enable them to steadily together as a group. come to grips with the rules – particularly if you enforce the AE Progression Maps. 78
Awakened Earth: In the Shadow of WraithsThe GMs Chronology Even against such overwhelming odds, most players will be ill The GM’s Chronology, May 1st, am content for their characters to sit and wait out a crisis. In fact,The following notes serve as annotations to the chronologies most will do quite the opposite and deliberately get involved,starting on page x and offer advice on running that particular trying to find action and adventure in every situation. However,section of play. It is recommended that the GM read each if they are to survive, it will be crucial that they find some kind ofsection in conjunction with the relative section from the cover as soon as possible. The opening scenes of Awakenedopening pages. Earth are apocalyptic and will all but eliminate man-kind from the world. Therefore, when player characters attempt to doMay 1st am things that are clearly suicidal, do not be tempted to detract from the story line in order to spare them. In these early stages,Game Applications / Character it is not unexpected that some (or all) of the player charactersDevelopment. will not make it through.The opening scenes of play should be presented as chaotic On the other hand, the player characters are the protagonistsand fast moving. Depending on their location (see adventure and your job is to create an entertaining story and game.seeds on page x), after the news broadcast, the characters Whilst it would be very easy for you to have wraiths descendwill probably have only a few minutes before the wraiths (see upon their situation and ensure their deaths, this completelypage x) descend. Such an announcement is likely to cause and utterly hopeless situation would not be much fun fromimmediate panic to sweep through the crowds and people will a player’s viewpoint. Instead, use the wraith apocalypseinitially react by scattering; most will attempt to return home as a background to other situations that are occurring as aalthough some will heed the warnings and head for cover of result. Using the below encounters as seeds, have the playerthe nearest buildings. Even those that have not heard the characters get caught up in otherwise non-fatal action beforeannouncement will be taken by the contagious panic. People the wraiths strike. Try to maintain a sense of urgency but allowwill be running in every direction, bumping into one another them time to make a plan for escape, a direction to run orand having little respect for others that get in their way. Self an objective to ensure safety. Then, as they put those planspreservation and reaching loved ones will be the only thing on into action, waylay them with circumstantial scenes with whichmost people’s mind. they may, or may not, become involved. Even where certain encounters are not intended to be used as part of play, theRoads will quickly become jammed with traffic and the panic will characters will be witness to the horrific events as they unfoldcause many accidents to occur. Main roads leading to highways around them. Call upon all of your senses to describe situationsand motorways will be the first to paralyse - quickly followed among the fleeing crowds. As the wraith descend, eyes will beby the motorways themselves. Many drivers will attempt to get wide with panic, the noise of screaming will be deafening andaround such jams by using grass verges and pavements; thus there will be a heavily weighted surge as hundreds of peoplecausing further chaos and accidents. The crystallisation of town blindly panic and attempt to get away from the area.centres will rapidly overspill onto other main routes, town by-passes and trunk roads etc. When the wraiths finally descend, As the player characters get caught up in such panic, you canmany more hectic and desperate accidents will occur and, as a enforce Confidence Under Threat at Macabre TN 20 as, for theresult of the lack of emergency services, left unchecked, fires first time, they witness the crashing sea of rolling comets sweepwill quickly spread. Other cars will simply be left where they into the crowd and the wraith serpents coil around victims,are stopped; stuck in an eternal traffic jam. Before too long, squeezing and chocking the life from them.travel by road will become practically impossible and most towncentres and roadways will resemble a large, chaotic, car park Assuming the player characters escape the scene, oncewith vehicles packed bumper to bumper and people running safe, as they regroup and catch their breath, keep the actionevery which way to escape the carnage. rolling and immediately have them become involved in another encounter. Whatever situation the player characters getThe situation is desperate and, fuelled by fear, the vast majority themselves caught up with, the wraiths will keep coming, farof people will be overcome with a sense of self preservation enough behind for the game to be full of action but not so farthat will extend only as far as their immediate family or friends. that the players think that their characters will be safe unlessAny person standing in the way of that objective is likely to be they find some form of shelter.a cause of frustration and anger. In such a climate, violenceis inevitable and squabbles and fights will constantly break out You will need to find the correct balance in order to keep theas people attempt to reach love ones or flee the area. Added story moving and you may find yourself needing to force theto this, simple theft will quickly spread to endemic looting as characters to spend Luck to ensure that, where they are notopportunity presents itself through the chaos and many seize being blatantly reckless, they will survive.upon the moment to better their circumstances.www.paraspace.co.uk 79
The GM’s Chronology, May 1st, pm Seeds and Encounters has finally taken exception and strikes out at the next person (a player character), that crashes into him. A number of suggested start locations and continuing scenarios are presented on page x and there follows below (and within Run Down each respective GMs Chronology date section) a few scenes The characters witness a car mount the pavement and run into and ideas for game play that can be used in conjunction with several people not quick enough to jump to safety. the notes and inserted as plots, encounters or scenes at any convenient point during that part of your story. May 1st pm Air Lift Game Applications / Character A helicopter passes overhead but is already fully loaded with Development. survivors. However a man is leaning out the side and, over a megaphone or the PA system, is asking for people to remain As the zombies first begin to rise, they will likely catch many calm and instructing them to report to the nearest safe house. victims unawares. Thinking of these undead as nothing more than sick and injured, it is likely that their first casualties (of Car Crash whom, some may be player characters) will be those that try to Smoke pours from a group of smashed cars and flames can be help. However, as more attacks occur, it will not take long for the seen licking dangerously close to a petrol tank. As the characters information as to their true nature to circulate. pass, they can clearly see the face of a man trapped behind the steering wheel and hear his cries for help. As the panic takes hold among the crowds, the players will need an avenue into the true horror of the situation. Be sure to describe Crying Mother the grey, emaciated features of the undead, the slow ambling A mother calls the name of her daughter whose hand she lost in movements and the low moan of their noise. Outline thoughts the crowd. She pleads with the characters to help her. that may be running through the characters’ minds - other than the obvious physical fear of being torn apart, there is a deeper Fallen Soldiers fear that lies within the zombie genre; these creatures were The characters stumble across a platoon of dead soldiers and once human. Like you and I, they were neighbours, friends and their equipment. Over the radio, they can clearly hear the voice relatives. Now, the veil behind the curtain of death is lifted and of a commanding officer attempting to make contact. they have been reduced to an appalling afterlife. Zombies mirror some of humanities darkest fears, there is no reasoning and no Fight mercy will be given. They are mindless and, seemingly, have no A group of people are fighting over something in the street – control over their actions. But, even as that terror begins to take perhaps the last of a particular item on the shelf, a GPS device, root within a character’s mind there is another fear that must be the cause of an accident or maybe a family feud has finally overcome if they are to survive. They must kill! For most of us boiled over. As the characters approach or try to get around, gamers, it is easy to talk of killing a monster. But, in reality, facing a missile is hurled, missing its target and is headed straight for a creature that you know was once human (and, for all you know, the characters. may have a chance of being cured), is not so easy. Looking into its eyes, searching for reason or a shred of humanity but finding Gun Battle only glazed emptiness may, temporarily, block the panic and The characters get caught between two rival gangs that have cause waves of sadness and pause for thought... become embroiled in an open gun battle admits the chaos Of course, any hesitation could prove to be fatal to the character Looters and such fear can be expressed in game by backing up your A crowd of people are seen running out of the local electronic descriptions with Confidence Under Threat. The zombie has a gadget shop, their arms overflowing with goods. Two police SF listed as 12 (see page xx), however, certainly for the first officers intervene and are viciously attacked by the crowd. few encounters of this kind, it is appropriate to substitute this for the Macabre SF of 20, as listed on Page 163 of the PSrps Core Muggers Rules. In addition, any players that truly embrace the reality of Despite all the chaos, among the fleeing crowds, there are those the situation should be awarded additional role-playing XP as out to make profit and take advantage of the circumstances. described on page 171 of the PSrps Core Rules. Armed with an assortment of knives and clubs, their faces covered by scarf, hoodie or balaclava, a group of thugs attempt NPCs can also be used to convey the situation. Their stories of to rob the characters of their valuables. terror and trauma can be told to the characters at any available opportunity. Remember, most of the NPCs that the characters People Crash meet will not be of their calibre, many will only be interested In their desperation, people are crashing into each other left right and centre. Having been knocked once too often, one man 80
Awakened Earth: In the Shadow of Wraithsin self preservation (or, at the most, the preservation of their themselves. Alternatively, you could have the player characters The GM’s Chronology, May 1st, pmimmediate friends and families). However, the vast majority discover the hard way and have a lone wraith attempt to gainwill be full of panic and behaving irrationally. Overcome with entry through a gap. Although, to avert a complete disaster, interror, they will have tear filled eyes, be out of breath and have such a case, the characters will need to react quickly and sealonly survival on their mind. Conversation with them is likely to the hole whilst the wraith is in mid transition.involve moving in whatever direction they are heading awayfrom the trouble. Even if that direction is going to place them Secondly, consider how strong is the structure? Can theinto the path of further oncoming danger, the PCs will have to characters be certain that it can withstand against the onslaughtdo a fair amount of convincing in order to get through to their of any horde. that may attempt to gain entry? Zombies arepanic filled minds. relatively strong, completely mindless, will not feel pain and, when they can sense life, they are more than willing to smashAs the day draws on, keep plaguing the characters with themselves into wooden, brick, or metal structures in order toencounters of wraiths, zombies and the like presented below. At get at the food inside. Brick buildings and the like will be quitethis stage, the crowds of survivors are thick and plentiful and so it safe, with weak spots only existing at doors and windows. If theremains highly likely that, should the characters continue fleeing, characters attempt to board up, bar or reinforce such areas, whatdodging all wraiths and fending off the undead, they could be materials are readily available for them to use? Or will they havelucky enough to survive throughout the night. But there is likely to search further afield? Glass structures (unless re-enforced)to be little let up or any chance for rest and no matter how far the are likely to be breached quickly. Such places may includecharacters attempt to move away from the wraiths and zombies, shopping malls with large entranceways, houses with patio doorsas the population steadily turns, there can be no escape. or conservatories and schools with extensive windows for natural lighting. Once inside any structure, internal walls are often madeIf not already apparent, it should soon become obvious that the of plasterboard and will offer very little stopping power against aonly way they are going to survive in the long term is to reach zombie horde that is detecting a life force within.some kind of shelter. There is very little the characters can do about their immediateTo enforce the fact that the characters are going to eventually situation and they will therefore likely find themselves with littleneed to rest and sleep, consider that, in all likelihood, from the supplies and taking cover in any convenient place they can find.start of the crisis, they have likely been on the move with little They are also likely to end up having to share the shelter withrest or respite. You can assume this as Strenuous Activity – FIT other survivors.per hour (PSrps Core Rules page 158), and attribute DMG asappropriate. But, perhaps more importantly, the characters will Once in the quiet of their surroundings, it is a time where theyhave been in a constant state of fear. Running for their lives can reflect upon what has happened throughout the day andat every turn and seeing death around every corner. As the decide upon their next course of action (it is also a time whereundead rise they will have seen victims torn apart in front of you may allow them to spend limited amounts of XP; perhapsthem and they will likely have had to kill in order to get through. to purchase Luck, replace lost SAN or anything else you deemSo it is important to keep enforcing Confidence Under Threat suitable to their current situation). However, do not pass up this,and ensuring the players track their character’s lost Sanity. seemingly, semi stagnant, time for its role playing opportunities. Whilst it is likely that the mood will be sombre, there is a lot ofWherever and whenever the characters do take cover, the longer empty time to fill. It may be the first time that the characters arethey remain in one place, the more zombies they will likely draw able to talk to each other without outside disturbance. Playersto them. By morning, it is quite likely that the characters will wake should be allowed to describe the physical appearance of theirto be completely surrounded. wraith activity will be at its most characters and introduce themselves to the rest of the group ifintensive during the night time hours and they will constantly they haven’t already done so. Depending on their location andplague the characters as they stop by to search for entry to amenities, you can also convey that bellies will be rumbling,any shelter. It is a good idea for survivors to sleep in shifts and throats will need quenching and nature will be calling.ensure that a guard remains to serve as a wake up call shouldthe wraiths manage to breach. Many government safe houses Seeds and Encounterswill have set up powerful UV spotlights that they use like a sortof water canon to fend off the wraiths and keep them at bay. In Dead Man’s Bluffgeneral, however, the player characters will need to consider Before the characters have heard any reports of the undead,that their structure will need to be made practically air tight to they encounter a single solitary figure ambling toward themwithstand any wraith activity. In order to give them a fighting with its arms outstretched as if begging for help. All attempts atchance at this stage, you could have this life saving information communication will elicit no response but the man continues topassed on to them before any breach actually occurs – perhaps stumble his way toward them. Tripping once or twice, perhapsvia an early report broadcast by remaining media sources one of the characters will reach out to support him...or passed on via an NPC having escaped such an attackwww.paraspace.co.uk 81
The GM’s Chronology, May 2nd - 3rd Death from Within Zombie Flames This encounter could also tie in with Dead Man’s Bluff above. A member of a crowd defending themselves against zombies Hidden away from the wraiths, within the confines of their starts to launch Molotov cocktails at the horde. Unfortunately shelter, among other NPCs, the player characters also share this does not have the immediate desired effect and the zombie their accommodation with a number of dead wraith victims. torches continue to advance. These people could have been killed within the shelter before the player characters arrived or, perhaps they are close May 2 -3 associates or family members that either the player characters or other members of the group could not bring themselves to Game Applications / Character leave behind. Development. Let Battle commence For the first couple of days of the crisis, the escaping crowds The Cs get caught up in a large crowd as they battle to repel an will be large and, as well as the life hungry wraiths and ever undead horde. Eventually, wraiths will descend upon the scene, increasing hordes of zombies, the cities will also harbour spreading panic and scattering the crowd into smaller groups as violent mobs of looters and opportunistic criminals. As the all try to make their escape. characters navigate this early chaos, they will constantly be plagued by the sounds of screams, explosions, gunshots and Martial Law plumes of smoke from out of control fires. They will observe As police attempt to control a vicious crowd, riot shields, batons, military traffic passing overhead and possibly armoured tasers and guns are wrestled from their hands before military personnel carriers, tanks or foot soldiers on the streets. It is back up arrives and openly displays heavy handed tactics in an likely that they will see and encounter Blood Spirits (see page attempt to regain order. x) and at this stage, it is also highly likely that, having gorged themselves on humanity’s condensed population, encountered Water Hose wraiths will be dark and powerful. Riot police use water canons against a sizeable horde of undead. 82
Awakened Earth: In the Shadow of WraithsIf the characters end up in an official government ‘safe- house’, awakening and revealing their properties. In many cases holy The GM’s Chronology, May 2nd - 3rdas members of the general public, they are likely to have a few artifacts are found that are capable of repelling undead anddays of tense shelter (possibly without food). Even where UV spirits alike.lights are placed, wraiths will no doubt decimate any vulnerableareas of the safe-house. Where the military are on hand, When introducing magic into the setting, try to maintain theguns will be fired twenty-four hours a day with seemingly little mysticism for as long as possible. Do not immediately jumpdifference to the thousands of surrounding undead. It will soon for the rule books and provide the players with a number ofbecome apparent that, once the ammunition is gone, the ‘safe- statistics to define what they have witnessed or may now behouse’ will be breached by the ever increasing horde – it’s just capable of. Instead, describe effects as they occur and allowa matter of time. the characters chance to converse with any NPCs that may have also seen or gained such powers. Perhaps they can thenDuring initial awakenings, Zombies (after decimating their act as a mentor, placing the character upon a path of Faith orimmediate local vicinity), are likely to head straight toward a teaching aspects of meditation etc. Where the player characterslarger area of condensed population. This may mean that to themselves gain powers, use the examples from page x as akeep moving away from the towns will keep refugees safe; guide for incidents where Latent Special Abilities initiate of theirif only for a short time. However, it will not take long for the own accord. But also consider other people’s reaction to anyzombies to reduce areas of larger populations to little more than such magical power. Some will embrace it whilst others maya few small bands, at which point they are likely to travel to more fear it or even think it the work of the devil.remote regions in order to find a food source. Seeds & Encounters:Many of those lucky enough to escape the carnage in thetowns and cities are likely to end up in those surrounding farms, Bridgewoods, and general countryside or rural areas. These too, are The characters must cross a bridge to reach their intendednot without their share of problems. Arrive too early and the destination. As they do so, zombies begin to emerge both inremaining village population may be struggling against its own front of them and from behind...local community of flesh eaters or be besieged by wraiths. Inthis case, attracted to the remaining life forces that will have Dead Endbarricaded themselves in any available building, survivors can Evading a horde of undead the characters find themselves ineasily be located by the surrounding undead that will have the centre of a scene of carnage. The dead lay half eaten, ingathered. Or, perhaps it may already be too late to help out, throws of contorted, twisted, agony; slowly rotting in the Mayand the villagers have already turned, joining the leagues of the sun. There is dry blood and a heavy stench - flies buzz aroundundead. In this case the survivors arrive only to find that they the corpses in thousands. The bodies are obviously victims ofhave become boxed in with zombies both following them and an earlier zombie encounter.now also approaching from their intended destination. As the characters begin to pick their way through, the bodiesif not already in such a situation, with the volume of undead begin to twitch, move and eventually stand up to feed...increasing and the wraiths becoming more aggressive as thecrowds of refugees thin, it remains inevitable that survivors Dead Man’s Gunwill need to find a safe place to rest and sleep. It should also, Left behind during the carnage is a dead squadi, now amongby now, be clear that doings so will ultimately result with the the undead, wrapped across his shoulder he still carries hischaracters becoming trapped and besieged... assault rifle. Will the characters be brave enough to tackle him for such a weapon?Magic, SAs and Latent Awakenings FireDuring this period, magical energy fully replenishes the ley lines Columns of thick black smoke plunge the area into semiand nexus points across the globe (see page x) and the essence darkness. Ash rains down upon the streets. Distant, but largeof magic will settle down and conform to its natural awakened explosions are heard and the smell of gas begins to linger. Thestate. As this begins to happen, many people of magical power is down and fuel enraged fires ravage the city.persuasion, such as spiritualists, psychics, occultists and thoseof strong religious mind, will find their abilities heightened There will be many reasons for fires to start and, once begun,and of a much greater potency. In addition, particularly at unless stopped, they are likely to continue to spread. Valuableholy sites, there are isolated instances of faith awakening as resources are being consumed and power supplies destroyed.Transcendental Magic and minor miracles of healing, food and Will the characters take action or leave the fires to burn?water are reported. Magical and enchanted items will also bewww.paraspace.co.uk 83
The GM’s Chronology, May 4th - 5th Fleeing Crowds May 4 - 5 The characters encounter a crowd that is fleeing toward them (therefore probably in the opposite direction in which they wish Game Applications / Character to travel). Following them is a great horde of undead. Will the Development. characters join the crowd, or will they attempt to circumnavigate the horde; in which case they may well attract straggler zombies As the number of survivors rapidly diminishes and the crowds or even become cornered. shrink to small, rag tag bands just desperate to find their next meal and survive, the next couple of days will see the absolute Help is at Hand collapse and decimation of civilisation. Should the characters be Military, Police and some citizens with little else to lose, outside of shelter during this period, they will witness this event have formed into small squadrons of gorilla style ‘strike and first hand. Travelling and running as a singular deluge of people, protection’ units. Such units will often be encountered with one strewn across all the roads and streets of the town, survivors or more of their members on horseback or motorcycle. Guided are under constant threat and attack, the people are noticeably by air surveillance units, these riders will lure away large groups quick to break into abundant and yet massive gatherings. of undead from surrounded buildings, whilst the others enter Steadily being whittled away at the edges, these huge droves on foot in order to extract survivors to the nearest government become collective confluences, for a time, flowing and streaming controlled safe house. in to each other as they are desperate to find places to escape and hide. As they thin further and the number of undead Military Jet surpasses them, the crowds dissipate into smaller groups and, A jet plane passes quickly overhead. Is the pilot searching for encountering each other less and less, eventually, they become survivors? Will it return? How will the characters attract its nothing more than handfuls of desperate individuals. But it is attention? not just the visual aspects of the thinning crowds and smashed battle sites of dead bodies that the characters will witness. Personal Safety Apart from the occasional gunshot or scream, all the sounds of This scenario involves the characters selecting a safe-house humanity will disappear along with the crowds. Add the outage in which to wait out the crisis. After selecting and journeying to of power to this and the usually busy high streets, shopping the location, it may well prove to be already occupied by like- centres and places of business will become nothing more than minded people. The characters are thereby presented with a wrecked, broken and forlorn ghost towns. situation of trying to gain entry (assuming they decide to stay) and, perhaps, the current occupiers insist that the characters Without the buffer of crowd fodder to protect them, millions can only enter if they bring extra provisions. This part can also of undead surround survivors at every place they hide and, work in reverse i.e. the characters are inside and an external millions more still roam free, seeking a life force to consume. It group arrive to join with or, at least, gain entry to the location. will be impossible to avoid confrontation and becoming bogged down by a horde in the open will likely prove fatal. Wraiths The scenario may well develop in a number of ways as the and Blood-Spirits still abound too and, needless to say, unless characters attempt to secure the safe-house and scavenge the characters have found some form of magical means, any enough food to survive. assault from these creatures will be quick and deadly. Rumours of Miracles Within shelter, once it has been made safe, besieged and The characters encounter a group of survivors that are on surrounded, the player characters may become stuck in route to a holy site (church, mosque, synagogue etc.) Word the environment and have to be ready to remain for a long has spread that the spiritual leader (priest, imam, rabbi etc.) at period... this site has gained power over the wraiths and zombies and is able to hold them at bay through the strength of his faith. The Beyond making the shelter secure and dealing with breach, the location is not too far and the surviving group has gained quite a claustrophobia and the simple aspects of life (that can maybe following on its journey. Will the characters join them or remain taken for granted in other games) should be hammed up and as they are? used to slowly build tension among the group. In such a situation, it may take a great deal of diplomacy and appeasement to stop Thugs such confrontations boiling over into violence. A group of thugs attempt to steal the characters equipment or take control of their shelter. Now is also a good time to introduce some prominent NPCs to the game. Perhaps these people already share the shelter with the characters, surviving the carnage along with them. Or perhaps they could arrive in the following days seeking food, company and safety. This arrival in itself can cause tension as 84
Awakened Earth: In the Shadow of Wraithsthe characters may realise that they do not have food or space Food Run The GM’s Chronology, May 4th - 5thto spare. The background claustrophobia of the besieging horde The group has run out of food. The characters will have to makecan (and should) now start to be used to create interpersonal a plan, distracting the wraiths, while a few others can make arelationships (and tension) among the survivors. break to scavenge. A return plan, enabling re-entry to the shelter will also be required.Consider the backgrounds of each person within the shelter and,beyond simply surviving, determine what may now motivate The place chosen to acquire the food may be in use. It couldthem to continue. Whilst many will be good natured and willing well be another safe shelter, occupied by a group of humans, ifto help out with securing and defending the shelter, some will so, wraiths will definitely surround it. The inhabitants will likelybe scared out of their mind and of little practical use. They may help the characters to enter safely but may be reluctant to letprove hysterical and, by their actions become a threat. Some them leave with valuable food rations.may be depressed and turn to drinking or drugs. There may beclashes of personalities or dispute about survival and rationing Giving Birthdecisions. Perhaps a power play will develop as two natural A heavily pregnant woman begins her labour. The charactersleaders vie to emerge as the senior within the group. Others must deal with the situation, finding a safe place and offeringmay simply have their own interests at heart and not be willing protection so the woman can deliver. However, if there are noto share scavenged or other goods. Some may be fanatically medical skills present among the group, the characters will alsoreligious and have a particular view as to why the crisis has have to struggle with what needs to be done in order to ensureoccurred whilst others become agitated by another’s habits, both the baby’s and the mother’s medical safety.such as smoking, eating more than their fare share or lack ofhygiene... Scenes from the Mall game supplement contains After the birth, the characters will need to offer assistancedetails for a number of NPCs and considers such clashes of to the weakened mother and help defend and provide formotivation and personality. the infant.In any shelter the survivors will also be faced with a number of Man’s Best Freindimmediate, natural problems; namely food, water, and waste. A dog begins to tag along and beg from the characters. AfterWithin one or two days, human waste will likely become a escaping from several close encounters, the characters shouldproblem and the incorrect disposal of such will obviously lead eventually realize that neither wraith nor zombie can sense theto hygiene problems (see PSrps Core Rules page 164 for dog, but will they be able to turn this to their advantage.details). In addition, if no attempts were made to stock up onbasic supplies the ‘would-be’ survivalists are going to be in for The Preachera very touch and go time. Although the average human being A bedraggled priest comes calling in the street; with bible andcan last a good few weeks without food, they will not last long bell, quoting scriptures at the top of his voice, prophesyingwithout water. See PSrps Core Rules page 160 for details of mankind’s demise and declaring holy war and damnation to usmalnutrition and dehydration. all. Will anybody listen? They may well, especially when they realise that his Faith has awakened and he has gained theIt may be that the characters will need to venture outside and power to repel the zombies and wraiths.scavenge – perhaps organising themselves into spotters andrunners etc. (see page x archetypes). If so, it is advisable that He may go off on a crusade against Satan, drafting holyany exploits that take place outside are carefully planned, in warriors (the characters), to his aid, or perhaps he canadvance, to include possible places of shelter and escape be persuaded to act as a Moses type figure and lead theroutes. If it is the case that your players are a little hasty with their persecuted to safety.exploits, perhaps an NPC or two can advise caution or, if needsbe, be used as an example as to why the player characters Survivorshould prepare a little more before venturing into such peril. A chance encounter with a lone survivor reveals some information that the characters have not yet realised; cuttingSeeds & Encounters: the heads off zombies, separating the essence of the wraiths, the attraction of these creatures to life essence or the simpleBody bags telling of how they are the only survivor from a larger group:The characters come across a group of body bags outside a scavenging for food (perhaps as part of another survivinghouse. It could well be that these bags contain the victims of group nearby), the survivor’s squad was attacked by wraithsdisease or, perhaps the bags are moving, and contain undead in broad daylight. The survivor managed to escape bythat have been tied down rather than killed. climbing into a supermarket freezer and moving on only after the besieging wraiths had another victim in their sights or burned up in the sun.www.paraspace.co.uk 85
The GM’s Chronology, May 6th - 10th May 6-10 +2 bonus for drinking only bottled water, a +2 bonus for eating only tinned food, a +2 Bonus for appropriately dealing with their Game Application / Character Development waste, and a +3 bonus if any medical means has been used to ensure cleanliness or immunity. The overwhelming odds and Siege-like conditions within a shelter will make this a difficult period for standard adventure Emergency Services game-play. However, as supplies dwindle, it may become imperative that some brave souls will need to attempt to exit the Whilst no centralised emergency service remains, many shelter and scavenge for more. These early sorties will have individual surviving personnel and small groups of such will still to be meticulously planned and may involve baiting wraiths retain a sense of professional pride and duty to their vocation. and blood spirits into openings where their essence can be For a number of weeks to follow, where small contingents have separated in two before being attempted. They will also likely gathered, these units will retain a strict sense of discipline and form of nothing more than very quick trips to the nearest shop, follow a chain of command. gathering anything that can be carried before the undead surround them or, worse, they are attacked by wraiths. In such, Unfortunately, festering below the surface of this professionalism the use of spotters and runners will be invaluable. there is, by now, likely to be an underlying morale problem. Whilst these people of uniformed rank are often the ones As well as food and water, on a second or third sortie, the group elevated to positions of seniority within a surviving group and may also consider obtaining some medical supplies, water looked to in order to make decisions and keep the group alive, purification tablets, light, fuel, gas stove and plenty of batteries. their belief in government, law and order (and in some cases, But these scavenge runs are incredibly dangerous and will likely civilisation) has often failed. In many cases, whilst they may be kept to an absolute minimum. Therefore, much of this period still behave appropriately, they no longer see themselves as will likely be spent in the isolation of the shelter. Depending upon “officially” in charge. their circumstance however, this time is certainly not empty and, with input from the players themselves, can be used to create On the other hand, some military units may have turned to plans and build for future adventure and scavenge ideas. self preservation. In charge of food rations and in control of weapons, these unscrupulous groups may keep others within Without the aid of communication and media, the shared their shelter prisoner to use as bait against wraith and undead experience of large scale society is gone. The things that affect or they may be actively seeking out other shelters in order to one group, may well be entirely different to the things that are claim supplies. affecting another. The CB network or face to face conversations with other survivors met can be used for the players to build Magic a picture and gather information about the outside world (particularly what remains of their locale). Through this they Magic is now fully awakened and, where present, most Special may learn the whereabouts of other groups, good scavenge Abilities will have revealed themselves. Old World psychics and sites or those that have already been picked clean. Important those dabbling with occult practices will also likely have realised information that the players have, perhaps, yet to consider or their newly found potential; albeit that they are not yet learned discover can also be imparted in this manner. Perhaps they will enough or, locked within shelter, are not in a position to actually learn about disease that is spreading through other places of reveal their findings to others. Many priests and those of religious shelter, or hear tell of the ghouls before they actually see one for persuasion may also have discovered Transcendental Magic, themselves or maybe they will make contact with a group that and minor Miracles may well be the subject of much debate and has witnessed magical awakenings and other strangeness. celebration among such surviving groups. Disease Seeds & Encounters For the month of May (and possibly June), at least while they Dead Man’s safe are confined to claustrophobic conditions of the shelter (and An NPC among the characters group tells them that his father without any magical means of protection) the characters will keeps an assortment of shotguns at their house – the boy’s father need to generate Resistance (see PSrps Core Rules page 164). is currently wandering the perimeter of the shelter along with A general TN 12 can be used every 5 days to see if sickness several hundred other undead. The gun is kept locked away in a has been avoided, otherwise refer to page x to determine what safe, however, his father always wears the key around his neck. If ails the character. In addition, you may also add cumulative the characters could separate the boy’s father they could retrieve bonuses to RES, if the characters have been particularly the key and the shotgun. An extension to this adventure could be careful to avoid any such contamination. For example, award that the boy’s father is dragged away by ghouls – meaning that a +1 Bonus for wearing masks when dealing with the undead, the characters would need to locate the ghoul hive. a +1 bonus for thoroughly washing after any such activity, a 86
Awakened Earth: In the Shadow of WraithsDisease It may be that the characters can persuade her to help save The GM’s Chronology, May 6th - 10thA sickness begins to take hold and affect a number of survivors others or, maybe, they are just interested in self preservationwithin the shelter. If no medical professional is present, and how the gypsy woman can help them...someone will need to find one or attempt to determine thecause. A treatment and quarantine room may need to be set Leading Rolesup – requiring medicinal supplies. Or, is it time to move on and If it is the player characters that are being looked to for theabandon the shelter? decisions then such a position does not come without its responsibility. Consider the mundane challenges and issuesGhoul Hive that they will face on a daily basis: They will need to take noteA pile of bodies blocks the entrance to a supermarket that the of food and resources, designate a rationing policy, deal withcharacters intend to scavenge. Approach sends the ghouls theft, resolve arguments, designate a lavatory policy, ensurewithin into a frenzied and violent act of protection. the shelter is securely guarded, heal the sick (or at least make them comfortable), dispose of any bodies, organise and selectGypsy Magic scavenging parties and locations to salvage – then deal with theThe characters, fleeing undead hordes, have arrived at a gypsy consequences should fatalities occur./ new age traveller site. The site is relatively free of undeadtrouble and there are strange works of art / graffiti plastered The list is endless and the characters will need to ensure a fairacross various surfaces. In addition, the whole area is within method of deciding these factors in order to avoid a coup dea small, circular, channel that has been carved into the ground grace (see below). Other than having various issues arise thatand filled with, what appears to be, salt. the characters need to deal with on a daily basis, a great way to encourage role playing is to have them (or a concerned NPC),Depending upon the characters reactions and the circumstances call a meeting to discuss all the issues the group are facing. Byof their arrival, the inhabitants of the site are friendly enough allowing this meeting to run, the players will no doubt provideand will introduce them to the source of the strangeness. A you, as GM, with some ideas for future situations that you hadsingle middle aged lady is a practising new age pagan and, not perhaps not considered. It will also enable you to understandonly has she been gifted with special abilities, she is also privy a little of each character’s personality and help you to developto various magical practices. future adventure / story threads for that character.www.paraspace.co.uk 87
The GM’s Chronology, May 11th - 20th Rescue other survivors arrive seeking refuge then space and the The characters have been volunteered to reach and extract possibility of extending the secure areas of the shelter will also a small group of survivors to safety. The survivors, who have need to be considered. Obviously, this is not something that communicated via C.B. radio, have held out in a mall security needs to become part of every session but, at least, a single room for the past week (see Security Guards Adventure Seed discussion (with opportune reminders) will serve to help the on page x). However, the mall itself has become flooded with players understand their character’s new lifestyle and build undead hordes and exit from the room and access to the mall’s the harsh atmosphere of Awakened Earth. In addition, if you vast array of goods, is impossible. have not done so already, as other survivors gather or are encountered you can be introducing more and more NPCs The characters must come up with a plan to lure the undead to the mix and really begin to develop some early tensions, (and any wraiths) away from the mall, rescue the trapped friendships or enemies. Assuming you are planning for a longer civilians and, if possible, secure the goods within. term game setting, you can also introduce some of the movers and players that may shape the future political landscape of Morning Ritual Awakened Earth. An NPC has an idea to goad wraiths into a small opening in order to separate their essence in two but needs a volunteer to Awakened Beasts venture outside in order to bait a wraith into the trap. With the decline of wraith and blood spirit activity during The screaming baby the day, survivors may also afford to be a little braver and A baby cries continuously for food. Everyone, probably including venture outside of their shelter for scavenge. However, as the characters and the mother, are on tender hooks. Finally, a previously stated, meticulous planning will be required to member of the group makes moves to silence the child – will execute these sorties as they will be fraught with danger. the characters (or anybody) intervene? One can consider that Primarily, wraiths and blood spirits will still be scouring the if no other member of the group makes a move to stop the act, land for life but, also, large numbers of undead can build in then the mother will attempt to protect her child. This may well a matter of minutes to completely surround and overwhelm prompt some response and it is likely that anyone standing to the the characters. In addition, where there is an undead horde, defence of the child will be enough to cause the assailant to back there will now also be pyres of bodies. The ghoul residents of down (likely ashamed of their actions and overcome with grief). these hives (see page x) are incredibly protective and hostile. Any activity, beyond the usual moan of the horde, that takes However, if this atrocity is allowed to take place, what will be the place within close proximity to the hive will rouse them. At repercussions for the group? There can be little doubt that they first, the ghoul will climb onto the top of the hive to sit and will each be ashamed that they did not act to prevent the crime. observe its surroundings. However, continued approach will In turn, the negativity over such a heinous act or a religious cause others to join the vigil and, eventually, if the creatures member praying for forgiveness may well attract Entities to the feel in any way threatened, lead to an assault. group who may well try to exploit the situation. May 11-20 Fallout Game Application / Character Development Since awakened Earth is not intended to be a story about a nuclear or chemical apocalypse and having the characters Conditions within any shelter will now be considerably melt in a nuclear holocaust is simply not that much fun, for the wretched and it is unlikely that anyone has been spared from most part, it can be assumed that the vast majority of chemical some form of sickness. To reflect this, you should continue to and nuclear reactor plants remain safe and that the landscape force RES every 5 days (with failure bringing its own unique and ecosystem remains largely unaffected. However, there set of problems). As food and resources dwindle, enriching will be some industrial plants where the automated procedures with description, (where required), you should also enforce do not work as intended or are, ultimately, reliant upon human any required malnutrition penalties (see PSrps Core Rules intervention to shut them down or maintain some kind of power page 160). As well as building upon any tensions among the input to keep them active. In these particular instances, an survivors, continue to inconvenience the players with the eventual meltdown or escaping of gas or chemicals will occur. practical difficulties of day to day living. The lack of power will Whilst you may decide whether the windows of the character’s mean that their is no electricity for heating, washing, cooking, shelter are blown in by any initial explosion and may include or refrigeration. Mundane tasks may need to be delegated and the tension of a looming gas or ash cloud, In the Shadow a communal rotor may mean that the player characters will of Wraiths assumes that prevailing weather conditions will have to take their turn. There is also the important business ultimately carry fallout from any such catastrophe in the of keeping the shelter safe and repairing any damage. Should opposite direction away from the player characters. 88
Awakened Earth: In the Shadow of WraithsSeeds and encounters GM May 21-31 The GM’s Chronology, May 21st - 31stAnts Invasion Game application / Character DevelopmentAnts (or other small, tunnelling insects) have invaded thecharacter’s shelter. Perhaps first discovered in small numbers Ghouls will have made huge reductions to the number ofamong the food store but soon increasing to problematic levels. undead and some groups may find themselves presented withIn addition, if no player thinks of it, have an NPC voice concern an opportunity to escape their siege. These early groups mayabout the tunnels that the ants may be opening onto the outside well then meet and band with other groups but it is unlikely thatworld of the shelter and awaiting wraiths. any will truly break free of the shelter life just yet; whilst wraiths and blood spirits are unlikely to be causing too many problems,The Cold War numbers of undead will still be excessive and large groups ofThe character’s shelter is not too far from a nuclear power plant life force will no doubt attract their attention.or chemical factory. As the power ceases and the streets areplunged into darkness, an alarm begins to sound at the plant. If the characters have access to a CB or have been making someWhilst the characters may not know it, the sound of the alarm is external scavenges and meeting with others, they will learn thata warning that the plant is now operating on back up power. The survivors are likely to range in number from the solitary individualnoisy alarm that needs to be manually silenced is the least of to groups of up to about twenty or thirty. However, most groupstheir worries however, the plant is now a ticking time bomb and will average at around eight in number; groups larger than thisthe characters will either have to act to make it safe or move out are, in addition to attracting much unwanted attention, likely tofrom their shelter... have had problems with food, water, and waste.The coup de grace As scavenging among the survivors also begins in earnest, theThe person or persons burdened with the responsibility of making main priority will be food and water. Supermarkets, shoppingdecisions for the group has made a mistake (this may well be the malls and warehouse stores will, therefore, obviously becomeplayer characters). The mistake could be anything from a failed prime targets for scavengers. As commune takes place at thesescavenging raid to the fact that the group are without food and sites, most will be glad of the contact and will probably bandcompletely surrounded by undead. There are other people within together; combining their resources and adding strength to theirthe group that feel certain that this is the fault of the decision maker numbers. But there will also be clashes and violence as otherand would not have happened had the group not have followed groups, less willing to share, move in.such advice. In addition, the other people are winning support fortheir complaints and a confrontation (amicable or otherwise), is Whether refugees hidden deep in the country or in a make shiftset to topple the decision makers from their position. boarded up shelter of an old house, an attic, or even the sewers, humans will survive this cataclysm and early adventures andThe Move sessions of play should focus upon the very basic premises of theThe shelter, short of food or penetrated by wraiths, becomes safety of one’s shelter, circumnavigating any surrounding hordesimpractical. The characters will have to re-locate. Their journey and scavenging for food via short and quick local raids to gatherwill take them through some dangerous zones, where they are resources, continue to feed, clothe, and protect themselves.likely to encounter zombies and, should they travel too close towhere others hide, they will attract the attention of more wraiths. Awakened BeastsPretty Dependant As ghouls make their final morph to life (see page x), many newOne of the character’s has been seduced by a charming and creatures will be awakening during this period. At first, manybeautiful newcomer to the shelter. Unfortunately this person is of the isolated early risers are highly likely to become victim tonot all they seem and, once the character is under her spell (this undead hordes that still surround the hives and it is thereforemay literally be a magical effect such as Charm), the person is quite possible that a great number of these unfortunate few willkeen to capitalise upon the character’s generosity. Even to the end up reinforcing the numbers of the walking dead or back onpoint of sending them into dangerous situations for unnecessary, the hive as food for another ghoul. As such, whilst rumours mayluxury items, fancy goods and clothing, perfume, make-up and have been heard about such creatures, it may not be until theconfectionery etc. very last days of May that any such encounter will take place. Refer to page x for some general details with regard to theThe Takeover nature these newly awakened.The characters group has, unknowingly, taken in a few baddies.At first, they will appear friendly and helpful but it is not long Seeds and Encountersbefore they show their true colours and attempt to take over theshelter and control the resources. In addition, the baddies have Alienno hesitation in killing anyone tha gets in their way. In the style of the movie, an awakened beast, within their safe house, (perhaps a giant hunting spider, see page x) plagueswww.paraspace.co.uk 89
The GM’s Chronology, May 21st - 31st the characters. Escape is impossible as they are still completely it is now home to awakened manikin (see page x). Ironically, the surrounded by zombies. The characters must hunt down and manikin are wiling to sell goods to the characters for Old World destroy the beast before it can claim any (more) victims. cash. But will the characters find this out before they have already attempted to steal the goods from the stores and attracted the wrath Chance upon a Siege of the manikin. As undead then converge upon the mall, maybe the The characters are approaching an area they intend to scavenge characters will befriend the manikin as they both attempt to protect when they are faced by straggler zombies heading their way. the mall’s content. In addition, the manikin would make useful allies Further investigation reveals that these zombies are part of a larger to the characters as the undead or spirits cannot detect and neither group that are laying siege to a close by building. The characters to they care for their animated being. should, by now, be aware that the zombies will only siege an area that contains life. Will the characters attempt to make contact with Poltergeist those inside, if so, how? They may end up having to use themselves A poltergeist (see page x) has awakened within the character’s as bait to lure away the undead. Once distracted, who or what is shelter. It begins to build fear in the survivors by dominating inside? The characters could be lucky and have stumbled across one room, starting out by simply shifting around furniture and another group of survivors or, perhaps they have just made first steadily building to throwing objects at anyone that enters the contact with a group of awakened beasts. room. At the same time, the poltergeist befriends one member of the group by telling them secrets about other members Cure of the group (things that the poltergeist is able to witness by Hearing their prayers, an entity (see page x) takes pity upon the lurking in its invisible form) and allowing that member to find lost surviving group and offers to make a cure for a disease, destroy objects that the poltergeist has previously hidden. In essence, the undead or perform some other task that will put an end to the poltergeist will provide the friend with psychic abilities and an immediate source of suffering. However, in order to do so, whispers promises of power and how they should be in charge. the entity will require some form of Reverence (see page x) and Eventually, through the friend, the poltergeist will begin to suggests an enigmatic approach to the fix that would require a demand payments from the group by threatening to smash a practice or ritual of worship, a quest to gather some holy artefact window or otherwise cause a breach. Of course, the poltergeist or that he group relocate to a sanctified place etc. This seed doesn’t need these payments and just wishes to capitalise upon could tie in to Writing on the Wall below. the groups fear. A such, payments could be some form of self harm, rising to flagellation, torture and eventually sacrifice. Ghost The characters are scavenging or perhaps even sheltering in a Religious Dogma pub, hotel or building with a colourful history. Chances are that A person of fanatical religious view has gained a number of there are legends of a ghost at this building (if a ‘real life’ book followers within the character’s shelter. At first, these views are or information pack could be found containing details about relatively harmless and merely provide people with something the subject, all the better to add validity to the scenario). The upon which to focus. But as the minister awakens Transendental ghost (see page x) causes great fear but that is not its primary Magic and begins to gain followers, their views begin to become intention. In fact, the ghost is actually seeking help and wishes to more oppressive and dominant causing a rift within the survivors. expose its killer in order to be released from its undead state. It may be that the ghost will write clues on a mirror, break glasses A turn for the worse could also happen if the prayers of the by the cellar or perhaps even rattle a wardrobe in an upstairs minister and their followers were heard by an entity who room. If the characters are to help in any way, they will need to descended to exploit the situation. recognise the significance of these clues and figure out what the ghost is trying to communicate to them. The Writing’s on the Wall Automatic writing materialises on the wall of the character’s Gun Licence shelter. It could be that this is the writing of a ghost (or other A member of the characters’ group has the idea of accessing form of spectral undead) or it could be an entity of some the database or records of gun licences issued within the locale. description has placed it there. It could be that the writing is This scenario can be the lead to a number of adventures; first in a cryptic form, perhaps even an ancient language and will there is the question of where the records may be held (perhaps need to be interpreted or it could be in plain English. The writing the town hall or local police station?); second there is the could foretell some future event, perhaps prophesying doom or problem of gaining access to this information (possibly requiring good fortune, it could be a map to a more secure location, nexus a search of offices for paper records or the server that contains point or magic item. Or maybe it is the basis of some form of the database); and, thirdly, there will be the scavenging raids magic, perhaps a Sigil of protection or the methods to perform a required to take possession of the weapons. Formulaic ritual of Banish etc. Whatever the context, the writing has been placed by a creature to capitalise upon the Reverence Manikin Mall of the surviving group (see page x) and will now watch closely Having carefully planned and battled their way through to a selected as the characters act upon the prophecy/ritual/map etc. scavenge site, the characters arrive at the local mall to find that 90
Awakened Earth: In the Shadow of WraithsStarting Scenarios If the characters can make it to open road, away from crowds, Starting Scenarios perhaps, using country lanes, there is a chance they canThe following adventure seeds offer suggested starting continue to outrun the wraiths, at least in the short term. Atscenarios or potential safe houses from which to base your some point, however, they will need to refuel and, since thegame, introduce the players to Awakened Earth and potentially government warning advised that all electrical appliances bekeep them alive during this period of intense wraith and undead switched off, it is very unlikely that any petrol filling stations areactivity. In each case, it is assumed that the player characters in operation. The characters will, therefore, probably need tostart in the same location when the wraiths strike. Each scenario siphon from another vehicle (or simply swap to the other vehicle).also assumes that the characters have adequately covered air Either way, such can only be attempted once the wraiths haveconditioning ducts, blocked window vents and have filled gaps been left behind and none remain in sight. In addition, as theunder doors so that wraiths cannot penetrate. Alternatively, you day wares on, the characters will begin to encounter roamingmay consider that a simple fault with the ventilation system hordes of undead. It should quickly become apparent that the(a plate or grill put on back to front and therefore blocking characters will need to find shelter if they are to survive. As thethe connecting shaft) is enough to keep the wraiths at bay. dark hours approach, things will get even worse as wraiths willObviously, however blocked, the characters will need to breathe emerge from the shadows to hunt. A safe house must be found,and, in a situation, within a sizeable room, where the flow of air if only through exhaustion and out of a need to rest.is completely negated, consider that each character will lose 1point of FIT per hour, regenerating only when usual conditions Once the characters stop, the scenario can continue byare restored. Since suffocation by this method will be slow, it is picking up with a more appropriate plot thread from below.likely that the characters will attempt to replenish their supply For example, perhaps the characters have made it as farof air as often as possible. Unless blatantly obvious (such as as a remote, farmhouse. In the barn they are likely to findopening a door onto the world of waiting wraiths or if the wraiths some tools and equipment that they could use as make shiftare currently searching for an entry point), the occasional weapons against the undead. But also consider whether theopening of a door, window or other ventilation portal is unlikely farmer (and his wife and family), are alive or have they alreadyto draw attention; in addition, such opening and closing may well risen as zombies; perhaps they are still lurking close by in thebe how the characters discover that wraiths can be destroyed woods or in the farmhouse.by separating their essence in two (see page x). Glass ElevatorDrive for it The characters are in a glass elevator and view the scene ofIn order to prevent the characters from driving off in different carnage outside as thousands of wraiths stream into the area.directions, this scenario assumes that all the characters are Assuming the wraiths can find no way of entering, then thetravelling together in the same vehicle. During character characters will remain safe for now and can witness the eventsgeneration, before play, you may also wish to consider the as they unfold around them. In addition, through variouscontents of that vehicle. Perhaps they are on route to a personal multi-media devices, they are likely to have accesscamping trip, in which case they will have a tent and are also to news bulletins and can begin to build a picture of the scalelikely to have stand-a-lone gas based cooking utilities. Or, of the cataclysm. In such cases, the scenario can serve as anperhaps they are in a work vehicle loaded with power tools introduction to Awakened Earth without placing the charactersand gardening equipment.. into any immediate danger.You will also need to consider the road upon which they travel, This introduction can be based anywhere that you might findwill they be alone or in heavy traffic? Are they close to a Nexus a glass elevator such as a hotel, office block or shopping mall(see page x) and how long before the wraiths strike? Of course, (as depicted within Scenes from the Mall game supplement).once the wraiths do hit, there will be chaos as drivers will Alternatively, if the elevator is not glass, the scenario will work inimmediately panic. The characters too, particularly the driver, the same manner, except that the characters will not be able toshould be forced to generate Confidence Under Threat (CUT) see what is happening and may only know that something veryas this may also determine their mindset towards driving as bad is afoot from the sounds of screaming or when they finallythe crisis begins in earnest. Accidents will occur all around exit from the elevator. The scenario can work with charactersthem and the characters will need to employ some pretty fancy that know each other or, equally well, with characters that havedriving skills to avoid getting caught up. You can ramp this up no relationship at all.as much as you like by adding in narration of the view aroundthe characters as wraiths coil themselves around their victims, As the day draws on and the undead begin to rise and gathercars smash into one another and explode into flames or, indeed, around the lift area, assuming the characters are without anypedestrians bounce off the characters’ bonnet, obscuring their radio or media connection to tell them otherwise, then there is awindscreen with cracks and smears of dark red, in their careless chance that they may attempt to assist what they will probablypanic to escape. assume are shocked and sick people. If you determine thatwww.paraspace.co.uk 91
there are still wraiths laying in wait at this point then they will GSH and decided to make their way there. The timeframe in immediately spring forth to attack as anyone leaves the area of which the characters make their move will determine what sort the elevator. Otherwise, the situation could be run without such of on route obstacles and encounters can be placed to waylay interference and become the first encounter with the undead; them but, assuming it is early on in the setting, then it is highly whereby an assisting character is attacked (and possibly bitten) likely that a zombie horde will be gathering and that several for their efforts. wraiths may be stalking victims close by. Although the characters may be forced to remain in the elevator The point at which the characters arrive will also make a to begin, it should quickly become obvious that they must soon difference as to what the circumstances are like within but, in move out and find better shelter. There are a number of ways general, each safe house will have opened its doors to refugees in which this could happen and, as GM, you should adjust to within an hour of the crisis start. However, before anything can another, more appropriate scenario thread in order to continue be organised, the first task for the GSH is to block up and seal with their story. If, however, the players’ need a little coaxing a good many of the windows and air vents, securing as many in order to move from their glass bubble, you may decide that areas of the building as possible against wraith attack. To begin, another group of survivors, on route to elsewhere, passes by given the size and style of the allocated buildings, this will be the elevator and asks the characters to accompany them. an impossible task that government officials and volunteers will be attempting to complete by hand with whatever limited Government Safe House (GSH) supplies they may have available within the building. As such, it is highly likely that vents will be stuffed up with rags and doors Whilst it could be that you choose to have the characters sealed shut with putty, glue or sticky tape. During this time, as meet there and narrate or introduce each individual back-story the crowds thicken, things will be disorganised and chaotic. But, separately before actual play begins, more likely, is that this with every person mucking in and, given time to organise more thread will not be used as a starting point and will only pick up adequate seals for doors, windows and ventilation, many rooms after the characters have determined the location of their closest and break-out areas will be secured in preparation.Starting Scenarios 92
Awakened Earth: In the Shadow of WraithsOnce the sea of wraiths descends upon the refugees, Eventually, as other safe houses are breached and destroyed, Starting Scenariospandemonium and mass panic will ensue. Where rooms have supply drops will become less frequent and, inevitably, cease.not been made safe, they will become coffins to the victims Then, whilst minor breaches continue to occur, ammunition andinside. Consider a large sports hall full of refugees. As wraiths supplies run short and the situation within will begin to get verypour in through the main doors, there is no way for the people to tense. Squabbles over rations will become more widespreadescape. They will simply have to watch, in horror, awaiting their and violence more acute. The military / official personnel willturn, as those around them are coiled and taken. To include the struggle to maintain order and common rumour will suggestplayer characters in such an encounter, assuming there is no that the safe house has only a matter of days before all foodmeans of retaliation among their number, have them generate and water supplies are depleted. The characters, therefore,Initiative, and generate group Initiatives for the wraiths and might realise the hopelessness of their situation and attemptNPCs. As the crowds are thick, the wraiths will start at the front to re-locate. It is also quite likely that rumours will abound of aand steadily move through their victims to the rear. Making the possible escape attempt and, as such, an un-official (or official)assumption that there is an escape route via a back door, as meeting may be held to decide such matters.the wraiths stream into the room, given the multiple opponentsfrom which to choose, assume there is a 5% chance per player The situation could come to a head when a group of people docharacter, that they will be selected for attack. Increase this by indeed attempt to break out of the safe house. This causes a5% each wraith Action as victims are taken and the crowds thin. mass breach and the zombies will flood in…Should a player character be attacked, allow them a chanceto dodge and, if successful, again due to to the volume of Isolatedavailable selection, allow the usual percentage chance of arepeat attack. For this scenario, the characters have somehow been isolated from ‘normal’ civilisation. It could be that they are in a remoteThis first assault will leave hundreds (possibly thousands) of country house that has been hired for a weekend of outwarddead in its wake and those that survive will likely not wish to bound adventure or teenage kicks. It could be that they areemerge from wherever they are currently safe in hiding. However, staff or guests based in an out of the way hotel, or perhaps theyas the military move in to assist and take control, they will bring are scientists undertaking research at an isolated laboratory or,with them large industrial tarpaulin sheets that are used to line maybe, they have been trapped on the motorway (as below) and,the exteriors of buildings and scaffolding. Survivors will be set instead of taking refuge within a trailer, have fled through theto the task of removing bodies and making larger areas of the adjacent farm fields to arrive as trespassers at the destination.building safe. Conditions inside will quickly become stuffy, hotand uncomfortable. In addition, as more crowds begin to gather, If the characters are trespassing within a building, consider whofurther wraith assaults are to be expected. are the real occupants or owners and how they will react to the intruders – this will obviously depend upon how the charactersOnce a perimeter has been made and a certain amount of attempt to gain entry and could be quite amicable, tense butsafety guaranteed, those in charge will want to take stock of the acceptable, or outright hostile.situation and determine what sort of resources are available.For the player characters, they may well find themselves having Assuming the remote place is not close to any Nexus (see pageto undergo a census style administration process – whereby x), then it may well be some time before the wraiths arrive.the officials can learn of any relevant skills and equipment (and This could, potentially, give the characters time to preparepossible magical awakenings) that the characters may have. for the inevitable siege. Based upon information from mediaSuch information may not be immediately relevant but, in such reports of the crisis elsewhere, you could allow them time tosituations, the general rule of thumb is to prepare for the worst, plan on the best course of action to block doors, windows andwhich is exactly what the GSH is doing. other small air vents.At this stage, it is likely that most refugees will be allocated with Further tensions can be added if anther group of travellersa small supply of rations but otherwise just be sitting and waiting arrive. Seeking shelter, after hearing the news broadcast, thisinside the safe house (usually they will be gathered in a large hall second group could, initially be well meaning and help out withand, under the circumstances, violence caused through theft of advice and wraith proofing the shelter. However, later, as thesupplies is common-place). However, depending on the situation, inevitable siege draws on, the second group will prove to bevolunteers may also be drafted to help get things organised and the more of a burden as rationing becomes very tight. Tempers maycharacters may therefore be allocated with chores: Such chores well flare if someone from that group begins taking more thanare likely to involve the unloading of gear from supply helicopters, their fair share...helping make, repair and guard a perimeter and internal barriersand signalling of any breach, learning to use weapons and, in By late afternoon, the long wait ends and the isolated characterssome extreme cases where the numbers of official personnel are will definitely be paid a visit by wraiths. It is likely that theshort, taking part in scavenging or survival runs. wraiths will explore and eventually find a way in; thus forcingwww.paraspace.co.uk 93
Starting Scenarios the characters to retreat into the building – perhaps into a single Once the removal of the cargo is under-way (consider this to safe room. As one of the last remaining food sources in the be frozen food if the trailer is a refrigeration unit), other lorry area, the wraiths may well lay siege into the night. drivers may copy the idea and begin opening their tail-gates too. However, it is important to note that most trailers have Whilst the characters survey the media channels and update no insulation and will therefore offer little protection against themselves with the situation confronting the rest of the world, Wraiths. At first, the situation is likely to be quite amicable and depending upon their location and just how remote they actually ordered, with everybody mucking in and a chain being formed are, it is possible that they will not see any undead on the first to clear the cargo. However, once cleared, it is probable that night. Obviously, this will not be the case if one of their number there will be a scramble for places on the trailer; pushing and has actually been killed by a wraith. It could even be that their shoving may well turn to outright violence. Also, consider how fallen comrade has now risen and knocks upon their single room much the pressure is increased when the lights in the sky are retreat within the building. In this situation, the player characters spotted and the resulting fear once people realise exactly with may even open the door to help... what they are dealing. The following day, as the undead begin to surround the Assuming the player characters manage to get inside the characters’ retreat, it may well be that, at first, assuming there tailgate then, from their position of safety, they will hear the are no wraiths, they are able to pick off the small numbers that dying screams of those caught outside. However, once passed, arrive. In addition, the characters will have opportunity to make they will be left in the silent darkness of the confined trailer. other areas within their haven safe from wraiths. Unfortunately, This will present them with the problem of how long they should as the larger populations wane, if they haven’t done so already, wait before attempting to exit the vehicle – depending on the it is only a matter of time before wraiths lay siege to the isolated situation, they may also be slowly suffocating. Should they location and, once this occurs, the undead numbers will gain the open the doors too early, death will follow swiftly as the Wraiths upper hand and completely surround them. will be aware of life forces within and will be crawling all over the vehicle looking for an entry point; it may be that a single The scenario can develop as the characters are forced to contend volunteer is used to gather this information. with not only continued zombie breach but also the rationing of supplies. If they are lucky enough to be trapped in a location Waiting in the darkness, the characters will soon hear the with running water then dehydration (and human waste) will not thumping and scraping of undead upon the trailer (of course, pose such a problem. However, smart characters will realise, without access to media devices, they will not be aware of (or maybe through media broadcast) that it will only be a matter what is making the noise) and, by nightfall, the Lorry will be of time before the walking corpses will spread disease and it is completely surrounded by undead. If the characters have not highly likely that such will enter the water table and spread. made good their escape prior to this point then opening the doors will be as futile as if there were still hundreds of Wraiths. Lorry The only choice then would be to wait out the undead and hope for rescue. This scenario assumes that the characters are in vehicles (either together or separate) and are on a motorway or other main road. Military Barracks At 8am, the characters will be caught in heavy traffic and have come to a standstill. If they are listening to the radio, they will hear This scenario assumes that the characters all have a military the government’s announcement (see page x) and following news background and are part of the same unit stationed at the reports covering the crisis. A short time after, many people are particular military barracks. abandoning their cars and running away. Others are attempting to use the hard shoulder to escape the traffic jam – however, this When the crisis begins, the characters are issued with orders too will quickly become blocked and impassable. that require them to stay on the base and help with operational logistics from within the barracks. As such, it could be that the As luck would have it, the characters’ vehicle/s are next to a characters are required to load trucks, check stock, evaluate large insulated lorry (possibly a refrigeration unit) and, if none equipment or offer assistance in the office; this could be simple of the characters come up with the idea first, there is a knock data input, monitoring of reports concerning the crisis or co- on their window. The lorry driver knows the likely protection his ordinating troops. trailer will have to offer in a gas or chemical attack. But, first, he will need help to unload the cargo. With a little work, this scenario can be used as an information gathering and organisation type of game; whereby the player The tailgate to the trailer is blocked by a car that will need to be characters are tasked with the logistics of rescuing/protecting moved. It could be that the driver of this vehicle has nowhere to survivors and supplying safe houses with arms (including go but the grass verge beside the motorway and is reluctant to sourcing UV lights) and supplies. move – they will need to be persuaded. 94
Awakened Earth: In the Shadow of WraithsIt can also serve as a perfect introduction to the apocalyptic weapons, ammunition and security cameras that can viewevents as the player characters watch and listen to the various the outside. It is also likely that satellite and communicationreports of the cataclysm unfolding, world-wide government systems will also be available to those within and they canfailure and the general collapse of civilisation. carry on the task of determining the scale of the crisis and, more importantly, try to locate other survivors or governmentIt will quickly become apparent that the military are fighting a cells in a similar situation.losing battle and a superior officer will order some of the staffand troops on the barracks into a secure bunker. Alternatively, Either by the opening of a ventilation shaft or finding a wayit could be that the characters realise the futility of the situation through water, gas or electrical pipes, eventually, the wraithsand take it upon themselves to disobey orders and go AWAL in may well penetrate the bunker defence. However, assuming thethe interest of self preservation. characters are able to prevent wraiths from entering into every area then they will likely find themselves in a potentially goodMilitary Bunker position for the future.The military bunker will have been designed for a siege like Over the next few days, the commanding officer will wantsituation (perhaps not one of supernatural origin but certainly information with regard to what is happening outside of thenuclear or chemical warfare). As a result, the bunker will have bunker. Using the system of spotters and runners, the charactersa compressed supply of air that can be refilled from filtered will find themselves slowly reclaiming other areas of the bunker.and cleansed air. In addition, the flow of air can be completely To do so, they will have to face colleagues (now among theclosed off (at least for short periods) and, if the group act quickly, undead) and attempt to make all the required areas safe fromthis may well keep the wraiths from entering (at least until the wraith attack (or at least ensure they have a room located withinventilation has to be re-opened or risk everyone suffocating). at retreating distance).The bunker will also have stock to last; a plentiful supply of Starting Scenarioswww.paraspace.co.uk 95
Starting Scenarios Securing necessary areas from breach by besieging wraiths, Prison the group will have access to radio and communications (and possibly video surveillance of the local area). The group will Player characters are made up from inmates, guards or police quickly determine the catastrophic nature of the situation and, (depending on whether the location is a prison or merely a from a very early stage, will be well aware that the world that holding cell within a police station). The guards’ response to the once was is now gone. initial media broadcast is to use the cells as contained units (at least the cells with doors rather than open bars). Blocked vents The commanding officer will need to make decisions with regard will rattle and the door will shake but inmates will be kept safe to the future. Refugees may already be knocking at the door from wraiths. attracting both wraiths and undead – will the commander order them to be turned away or show compassion? Whilst martial It is unlikely that the guards will be in a hurry to feed any law has left them in charge, how will the others in the group feel information through to the inmates. In fact, it may well be that about these decisions and how long will it be before they begin most of the guards leave the prison to return to their families. As to question any error of judgement? the wraiths strike, the remaining guards will also shut themselves into a cell to wait out the crises. Whilst food may be plentiful, the group will slowly become starved of information as communication networks break down In the days that follow, the characters will be kept safe from the and other groups are breached and destroyed. Once national immediate dangers of wraiths and undead, however, locked in grid power is gone, the back up generator will be running their cells, whilst most will have a toilet and running water, they everything, forcing the group’s attention to fuel. In addition, will have a very limited supply of food. morale is likely to be at an all time low and the usual disciplined soldier may now be beginning to crack and question orders from If prisoners, the characters are going to have to escape by either their senior chain of command. persuading or overcoming what remains of the guards. Once outside, they will have to decide whether to move on or remain Military Manoeuvres but, either way, they will be faced with the same problems of resources as everybody else. This scenario assumes that all the characters have a military background, are part of the same unit and are involved with Alternatively, if there are no guards to give them their freedom, either relocation to new barracks or the transportation (and the characters will have to look to other means of survival. guarding) of military goods – this could, perhaps, be a tank or Before they turn to cannibalism, perhaps an awakened Entity heavy-duty machine gun. A military background will also mean will take advantage of their desperate prayers for help... that the characters are used to following a chain of command – the commanding officer could be one of the player characters or Security room an NPC and it is likely that they will receive new orders, almost immediately, perhaps to head to the nearest barracks or safe The characters could be workers, early morning shoppers or house and report for duty. security guards working at a large department store, shopping mall or office complex. They will witness the media reports and As the situation begins to take hold they will get caught up in must decide upon their best option. The building’s main security motorway traffic (see Lorry for possible effects and encounters). room contains a small kitchen and lavatory and could make And, when things start to get out of hand, as seniors in the for a comfortable home whilst waiting out the crisis. You may command chain change hands in rapid succession and also wish to consider the equipment available in such an office; revised orders are received regularly from different sources, the surveillance outfit is likely to consist of strategically placed the characters may find that reporting for duty is impractical. cameras and the room may also be the control point for a hi- Revised orders may be to protect civilians, clear the roads of tech security system of internal gates and shutters. traffic and help contain the local situation. As the days pass, via the CCTV, characters will be able to view There are two choices as to how this scenario can be the besieging wraiths and zombies. Assuming the security unit continued. The first, is that the characters are left to fend contains more than a single room or backs on to a corridor or for themselves and must find their own shelter from wraiths access way, then, through trial and error, the characters may be and undead, and the second, sees them extracted by military able to work out that the zombies are moving toward their life comrades and returned to another location, potentially a force. I.e. when the characters move within the security room, Government Safe House or Military Bunker to continue under the zombies can be seen to follow them along the outer wall. the chain of command. Whilst it will not be wise to try escape during the night of wraiths, this may well present the characters with daytime opportunities. Scenes from the Mall game supplement provides full details on a security room within a small shopping mall and follows the journey of such a group of player characters. 96
Awakened Earth: In the Shadow of WraithsPlaces of Power for making life-altering decisions, hospitals of excellent (or ill) repute, the town square or a speaker’s corner, known to drawMuch like a quilt is made of interconnecting fibres to form a an interested crowd, even sports stadiums and other places ofmaterial, or the blood is used to carry nutrients throughout the social gathering are scenes of intense psychic activity that couldbody, so reality is made of an interconnecting flow of metaphysical develop as Nexus Points.energy that forms, feeds and shapes our physical world. It hasbeen suggested that, in the ancient world, the channels of this In Awakened Earth, nexus points, and the ley lines thatenergy were coincidently used as tracks between places and connect them, are in abundance. In the first instance, asthat these routes, commonly known now as Ley Lines were the awakenings occur and the magical energy expands toconveniently signposted by the notable landmarks of Nexus overflowing, hundreds of thousands of magic portals will expelPoints; trees, hills, lakes and caves etc. that dotted their routes. wraiths into the physical realm (our world). However, as thisRecognised by Shamans and Magic Users of that time, many of overload of pressure subsides and their payload is tempered,the Nexus Points soon developed as holy sites, places of burial, a process that will take several minutes, many of those nexusritual or centres of population. Testament to this, in the modern point portals will close again. Some will simply fade back to aworld, many of these places remain marked by cairns, barrows dormant state, whilst others will remain magically active andand churches etc. become places of potent power.Nexus Points are the thread points of the Ley Lines. They are the For the purposes of this supplement, it is not necessary to detailplaces from where magic originates and is woven into the fabric all of these sights and a simple knowledge of from where theof reality. They are what determine the course of the Ley Lines wraiths originate, in relation to the player characters, will suffice.across and throughout the earth and all have formed naturally To help with this, the list below gives a few example sights ofover a period of time, mostly at places of intense psychic activity, where Nexus Points may develop. It is not intended as the besuch as areas of beauty or scenes of great battles. However, it all and end all, it is simply a guide-line to a limited few. If it suitsis not only ancient sites that may become Nexus Points. Many your campaign better, feel free to come up with your own ideas.modern day deeds will also attract magical attention; corporate Alternatively many modern / new-age religions actively map out,boardrooms, government buildings or courtrooms, renown what they consider to be, actual ley line routes, if obtainable Places of Powerwww.paraspace.co.uk 97
Places of Power these maps could be a valuable source to the characters in their Isles include The Royal Border Bridge, Tower Bridge and The discovery of such places. Other sources that could be utilised Severn Bridge. include tourist maps that mark out places of interest or some GPS games that incorporate real world sites of note as part of Building of Aesthetic Interest their play. Nexus points may develop at certain buildings of architectural interest or artistic importance. Such buildings will be easily Ancient Tree recognisable and are mostly out of character from their immediate Since most ley lines have formed along what became pre- surroundings; the glass skyscraper in amongst concrete towers, historic trade routes, it is safe to assume that these early or the seventeenth century town hall located in amongst modern navigators included many trees in their land marks. Although the shopping stores and busy high street. Modern buildings may vast majority of those trees are no longer with us, many other be tower blocks or chimneys or perhaps just irregular in their trees will have grown along the route of the leys, and many shape or, indeed, just famous landmarks often used as markers ancient cultures will refer to these trees in their legends and when lost. Ancient buildings may now be converted from their mythology. The Norse legends talk of the whole of reality being original purpose into museums, theatres, galleries or the town held in place by Yggdrasil the world tree. The book of genesis hall etc. but will likely be grand affairs with Gothic spires or other talks of the tree of life and the knowledge of good and evil, and extraordinary details. the druids held many trees in high regard as places of worship and sites where nymphs and spirits enter the world. Such buildings within the British Isles include, St Mary’s Axe, Spinnaker Tower and Rochdale Town Hall Well known trees of the British Isles include the Doomsday Oak, Newton’s Apple Tree, The World’s End Black Poplar and Cave Sherwood Major Oak. Although seemingly dark and eerie places, many ancient cultures believed caves to be the entrances to otherworlds. Area of Natural Activity Sometimes these worlds were depicted as evil places of torture, Geographical natural phenomena such as rifts or canyons but there was also a fair share of good places where fairies caused by earthquakes and erosion, volcanoes, sink holes, hid, holy water dripped from the ceilings, magical plants grew, springs or geysers can form as Nexus points. Such places and oracles of immense wisdom and power resided. But not all are often beautiful but treacherous and stories of gateways to Nexus caves need be natural; slate mines, pits and quarries, otherworlds, sacrificial offerings, giants and devils that have may also have a tale to tell. The tunnels may have doubled up carved and divided the landscape will abound and have entered as shelters during the blitz of war, maybe the passageways are into folk tales from the area. the play grounds for the local community youths or it could be some kind of accident has caused workers or explorers of the Such areas of the British Isles include The Giant’s Causeway, deep to lose their lives. Romney Marsh, Cheddar Gorge, Lands End and The Needles, Battle site Caves of the British Isles are numerous and include Ogof Ffynnon Modern or ancient, the battle has been remembered for some Ddu, Wookey Hole, Thor’s Cave and Death’s Head Hole. deed or act; heroic or barbaric, good or bad, cowardly or brave. Such a Nexus is likely to form on the site of a battle that has Church or Religious Building become common knowledge to modern man, having major Religious buildings that form as Nexus points are inclined to political consequences in determining the course of history and be old. With crumbling gothic towers and painted windows, having a succession of tales and heroes on either side. such buildings were often placed on the sacred grounds of other assimilated or conquered peoples and have many stories, Such sites in the British Isles include The Battle of Stamford myths, and legends, surrounding their history. As the most Bridge, The Battle of Hastings, The Battle of Bannockburn and obvious place to seek sanctuary, in the initial panic caused by The Battle of Edgehill the unnatural forces, after any such Nexus has delivered its payload of wraiths, should anyone of faith return to the site, it is Bridge highly likely that they will find signs of religious phenomena; the Whilst possibly not at a nexus point, bridges are often, stigmata, a bleeding statue or altar, or the appearance of doves coincidentally, built upon the route of a ley line. The resulting etc. As such, the awakening of Transendental magic is far more traffic will often heighten the psychic activity at that particular likely to occur in such places, area, and can strengthen or sometimes clot and swell the line. Such places are referred to as Nodes and will often culminate in Among others, religious buildings of the British Isles that may all manner of strange magical activity. form as Nexus points are St Albans Cathedral, Glasgow Central Mosque, Guru Nanak Darbar Gurdwara, Gravesend and Whilst, local, less grand bridges are numerous and should Manjushri Kadampa Meditation Centre also be considered, obvious such bridges within the British 98
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