Just a Delivery

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    AN EHERSCOPEADVENURE FOR LEVEL

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    ETH

    ERSCOPE ADVENTUREJUST A DELIVERY

    JUST A DELIVERY

    CcINTRODUCTION

    om to tersco! i exitin aentur i our re introucion to a wor o erunicoriana. aentur i ein or a team o our to ix ow-ev aracer (1s trou 3rev). aer aracer wi av a an to exerien t antasi ream o tera, a w a et teir

    iner irt in t oiti o t aternat icorian a o 1984 i t ont et i in t roe.

    ADVENTURE SUMMARY

    he haracer are given an opportunity to help deliver apakage for an old private inveigator. Tey mu find thepakage and ultimately deide who hould poe it. Severalagenie want the pakage and try to get it through diplomay,theft, or fore of arm.

    ENCOUNTER TABLE

    Here i a quik referene table o you an ee all of theenounter at a glane. Pg the module page numberthat the enounter i found on. ype thi indiate if theenounter i a trap (), puzzle (P), diplomati (D), or ombat(C) enounter. Enounter the key adverarie or loation inthe enounter. Italiized name are laed GM haracer. CR the hallenge rating for that enounter.

    Pg Type Encounter CR

    3 D/P Walkers Pub 2

    4 D/C The Flat Riders 2

    4 D Bradord and Barclays Bank 2

    6 C Muggers 4

    6 C Thugs at Greywalls at 4

    7 D/C The Grey Death 4

    8 D Ray Domingo 5

    PART 1: STARTINGTHE ADVENTURE

    he adventure begin when the haracer meet with Edi-on Greywall at hi retirement flat in London. (Te initial

    ontac i up to the Gamemaer. Perhap Greywall i alreadyaquainted with one or more of the haracer, either a an allyor foe, or hi reputation a a notoriou inveigator in hi dayha piqued the haracer urioity.) He reide in a lai of-fin of a flat, with room for a bed, a few dreer, and a table withome malfuncioning equipment on it. Tere i a metal framebalony but no fire eape. He doe, however, keep a upply ofliquor nearby, quite again rule, and hell readily hare thiwith the haracer.

    Greywall reveal, with ome elf-importane, that age i final-ly reeping up on him, and he want to take are of ome looeend, yet he an no longer do o by himelf. He tell them of a

    Characters

    As the Gamesmaster, you should read and become amiliar with the

    adventure beore running it. Also be aware o the player characters

    backgrounds and inuences. Characters with the Criminal inu-

    ence may already know Burk Foreright or the Grey Death. Charac-

    ters with the Military inuence may have heard o Domingo. Char-

    acters with the Academic inuence may know the Flat Riders.

    Wealthy characters may start with a considerable array o weap-

    ons, but you can limit their use. For instance, characters cannot

    take weapons into Bradord and Barclays Bank,ensuring they will

    have ewer weapons or the rst encounter. Also, the constabulary

    will take a dim view o the players, wherever they go, i they are

    equipped like a small army and will seek to conscate such weap-

    ons. This adventure should take only a ew days o in-game time.

    This limits the amount o time characters have to attempt to pur-

    chase weapons.

    Jeee: I any character has signicant wealth say, a Wealthbonus o at least +20 he can start play with a car and the driver

    Jeeves. Jeeves stats can be ound near the end o the adventure.

    The car should be the property o one o the characters parents

    with Jeeves working or the amily and asked to watch out or that

    characters well-being. Jeeves may also prove useul in other capac-

    ities, as mentioned throughout the adventure.

    GM Chcte: Statistics and description o all the GM char-

    acters in Just a Delivery appear at the end o the adventure.

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    ERSCOPE ADVENTUREJUST A DELIVERY

    pakage that he want delivered, and he

    play it up a omething of great impor-tane. (Te acual ontent of the pak-age i entirely up to you, but it houldbe important, perhap more than evenGreywall realize.)

    Unfortunately, Greywall doenot know where the pakage i. Hideeaed partner acually hid it yearago. After a round of drink, he revealthat the loation of the pakage i writ-ten on the bak of a mirror in Walker

    Pub, whih i in the Sope. (Greywall

    i the only one who know how to dei-pher the ode the pakage i written in,but he doe not tell the haracer aboutthi at thi time.)Ive got a pakage need delivering. I dontplan on paying you, but if you want in onthe whole how with lot of acion, it therefor the taking. If you do thi proper, youan build a rep for yourelf and maybename your own prie down the road. Imtoo old and too meed up to get the deliv-

    ery done. My old partner, ble hi oul,hid the pakage. Te addre i hidden inWalker Pub, in the Sope, on the bakof the mirror behind the bar. It a plaewhere haker oialize and trade eret.It a good plae to learn a thing or two. Ihope you guy have your own Sope tab

    o you an get there, beaue Im ure notgiving you any.

    If the haracer ak where the pak-age i to be delivered to, Greywallay hell inform them after they getthe pakage. (He know where he wantthem to deliver it; he i ju being overlyrypti and autiou.)

    PART 2:

    INTO THE SCOPE

    he haracer are free to exploreand learn more about the GreatMetropoli and Edion Greywall. Atome point, they will want to viit theSope and viit Walker Pub. Ti i ahane for the GM to plae people in thepub who an provide more informationto the haracer, or even plant eed forubequent adventure.

    How the haracer get to look at the

    bak of the mirror behind the bar i upto them. If they art a fight or break themirror, they may not be welome bakinto the pub without an apology. EarnePink i ju a likely to how them thebak of the mirror if they ak and explaintheir reaon, ju out of heer urioity.

    Scope Tabs

    A Greywall explain to the hara-ter, they eah need a Sope tab,a mall drug-ontaining pill to get into

    the Sope. Tere are other method ofentering the Sope but Sope tab arethe imple. A Sope tab alter theate of oniou thought, allowing theuer to mentally appear in the Sope aan avatar until he wihe to leave.

    Te haracer eah need a Sope tabto the ity of Haven. However, Sopetab are illegal. One of the haracermu make a DC 10 influene hekwith the Crime or Street influene, ora DC 15 High Soiety hek to loatea dealer willing to ell them a Sope tab

    Watchedand Followed

    The characters spend the adventure

    watched and ollowed. As they meet di-

    erent groups, these groups try to keep

    tabs on the par ty. The package is important

    and worth the efort o ollowing it and the

    people who control it.

    Once the PCs visit Walkers Pub in Part 2,

    Flat Riders will be watching the party. The

    Flat Riders use technology to ollow them

    at a distance. They watch through binocu-

    lars rom zepcars, rom ar-away apartment

    windows or rom a zeppelin that Earnest Pink

    co-owns. They always have an escape route

    planned, giving them a +10 bonus on Hide

    and Move Silently checks or the purposes

    o escaping. The Flat Riders can rig lights to

    icker on, or of, in a seemingly random way,

    so the characters can be better observed.

    Earnest Pink wants to know about this pack-

    age, but so ar hes simply curious. The Flat

    Riders have Search and Spot checks o +4

    when ollowing the group in the city andare unlikely to ollow the group outside o

    city there arent enough available escape

    routes.

    Ater the characters enter Bradord and

    Barclays Bank in Part 3, Burk Foreright

    sends thugs to ollow the characters as

    long as they are in the southern parts o the

    Great Metropolis. These people know the

    streets and are dicult to lose. Working

    together within the city, they have Hide,

    Knowledge (current event s), Move Silently,

    Search, and Spot checks o +10. This check

    bonus drops to +5 in the northern hal o

    the Great Metropolis and to +2 outside o

    the city. They are reluctant to leave the city

    unless Foreright decides getting the pack-

    age is o great importance.

    I the characters encounter Ray Domingo

    and/or the Grey Death, more people will

    take an interest. Domingo sends servants to

    ollow the party. (These use the same tac-

    tics and statistics as the thugs.) The Grey

    Death watches the party itsel.

    =5ft

    1001 1002 1003 1004 1005 1006

    1007 1008 1009 1010 1011 1012

    Stairs

    dooropens out

    MetalBalcony

    Table

    Dressers

    SCALE

    Greywalls Flat

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    =20ft

    ApartmentCarpenter

    BrassFittings

    Co.

    ApartmentApartmentApartmentApartment

    Warehouse

    Warehouse

    Warehouse

    Abandoned

    Construction

    Construction

    Burks Warehouse

    Warehouse

    Store

    Grain StorageLumberWarehouse

    Fire Dept. Apartment

    GentlemansClub

    High

    SocietyStore

    Bradford

    & Barclays

    Restaurant

    N

    Restaurant

    Store Store Store Store

    Apartment

    Greywalls Flat

    SCALE

    ETH

    ERSCOPE ADVENTUREJUST A DELIVERY

    to Haven. Te dealer i able to ell themone or two Sope tab for eah member

    of the party. Te DC for the aquii-tion hek i 15 (but remember that thidoe not lower the buyer Wealth rat-ing unle he take 20 to purhae it).Characer an add their rank in Crimeor Street influene to the aquiitionhek to purhae Sope tab. Onea haracer uefully purhae oneSope tab, the re of the tab an be pur-haed for the ame prie, and the otherharacer dont need to make hek.

    Jeeve: If the haracer do not havethe neeary influene or otherwieannot get Sope tab, Jeeve an up-ply them.

    Entering the ScopeTe Sope tab diolve under your tongueand the real world fall away almos imme-diately. Tere i a green haze and a momentof diorientation and then you find yourelfsanding on a green-grey obblesone sreetin the Sope with your fellow.

    Te Sope reemble the GreatMetropoli to a point. Inredible

    building reth up toward a greenlouded ky. Te deign are more fan-

    tai than reality, ome defying thenormal law of phyi. It i not rowd-ed, but there are people of all hape andize walking along the reet or mov-ing in range vehile. Everyone lookhealthy and rong and rih. Some peo-ple are giant, other have glowing whiteangel wing. A lady made of tranluentgla i walking down the reet. Peoplefliker in and out of exiene a theyenter and leave the Sope. A hint ofmint touhe your noe.

    Appearane: Characer initiallyappear a themelve. A a full-round acion, they an hange theirappearane with a Sope Reilienehek. Minor hange, uh a olor,faial feature, or hair length, requirea DC 10 hek. Moderate hange,uh a gender, ize, ethniity, or glow-ing eye, require a DC 20 hek. Majorhange, uh a seie, appendage, orwing, require a DC 30 hek.

    Examining the Sope:Sope Aware-ne replae Spot, Lien, and all Dex-terity-baed hek. Characer inter-ac with the world a if it were the reaworld. Tey an ee people hiding andhear people neaking up on them, butthey ue their Sope Awarene to makethee hek in the Sope.

    Walkers Pub

    W

    alker i a rui little rereationof a pub that burned down in

    Cornwall, if you believe the ign outfront. It ontain a little bit of hioryin it oy onfined sae and it nevereem to fill up no matter how manySope rider moey on in. Earne Pinkrun the plae and i eemingly thereall day long, even day a week, leadingmany to seulate about who or whathe i. A haker delight, Walker i aninformation orehoue and afe meet-ing plae with ome impreive eurityafeguard. For inane, a it i loated

    Getting Out

    Players might wonder how their charac-

    ters can get out o the Scope i they are

    on a tab trip. Four possibilities exist:

    Wait or the tab to wear of, which

    could take hours.

    Force your way out through sheer

    willpower (unlikely or 1st-level char-

    acters, as doing so requires a DC 35Scope Resilience check).

    Kill your avatar (which leaves you a

    bit staggered and bewildered when

    you wake up, as usual or dying in the

    Scope).

    Construct an exit point, which requires

    20 minutes and a DC 14 Scope Use

    (either immersed or remote) check.

    GM Characters

    Characters, both those the players

    control and those the GM controls, are

    important in Ethecope. The statistics

    and descriptions or all GM characters

    in this adventure appear at the end.

    Streetmap

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    ERSCOPE ADVENTUREJUST A DELIVERY

    in a type E environment, patron muwalk to the pub, hene it name. (SeeChapter VI: Te Sope in the Ether-opeore book for more information.)

    Walker Pub i a hort walk fromwhere the haracer initially arrive. ADC 10 Sope Awarene hek allow aPC to sot the pub.

    Combat in the Pub: Beide Ear-ne Pink, a number of Sope rider arehanging out in the pub when the PC

    arrive. Ue the at for a Flat Rider (atthe end of the adventure), although notall of the oupant are acually mem-ber of that group.

    Loation of the Pakage: On thebak of the mirror i a et of number.Te number provide the loation andeurity ode of a afety depoit box ata private bank in the Great Metropo-li, Bradford and Barlay. A DC 10Reearh hek allow a PC to dioverthi information.

    Getting the Number: Te playerharacer have a number of option todiover the number on the bak of themirror. Te mo raightforward i tolay wae to everything in ight, thoughdoing o attrac a lot of attention andthe enmity of any Sope rider the PCblow bak to Prime Reality.

    Another option i to imply ak Ear-ne to look at the bak of the mirror.Earne i amiable but uriou; part ofhi buine i to know eret, and ifthe PC ak to look at the mirror, he

    Sope Rider: Dubbing themelvethe Flat Rider, thi band of tehno-geek, headed by Earne Pink, artfollowing the haracer after they viitWalker Pub. Tey are named aftera program they developed that allowthem to jump from flat to flat within the

    Sope. Tey ue binoular and othertehnology to follow the haracer.Tey avoid phyial enounter, butthe average at of a Flat Rider appearat the end of the adventure ju in ae.Te Flat Rider are imply intereed inthe haracer, but their preene anadd a ene of paranoia and onsirayto the game. Tey are alo a reoureand potential ally hould the haracerfind and ontac them; otherwie, theFlat Rider only wath and reord theharacer acivitie through the adven-ture.

    Te Flat Rider are a eretive organi-zation. A DC 20 Intelligene or Streetinfluene hek i required to ontaca Flat Rider. However, if the hara-ter ue Walker Pub to try to ontaca member, the hek i automatially aue.

    PART 3:

    BRADFORD ANDBARCLAYS

    Bradford and Barlay i a privatebank in an old brik building. Iti highly eured with two guard outfront and a ho of eurity inide. Teinterior i well deorated indiating thefinanial atu of thi bank. It boadeep red arpet and velvet overedeat. Gue are given tea and treateda nobility.

    Ti i a hane for the haracer toexperiene the air of nobility, but theymu be dreed properly, in omethingat lea approximating formal wear.Tey annot ju ome waltzing in offthe reet ill bleeding and arryingan aortment of weapon. A DC 15Diplomay hek or DC 10 High Soi-ety influene hek at a gentlemen lubor imilar loation an get them tempo-rary lothing. (If they beat thi DC by10 or more, they an keep the lothe.)

    look a well, though he doent knowwhat the number mean. He ak manyqueion of the PC, ome of whihthey may not be able to anwer. A DC10 Diplomay hek onvine him toallow the PC a look, but they need aDC 25 Diplomay hek to get them offtheir bak afterward.

    A third poibility i to dirac Ear-ne (and the lientele) in order to neaka peek. For inane, haracer might

    alter their avatar to appear to be on-abulary member, or they might agea fight outide the pub, drawing peopleattention.

    Clever player will think of many oth-er way to reolve thi problem; rewardintelligent reolution.

    Walker Pub Layout (HavenCity):Walker ha a ingle barin the bak with barool, two or-age room, and a number of table andbooth for uomer. Beide the mir-

    ror behind the bar are ontemporaryart piee dislayed on the wall. Temok window look out on differentecion of the Great Metropoli. Teewindow acually erve to warn Soperider if anyone i approahing theirloation outide of the Sope, but fewuomer know thi and thoe that doare unlikely to reveal thi eret. Some-time when a new uomer ome inand it down near a window, the viewoutide hange.

    =5ft

    table andchairs

    dooropens out

    SidewalkMain Entrance

    StorageRoom

    SCALE

    StorageRoom

    Boothand table

    Mirror

    Bar

    Walkers Pub

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    ERSCOPE ADVENTUREJUST A DELIVERY

    If the haracer send too long or giveup trying to get the pakage, Greywallwill exert himelf and appear in peronto make ure they get it, although heomplain bitterly.

    Te bank proprietor take the har-acer to a pluh and private boothwhere they an examine the ontent of

    a afety depoit box that ontain thepakage.

    Combat in the Bank:Combat inidethe bank i a bad idea. Many low-leveluomer, many low-level guard andeveral high-level guard (10th level andhigher) are ationed within. Tey arewell armed and armoured and hould

    be able to ubdue the party withoutdiffiulty. Teir at are not inludeda thi i not intended a an enounterloation. Te map i provided in aeharacer ue ealth and ubtlety toae the box.

    Bradford and Barlay Layout (the

    Great Metropoli): Te bank ha twovault, both ate-of-the-art, a mallkithen to erve gue, two bank ofteller, and two private room. Stairlead up to loked door that open intothe bank owner private flat. Aroundthe lobby are a number of deep ouheand lounge hair for gue.

    Getting the Good: With the rightlothe, manner, and the number fromthe bak of the mirror at Walker Pubthe PC hould have no trouble ae-ing the afety depoit box and euringthe pakage. Te boxe at Bradford andBarlay are anonymou, requiring onlya eurity ode (loated on the mirror)to ae. PC run into problem if theyare rude, if they and out, or if they talkloudly of thi myeriou pakage (otherpeople get uriou, too).

    Te Pakage:Te pakage i an oldwide, guet flap-over briefae madefrom brown addle leather that i oworn it i almo white in ome plaeIt i firmly rapped hut, and it weight

    hape, and texture ugge it filled withpaper. Te bag i waterproofed with afine leather liner. It alo loked (DC 25Engineer (mehanial) hek to open).

    Te briefae i filled with paperthat ontain information about LordEdion Greywall and hart hi relationto the rown a path that i agger-ingly hort. Te paper ate that hei ome 20 peron removed from thethrone. A DC 10 Knowledge (ivi orhiory) or Reearh hek quikly di-ern that thi i a omplete fabriation(Some haracer may believe they havediovered ome great royal eret, butthe Gamemaer hould make it learafter minimal inveigation that thi inot the ae.)

    Tee paper hide the true informa-tion in ode. A DC 30 Reearh hekwill deipher the information. A DC 20reveal ome information, perhap thegi of the meage, at the Gamema-ter diretion. Te haracer houldneed to take thee paper to omeone

    Main

    Entranc

    e

    Vault A

    Kitchen

    Stairs

    Privateroom

    s

    Vault B

    Garden

    Garden

    Tellers

    Private Teller- A B C D E

    Tellers

    Other Business

    ArtDisplay

    O

    therBusiness

    1

    3

    5

    2

    4

    6

    7

    8

    9

    =5ft

    Roman Pillars

    Couch

    dooropens out

    SCALE

    Bradford & Barclay Bank

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    ERSCOPE ADVENTUREJUST A DELIVERY

    ele to deipher them.Te ontent of the information i up

    the Gamemaer. Keep in mind thateveral facion are onerned enoughto want thi information very badly.Te GM i free to tailor the seifiof the information to hi ampaign andharacer.

    Enounter One (Random Mugging):Shortly after leaving the bank, the har-acer are aaulted by thug who try torob them. Ti i a random mugging,

    but the haracer may usec there

    i more to it. Te robber wathed theharacer leave the bank. A good Spothek and Sene Motive hek may giveharacer early warning thi enounteri about to take plae. Tere i one thugfor eah haracer. Unle the hara-ter urrender whatever good they arearrying, inluding the pakage if theyhave it, the thug fight until half theirnumber are dead or dying. See the endof the adventure for their atii.

    Attempt on Edion Greywall Life:Shortly after the enounter with thug,

    Edion Greywall i attaked, althoughthe haracer may not learn thi forome time, if at all. Burk Foreright,one of Greywall enemie who knowmore than he hould about the pakage,learn that the haracer have taken thepakage out of the bank. He aume itwill be delivered to Greywall and o hetrie to have Greywall killed. Greywallremain in hi flat until the haracerreturn there or until two week laterwhen hi rent i overdue and hi body i

    diovered. Without medial attention,he will die within a few hour.If the haracer return to Greywall

    from the bank, they have the opportuni-ty to ave him. If they hurry bak, theywill have a fight on their hand. Tereare two thug per haracer, eah ofthem armed with a knife. Tey will fleeat any point if there are more haracerable to fight than thug. Greywall diein 5 round unle the PC do ome-thing to help him.

    Burk Foreright Warehoue (the

    Great Metropoli): Burk sendmuh of hi time in a warehoue, nottoo far from Greywall flat. Te har-acer may enounter it by aidentor through ome minor inveigationafter Greywall aaination attempt.A DC 15 Criminal or Street influenehek allow a haracer to determinethe loation of Foreright warehoue.Guarded by two thug outide and 2-10 thug inide working a employeeor labourer, the warehoue i sareand utilitarian. Ti offie i in a mall,

    eond-ory room aeed by a narrowet of air with no handrail. Forerightgreet gue from behind a heavy oakdek engraved with kull. (Ti pro-vide a +2 irumane bonu to hiIntimidate hek.) All manner of ille-gal good are ored in the warehoue,ranging from Sope tab to illegal zep-ar part.

    PART 4: WHERETO DELIVER THEPACKAGE

    After the haracer leave the bank,they do not immediately know whereto deliver the pakage. If they returnimmediately to Greywall flat, they willbe in a poition to ave him, in whihae he will tell them where to deliverit. Otherwie, they will find him dead.However, a earh of hi flat (DC 20Searh hek) will turn up note about

    Whats in the

    Package?

    So, whats in the package? Well, thats

    up to you. Ideally, it should contain

    something to urther the PCs on to the

    next adventure you have planned. Somesuggestions:

    A treasure map leading to a Lemurian

    arteact or a cache o Incan gold.

    Embarrassing secrets (heavy-duty

    blackmail odder) about the queen

    or other member o the royal amily.

    A map and documents showing all the

    major hideouts o the Northumbrian

    Republican Movement, as well as

    their storehouses o weapons and

    underground pamphlet printing

    acilities.

    A sophisticated program that would

    allow an expert Scope user (DC

    40 Scope Use (immersed) check)

    to take control o the Scope city o

    Haven, trapping all the avatars within

    it and preventing them rom return-

    ing to Prime Reality.

    Plans or a devastating new ethertech

    weapon.

    Evidence damning a villain the PCs are

    trying to bring to justice.

    Proo that a certain German man is

    actually the legitimate heir to theBritish throne.

    Notes about a new device, called an

    Ether-Prime Analogue, that suppos-

    edly moves items created in Ether-

    space to Prime Reality. The notes

    are vague and incomprehensible,

    but scrawled in the margin is the

    name Dr. Sullivan Bennett, and an

    address in the Great Metropolis.

    Burks Office

    Bookshelves Desk

    Window Drapes

    =5ft

    WoodenCrate

    dooropens out

    SCALE

    Burks Warehouse

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    ERSCOPE ADVENTUREJUST A DELIVERY

    where the pakage i to be taken. AloEarne Pink in Walker Pub, or poi-bly another patron, knew Greywall welenough that he mentioned the pakageand where he would like it to go.

    Greywall wanted the pakage deliv-ered to Ray Domingo, a big-time game

    hunter who live in Dover. Domingoha the influene and onnecion ne-eary to go publi with the informationin the pakage and urvive the politialbaklah and reultant aainationattempt that would follow.

    Ray Domingo Manor (Dover)Ti manor i et in the ountryideurrounded by low-inome houingand farm. Te building i two o-rie high, dominated by a large dininghall. Oppoite the hall i a trophy andgame room, deorated with all kindof animal head and a omplete uffedtiger. Tere i a kithen, oat loetand ervant quarter on the fir floorTe eond floor ha three large gueroom, a maer bedroom, and a malllibrary, whih primarily ontain bookon animal and hunting but alo omeobure book on the oult, prouredfrom South Afria. A large wall at thetop of the airae dislay a wide arrayof armour and weapon; sear, bowword, and even an old elephant gun

    Te third floor ontain a mall roomthat funcion a a olarium and ober-vatory. Domingo mire ha planteda number of flower here.

    Enounter (Grey Death):Any effortto reearh, loate, or viit Ray Domin-go in Dover will eventually tip off theGrey Death, a dark organization thatha a peronal grudge again Domingofor hooting their one fifth memberTe Grey Death will end a third partyBori Demetri, to talk to the haracerDemetri i a mall-time ganger fromRuia trying to make it big in Europe.(Ue the atii for a thug for Bori.)He know the Grey Death hired himbut hi Englih i bad and he know lit-tle about the Grey Death. Demetri willpretend to help the haracer loateRay Domingo, but hi goal i to deter-mine if the haracer are going to helpor aue trouble for Domingo. If he feelthe party i going to help Domingo or if, a i likely, he ene no agenda ontheir part the Grey Death will take

    =10ft

    dooropens out

    Main Gate

    Kitchen

    Stove

    ServantsQuarters

    ServantsQuarters

    GuestRoom

    GuestRoom

    Armory

    Storage

    MasterBedroom

    Bathroom

    Targets forshooting

    Library

    GuestRoom

    Bathroom(water closet)

    ServantsQuarters

    ServantsQuarters

    ServantsQuarters

    ServantsQuarters

    ServantsQuarters

    SecretEntrance

    Bookshelves

    Trophy Room

    Desk

    Servants

    Quarters

    SCALE

    Table

    Dining Hall

    Double Staircases

    Domingos Manor

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    no hane: Tey will ambuh and tryto kill the party. If they think the partyintend to aue Domingo trouble, theywill follow the haracer and try toai them, but only in the bakground.Te Grey Death i not willing to on-front Domingo direcly.

    PART 4A(OPTIONAL):

    RAY DOMINGORay Domingo i a rih Spaniard who

    ha lived mo of hi life in Dover. Heill ha a Spanih aent and i a large,hardy man with a thik mouaheand monole who drink a prodigiou

    amount of port. He doe not knowabout the pakage. If the haracermake no effort to ontac him, there ilittle reaon for him to make an appear-ane. One he doe beome involved, hean be a powerful ally, or enemy.

    WRAPPING UPTHE ADVENTURE

    More petty thug and gradually bet-

    ter hit men and diplomat ome out ofthe woodwork the longer the haracerhave the pakage. When they deliver itto any facion involved, the adventurean be alled finihed. Te haracermay need to explain that they do nothave the pakage anymore, or the otherfacion may imply find out. An artilemay appear in the newsaper derib-ing the fallout of the haracer acion.Te haracer have likely reated bothallie and enemie.

    Te following ecion deribe ome

    poible outome for the adventure,baed on what the haracer do withthe pakage.

    Keeping the Pakage: Te hara-ter may hooe to keep the pakage andtry to onvine other that the pakagewa deroyed or delivered to a partywho will not admit poeion. Teyharacer may even keep the pakageand imply weather a onant barrageof diplomat and aain in the ameway Greywall did. Whatever the out-

    ome, the adventure hould end withome kind of reolution. Te bulk ofthe effort to retrieve the pakage endwhen it beome obviou the party ikeeping the pakage. Te Gamemaerhould review the ontent of the pak-age with the haracer, a well a their

    option hould they hooe to deliver itat a later time.

    Ti i a low-level adventure, o po-eion of the pakage hould only jeop-ardize low-level haracer. One theharacer get into mid-level, attemptby other to retrieve the pakage willop altogether. It not importantenough to tangle with a mid-level groupto retrieve.

    Delivery to Ray Domingo:Domin-go i arrogant enough to aept thepakage and not even onider anykind of remuneration. He will ac di-intereed in the pakage to enouragethe haracer not to ak for anything.If the haracer ak for payment, onemu win an oppoed Diplomay hekwith Domingo (hi Diplomay modifieri 2). If the haracer win, Domingowill offer that haracer a ingle weaponof their hoie or the hane for all theharacer to ome along with Domingoon hi next hunt. He onider the lattera great favour to beow on anyone.

    Delivery to Foreright: Forerightobviouly want the pakage hewilling to kill for it. He might be ariminal, but he i a buineman anda good one. He will offer the haracerfavour. Tee inlude getting any itemrequiring an aquiition hek of DC15 or lower for free, getting the har-acer into a ingle high oiety ball orlunheon, a meeting with an importantperon or better aommodation with-in everal blok of Foreright ware-houe. If any haracer haggle hard andan beat Foreright at an oppoed Diplo-may hek (hi Diplomay modifier i+5), Foreright will offer a zepar for thepakage. It i olen property, of oure,but virtually untraeable. Foreright mayapproah the haracer in the future forother buine deal, unle the hara-ter are too hone.

    Delivery to the Flat Rider:Te FlatRider do not partiularly want the pak-age. Tey may already have the informa-tion or it may not be related to them. Still,

    they will take the pakage if it i offeredto them. If a haracer an make a DC 10Diplomay hek, the Flat Rider an benegotiated into offering ome Sope tabin exhange for the pakage.

    Delivery to the Consabulary: Teharacer might think to take the pak-

    age to omeone in law enforement.However, theyll find little intere. Teonabulary will take it but will notpay anything for it. Neither will theyinveigate the pakage to deipher anyhidden meage in it. If the haraceran prove there i omething of impor-tane in the pakage and if one haracermake a DC 20 Diplomay hek or DC15 Conabulary influene hek, theonabulary will offer the haracer aflat they typially ue for witnee at aheap monthly rate (aquiition DC 5every month).

    Delivery to the Grey Death: TeGrey Death i not intereed in thepakage unle they learn that RayDomingo i uppoed to get it, or thathe want it. In that ae, they will go toertain length, inluding trying to killthe haracer, to try to get the pak-age. Tey may negotiate for the pak-age, eseially if the haracer havehown they are ronger, but they willtry to rip the haracer off by offering

    them hoddy merhandie or hequethat boune. A haracer an ue SeneMotive oppoed by the Grey DeathBluff hek (+1 modifier) to determinethe Grey Death i untruworthy.

    Delivery to Bradford and Barlay:Having held the pakage for everalyear, the bank owner would expreome minor intere. Tey an offer agreat deal for it, but thi i unlikely; aharacer would have to win an oppoedDiplomay hek (both bank ownerhave a +15 Diplomay modifier for theepurpoe). A failed hek by the hara-ter mean the owner are mo likely tooffer no more than a good uit or two, amall loan, or the ervie of their bank.Winning the oppoed Diplomay hekhange thee offer to formal wear forthe party or a gift of an item with anaquiition hek of DC 20 or le and(with either previou gift) the ervieof the bank.

    Going Publi: Ti i poibly thewor hoie, but it may be the mo hon-

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    ourable. It depend on what the Game-maer deide i in the pakage. Teharacer will have little trouble find-ing a newsaper intereed in publihingthe ory, but the paper will not pay forit. Ti i a good way to make a lot ofenemie without making many friend,

    exept within the pre. Domingo maybe angry if he ee that the pakage wauppoed to be delivered to him and wanot. Foreright may ak the haracer fora ut beaue they piked up the pakagein hi diric (paying thi would reduetwo haracer Wealth modifier by 1).Depending on the ontent of the pak-age, other offended group may omeafter the party. Tee reperuionould alway happen later, no matterwho the haracer give the pakage to after all, that peron ould deide togo to the pre himelf.

    Experiene Reward:At the end ofthe adventure, haracer hould gainexperiene for any GM haracer theydefeated in ombat. Tey alo gainexperiene for ertain ituation. If theypeaefully gain ae to the bak of themirror in Walker Pub, grant themexperiene a if they had overome a CR2 enounter. Te ame i true for peae-fully getting the pakage out of the bankand for ontacing the Flat Rider. Saving

    Greywall life i worth the experiene ofa CR 4 enounter. Getting through theadventure without anyone dying allieor opponent i worth XP a if theyoverame a CR 5 enounter.

    CcAPPENDIX

    GM CHARACTERS

    Burk Foreright

    Burk i a big man who ha enjoyed afew too many parie. He i over-weight and trie to ut bak, but longhour in the Sope and hi buineresonibilitie keep him from doingmore exerie. Hi peronal phyiian itoo ared to seak muh of it. Burk habig, thik lip and a deep, ommanding

    voie, and he killed at uing it to getwhat he want. Hi kin ha deterio-rated and i poked; he weat profuelyif he perform any acivity. Ti i fromextended Sope ue and expoure toold, poorly inulated equipment thatha only reently been replaed. A DC

    10 Knowledge (mediine) hek allowa haracer to reognize the ondition.Ti hek gain a +2 ynergy bonufrom eah kill if the haracer 5 ormore rank in Sope Awarene, SopeReiliene, Sope Ue (immered), orSope Ue (remote).

    Burk trie to dominate any ituation.If he need to, he will ue hi Frighten-ing Preene. He doe omething withhi mule and tip hi head o thata hadow fall aro hi fae in uha way to give him a horrifi, demoniappearane. It i o unnerving that mopeople who have een it never want to bein hi preene again. Some have gone ofar a to ugge he mu be part demon,but that i aburd right?

    Burk i uually alm and ollecedand poeed of a polite demeanour.Ti an vanih in a eond if he i notin ontrol of a ituation or ha beengreatly offended. Hi fae darken andhe beome a old-blooded killer.

    Burk i a elf-made man and proud of

    it. He i the head of a mall mob withit finger in a number of pie. If youtake the time to lien, he will tell youhow hi diplomati kill and intimi-dation got him arted haking downloal buinee. Ti expanded intoprotecion and loan harking. He nowown everal mall buinee a fewnight lub, a mall bed and breakfa, alibrary (of all thing), and a pawn hop.He ha a aff of twenty odd hoodlumand aoiate of varying kill and tal-ent, and he ontrol hipping over ev-eral ity blok. He know what i beinghipped and take a ut f rom it.

    When he i not immered in theSope, Burk thoroughly enjoy uinghi verbal kill . He love to haggle andnegotiate, and when thing go our, hei equally pleaed to all upon hi on-iderable talent in intimidation.

    Hi reputation built on a pile ororpe and threat, Burk ha ig-nifiantly inreaed hi anding andwealth, making numerou enemie in

    the proe. It i a good thing mo ofthem are dead.

    Burk Foreright (Savant 10): CR10; Medium humanoid (human); HD10d6+40; hp 81; Ma 16; Init +0; Spd30 ft.; Defene 14, touh 13, flat foot-ed 14 (+3 la, +1 armour); BAB +5

    Grap +8; Atk +10 melee (1d8+3 non-lethal, unarmed rike) or +8 melee(1d6+3/1920, riket bat) or +5ranged (2d4, pepperbox revolver); SQ Val progre/tenaity, AL elf; SV Fort+6, Ref +3, Will +9; Ex 0; Str 16, Dex11, Con 16, Int 14, Wi 14, Cha 15.

    Sope Avatar:HD 10d6+30; hp 67Ma 15; Init +2; Defene 17, touh 17flat footed 15; BAB +8; Grap +10; Atk+12 melee (1d8+2 nonlethal, unarmedrike) or Full Atk +12/+7 (1d8+2unarmed rike); SV Fort +9, Ref +9Str 14, Dex 14, Con 15.

    emplate:Criminal (Intimidate).Skill: Bluff +9, Diplomay +17

    Engineer (mehanial) +4, Intimidate+17, Inveigate +17, Knowledge (ur-rent event) +15, Knowledge (lingui-ti) +15, Sope Awarene +17, SopeUe (immered) +17, Sope Ue (remote)+17, Sene Motive +17, Spot +7.

    Influene:Conabulary +6, Crime+13, Street +6.

    Feat: Attentive, Brawl, Combat

    Expertie, Frightful Preene (DC 17)Improved Brawl, Improved DiarmIron Will, Literate, Peruaive, SopeRaider, Simple Weapon Profiienyinkerer, oughne (body), ough-ne (avatar).

    alent: Exploit weakne, immeredprogram rafting, improved programrafter Sope kill, program rafterSope kill, lingui, plan, trik.

    Poeion:Criket bat, pepperboxrevolver, light underover hirt, zeparbriefae, formal lothing, fine oatportable Sope point, a variety of Sopetab pattern for pleaure domain andother itie.

    Wealth:+23.

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    Earnest Pink

    It i widely believed that Earne Pinki an Etherope program, gho,demon, or ome other upernaturalreature, but he i not. Whil he doesend a lot of time in the Etherope,

    he ue allie and program to maintainthe appearane of alway being at hipub, Walker Pub. Earne i off theradar outide of the Sope. Tere areno reord of hi reidene, birth, fam-ily, employment, or otherwie. Earnedid omething important for the high-e level of Parliament, and thi watheir reward. It i extremely unlikely theharacer will enounter Earne out-ide of the Sope, but within the Sope,hi loation i ommon knowledge.

    Earnes Pink (Savant 5): CR 5:Medium humanoid (human); HD5d6+10; hp 29; Ma 14; Init +0; Spd30 ft.; Defene 12, touh 12, flat footed12 (+2 la); BAB +2; Grap +3; Atk+3 melee (1d4+1 nonlethal, unarmedrike) or +3 melee (1d6+1, lub) or +2ranged (1d4+1/1920, knife); SQ ;Val progre/progre, AL the Flat Rid-er, family; SV Fort +3, Ref +1, Will+7; Ex 0; Str 12, Dex 11, Con 14, Int16, Wi 14, Cha 14.

    Sope Avatar: HD 5d6+10; hp 29;

    Ma 14; Init +2; Defene 14, touh 14,flat footed 12; BAB +2; Grap +5; Atk+5 melee (1d4+3, unarmed rike); SVFort +4, Ref +4; Str 16, Dex 14, Con14.

    emplate:Profeional.Skill: Diplomay +10, Diguie

    +6, Engineer (etherteh) +11, Engi-neer (rucural) +11, Inveigate+11, Knowledge (urrent event) +11,Knowledge (myial philoophy)+11, Reearh +11, Sope Awarene+10, Sope Reiliene +10, Sope Ue(immered) +11, Sope Ue (remote)+11.

    Influene: Parliamentary +8, Civi+3, Churh +3.

    Feat: Combat Expertie, CombatMartial Art, Defenive Martial Art,Influential (Parliamentary), Iron Will,Maer Engineer, Minor Cybernaugh-ti App (Sope jak), Simple WeaponProfiieny.

    alent: Improved program rafterSope kill, immered program raft-

    ing,program rafter Sope kill.Poeion: Earne ha a eret

    flat in a preigiou building. Hi livingquarter are well diguied and okedwith the mo advaned elecronimoney an buy. A lot of it i blak mar-ket, but ine he never entertain gue,

    it i hardly a onern to him.Wealth:+12.

    Edison Greywall

    Greywall i an aging private invei-gator. He i about average heightand weight, although hi alt and pep-per hair and agging eye quikly revealhi age. He ha a oft mile and weartaeful outfit that are far behind theurrent trend. He never beome agi-tated or exited even during houting

    or gun play. He ha done and een it alland he i tired of it. Greywall ha a bumknee, whih aue him to walk lowlywith a ane. He laim it wa beaueof a gunhot wound, but it i imply oldage reeping up on him.

    Edion Greywall (Broker 1): CR1; Medium humanoid (human); HD1d62; hp 4; Ma 7; Init +2; Spd 30ft.; Defene 13, touh 12, flat footed 11(+2 Dex, +1 armour); BAB +0; Grap2; Atk 2 melee (1d32 nonlethal,

    unarmed rike) or 2 melee (1d62,ap) or +2 ranged (2d4, pepperboxrevolver) SQ ; Val honey/progre,AL family, elf; SV Fort 2, Ref +3,Will +1; Ex 0; Str 6, Dex 14, Con 7, Int11, Wi 11, Cha 12.

    Sope Avatar:HD 1d6+1; hp 4; Ma12; Init +0; Defene 10, touh 10, flatfooted 10; BAB +0; Grap +0; Atk +0melee (1d2, unarmed rike); SV Fort+1, Ref +0; Str 11, Dex 11, Con 12.

    emplate: Profeional (Civi, Par-liamentary, Churh) (Knowledge (Civ-

    i)).Skill:Bluff +5, Diplomay +7, Engi-

    neer (hemial) +2, Engineer (ru-tural) +6, Forgery +4, Intimidate +3,Inveigate +6, Knowledge (urrentevent) +4, Sene Motive +6.

    Influene: Churh +2, Civi +4,Parliamentary +2, Criminal +1.

    Feat:Attentive, Maer Engineer, Per-uaive, Simple Weapon Profiieny.

    alent: Ear to the ground (Civi).Poeion: Pepperbox revolver

    with 24 round, light underover hirt,Sope tab (Walker Pub).

    Wealth:+12.

    Flat Riders

    Flat Rider ue aliae uh a

    Red32, Smokeak, EntryPoint,KungFuMaer, Agent10, BringDown-TeSyop, and o forth. In any diu-ion, they ini on being alled by theiruer name and do not reveal their truename, going o far a to ini their uername i their real name.

    Flat Rider (Savant 2):CR 2; Medi-um humanoid (human); HD 2d62; hp7; Ma 8; Init 1; Spd 30 ft.; Defene10, touh 10, flat footed 10 (1 Dex, +1la); BAB +1; Grap 1; Atk 1 melee(1d42 nonlethal, unarmed rike); SQ

    ; Val Progre/Progre, AL the FlatRider, Sope rider; SV Fort 1, Ref1, Will +3; Ex 0; Str 7, Dex 8, Con 8,Int 16, Wi 14, Cha 12.

    Sope Avatar: HD 2d6+4; hp 13;Ma 14; Init +2; Defene 13, touh 13,flat footed 11; BAB +2; Grap +5; Atk+5 melee (1d4+3, unarmed rike); SVFort +3, Ref +4; Str 16, Dex 14, Con12.

    emplate:Aademi.Skill: Engineer (etherteh) +8,

    Engineer (mehanial) +8, Forgery+8, Inveigate +8, Knowledge (ur-rent event) +8, Knowledge (hiory)+8, Knowledge (myial philoophy)+8, Knowledge (natural philoophy)+8, Reearh +8, Sope Awarene +9,Sope Ue (immered) +10, Sope Ue(remote) +8.

    Influene: Aademi +4, Oult+2.

    Feat: Attentive, Combat MartialArt, Sope Raider, Simple WeaponProfiieny.

    alent: Program rafter Sopekill.

    Poeion: Blue ollar or uniformlothing, knife, miellaneou gadget.

    Wealth:+20.

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    Jeeves

    Jeeve i an optional haracer who anbe inluded a a driver for haracerwealthy enough to afford a ar and driv-er. Jeeve i a lai polite manervantwith a variety of ueful kill that may

    ai the haracer. However, Jeeve inot very good at navigating around townand will often require the aiane ofharacer in determining where he igoing. Ti i the fir lue that Jeevemay not be a hauffer by profeion. Hei retired MI-6 and killed in the ue offirearm, although he i not urrentlyarmed.

    Jeeve i the Gamemaer olutionto odd problem. He keep a number ofthing in the ar, inluding sare loth-ing, bandage, drug and other medi-ine, and all manner of miellaneouitem. He i happy to be of ervie.

    Jeeve ue no other name and avoidthe onabulary and any ort of publi-ity. He i retired and doe not want anyof hi old enemie to know hi preentwhereabout.

    Jeeve (Enginaught 5):CR 5; Medi-um humanoid (alpha, human); HD5d10+30; hp 62; Ma 16; Init +2; Spd30 ft.; Defene 16, touh 15, flat footed14 (+2 Dex, +3 la, +1 armour); BAB

    +3; Grap +3; Atk +3 melee (1d3 nonle-thal, unarmed rike) or +3 melee (1d6nonlethal, ap) or +5 ranged (2d4, pep-perbox revolver); SQ ; Val loyalty/loy-alty, AL employer, England; SV Fort+6, Ref +3, Will +5; Ex 0; Str 10, Dex14, Con 16, Int 18, Wi 18, Cha 18.

    Sope Avatar: HD 5d6+20; hp 40;Ma 12; Init +0; Defene 10, touh 10,flat footed 10; BAB +0; Grap +0; Atk+0 melee (1d3, unarmed rike); SVFort +4, Ref +4; Str 18, Dex 18, Con18.

    emplate:Offier (Diplomay, Navi-gate).

    Skill: Diplomay +8, Lien +12,Knowledge (urrent event) +12,Knowledge (mediine) +8, Munition+12, Pilot (ivilian) +12, Pilot (mili-tary) +4, Spot +8, Survival +12.

    Influene:Intelligene +4, Military+8.

    Feat:Advaned Firearm Profiien-y, Civilian Vehile Operation (land),Peronal Firearm Profiieny, Simple

    Weapon Profiieny, oughne, Vehi-le Expert.

    alent: Damage reducion 2/,robu.

    Poeion:Light underover hirt,formal uit (driver), and Sope tab(Walker Pub). In ar:Camera, 4 formal

    uit, fake ID, 4 roll of duc tape, firaid kit (glove box), 4 pair of handuff,lokpik (ar opening kit and lokpiket), deluxe mehanial tool kit, medialkit, andard binoular, road atla, bat-tery flood torh, dried ration, 10 literof water.

    Wealth:+22.

    The Grey Death

    he Grey Death i a group of fouraain who work for large bui-nee hoping to beome more promi-nent. At thi point, theyre willing todo ju about any work. Tey wear bui-ne uit and trademark grey loak orrainoat, and typially ue knive orhort word to do their work, althoughtheyre quite apable of uing firearmif neeary. Tey have been arefulenough in the pa that the onabularydoe not know who they are, but if theyould be tied to everal reent murder,they would beome wanted men.

    Grey Death Member (Puruer 1):CR 1: Medium humanoid (human); HD1d8+1; hp 9; Ma 12; Init +2; Spd 30ft.; Defene 15, touh 14, flat footed 13(+2 Dex, +2 la, +1 equipment); BAB+0; Grap +1; Atk +2 melee (1d6+1 non-lethal, unarmed rike) or +1 melee (1d4+1/1920, knife) or +2 ranged (2d6,andard piol) or +2 ranged (2d8, hot-gun); SQ; Val Loyalty/Detahment, ALelf/employer; SV Fort +2, Ref +2, Will+1; Ex 0; Str 12, Dex 15, Con 12, Int 11,Wi 10, Cha 12;

    Sope Avatar:HD 1d6+1; hp 7; Ma10; Init +0; Defene 10, touh 10, flatfooted 10; BAB +0; Grap +0; Atk +1melee (1d6 nonlethal, unarmed rike);SV Fort +1, Ref +0; Str 11, Dex 10,Con 12.

    emplate:Criminal (Intimidate).Skill: Hide +6, Intimidate +6,

    Knowledge (taci) +4, Move Silently+6, Sene Motive +4.

    Influene:Crime +2, Conabulary+1, Street +1.

    Feat:Brawl, Simple Weapon Profi-ieny, rak.

    alent:San.Poeion: Knife, andard pio

    with 12 round, 12-gauge hotgun with10 round, light underover hirt, blakbuine uit, grey loak, briefae.

    Wealth:+2.

    Thug

    hug for thi adventure areaverage folk who are deserateor immoral enough to have turned torime to make a living. Tey do not havemuh wealth and are motivated by thehane to gain a better ation in lifeeven if they mu rik their life to do oTi give them a lightly better thanaverage morale. Tey may ik around

    in a fight even when their omrade havebeen lain. However, one it i obviouthat the battle annot be won, they willflee in the wor way, even harming theirallie to improve their hane of eapeTey have little loyalty exept to mon-ey.

    Example Name (M): GeorgeHubert, Ivo, John, Oliver, Peter, WillRoger, Teobald.

    Example Name (F): Albreda, AlieBeatrie, Ellen, Gundred, Mabel, Olive.

    Tug (Combatant ordinary 2): CR1; Medium humanoid (human); HD2d8+4; hp 13; Ma 14; Init +1; Spd 30ft.; Defene 13, touh 13, flat footed 12(+1 Dex, +2 la); BAB +2; Grap +4Atk +4 melee (1d6+2, lub) or +3 ranged(1d4+2/1920, knife); Val detahment/enthuiam, AL elf, family; SV Fort +4Ref +2, Will +0; Str 15, Dex 13, Con 14Int 10, Wi 8, Cha 12.

    Sope Avatar:HD 2d6+2; hp 9; Ma10; Init 1; Defene 9, touh 9, flat footed 9; BAB +0; Grap +0; Atk +1 melee

    (1d6, unarmed rike); SV Fort 1, Ref+0; Str 10, Dex 8, Con 12.

    emplate:Criminal (Intimidate).Skill:Bluff +5,Intimidate +5, Spot

    +3.Influene:Crime +4.Feat:Brawl, Simple Weapon Pro-

    fiieny.Poeion: Club, knife, blue ol-

    lar or uniform lothing, a pair of wornhoe or boot.

    Wealth:+2.

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    Ray Domingo

    he haracer may feel that Domin-go i a good peron beaue he wareommended by Greywall. Domingo ia killer and the diincion between ani-mal target and human target i a fine

    line for him. He ha erved a a oldierand often mention that human targetwere muh more hallenging. Domingoan turn into an enemy of the party inthe time it take to ok bak the ham-mer of hi heavy elephant gun if he igreatly offended or if the party, or any-one ele, inform him of the pakage andthen the party refue to give it to him.

    Domingo ha had hi eye replaedwith ybernaughti. Many peoplebelieve that a terrible aident ohim the ue of hi natural eye. Tii not true. He intentionally had themreplaed o he ould hunt better at nightand improve hi auray. When hunt-ing, Domingo often arrie a modifieddiruption rifle, a treaured poeion.

    Ironially, Domingo i not that goodat hunting, at lea not ompared toome profeional out there. He ha thewealth to give himelf ertain advantag-e and ertainly he may appear fearometo the haracer, but hi bakground imoly melee ombat and military rat-

    egy, omething that he regret. In emi-retirement, he send a muh timehunting a he an. He ha gone o far ato hunt loal not to kil l them, ju toee how long he an tail them withoutbeing een.

    Ray Domingo (Combatant 5): CR5: Medium humanoid (alpha, human);HD 5d8+10; hp 36; Ma 15; Init +6,Spd 30 ft.; Defene 16, touh 15, flatfooted 14 (+2 Dex, +3 la, +1 equip-ment); BAB +5; Grap +8; Atk +8 melee(1d3+3 nonlethal, unarmed rike) or+8 melee (1d6+3/19-20, mahete) or+7 ranged (2d10, diruption rifle) or +7ranged (2d12, 12-gauge hotgun); SQ; Val honey/tenaity, AL hunter,elf; SV Fort +5, Ref +5, Will +1; Ex0; Str 16, Dex 15, Con 15, Int 13, Wi11, Cha 7.

    Sope Avatar:HD 5d6; hp 20; Ma10; Init +4; Defene 10, touh 10, flatfooted 10; BAB +0; Grap +1; Atk +1melee (1d3+1, unarmed rike); SV Fort+0, Ref +0; Str 13, Dex 11, Con 10.

    emplate:Offier (Navigate).Skill:Lien +4, Spot +8, Survival

    +8.Influene:Military +8.Feat:Far Shot, Improved Initiative,

    Peronal Firearm Profiieny, QuikDraw, Quik Reload, Simple Weapon

    Profiieny, rak.alent: Controlled fire, ombatant

    ybernaughti app (ybernaughti eye,low-light viion).

    Poeion: Large diruption riflewith ope, uppreor, laer ight,illuminator (torh), and 60 round ofammunition, 12-gauge hotgun with 40round, mahete, leather jaket, zepar,military uniform, medial kit, bakpak,range-finding binoular.

    Wealth:+22.

    ADDING TO THEADVENTURE

    Chapter VIII: Gamemaering inthe Etherope ore book ha anumber of reature and GM haraceryou an add to thi adventure to make itmore exiting.

    Additional Facion:You an buildany number of additional facion inter-

    eed in the pakage. Eah facion houldhave a ingle 5th- to 10th-level memberand a number of 1-level member theharacer may enounter. Tey muhave a motive for wanting the pakagebaed on what it ontain, or what theythink it ontain and a reaon for di-overing it exiene. A the haracerexplore and try to learn more about thepakage, they aidentally tip off uhgroup.

    Enounter in the Sope: Beide

    other Sope rider, the haracer anenounter reature native to the Sopeor program in the Sope. Sope glith-e and Sope firewal l are good low-levelenounter for haracer, eseially ifthey try to break into another area ofthe Sope where they are not wanted. Alungrath i a good arting demon ifyou want the haracer to get a tae.

    Sope and Non-Sope: Youre doingyour job right if all the player areengaged and all the haracer have ahane to do the thing they like to do.

    Some haracer in a party might havea variety of Sope kill, while otherdont. Suh a party might break up toaomplih tak in different way. Inthee ituation, improvie ool thingfor all the haracer to do; allow theiridea to be good one.

    For example, the PC might leave oneof their member in the Prime Realityto guard their bodie while the re ofthem go to Walker Pub. o make theentinel feel ueful, have a mall groupof thug attak.

    A party might end a ouple of itSope expert into Ray Domingomanor to take ontrol of hi euritymeaure. Te adventure doent men-tion what eurity meaure he ha se-ifially, but allow the haracer to di-over everal gun emplaement aroundhi ground that they an ontrol fromthe Sope. However, they have to defeata few Sope glithe to gain ae tothem, and if they fail, they alert Domin-go to their preene and he an uethe gun again them.

    WHAT IS NEWNOTES ON

    BUILDING YOURCHARACTER

    Etherope i baed on the OpenGame Liene, whih ue a popu-lar die alled a d20. Many other gameout there alo ue d20 (and mo ay oon the over omewhere), o you mightbe familiar with the yem. Ti e-tion introdue you to the asec thatare unique to Etherope.

    Welome to Modern: If you are

    familiar with fantay roleplaying gamethat ue d20 (uh a thoe involvingdragon), you already know a lot aboutthe yem. If thi i alo your fir timeplaying in a game et in the modern era,you hould familiarize yourelf withthe following new game element in theEtherope book: exellene point,defene bonu, ma (Maive Damage),and wealth.

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    New Elements inEtherscope

    he following asec are uniqueto Etherope. Whether or notyou are familiar with other modern-eragame, thee are new.

    Value and Allegiane:Etheropedoe not ue traditional alignment.Inead, it ue the ombination of valueand allegiane to determine a peronmoral ode.

    Value: Chooe one virtue and onevie. Te virtue and vie ome from theame li of Vicorian value, but takinga value a a virtue or a vie mean ome-thing different. Te li inlude: bravery,detahment, enthuiam, honey, loyal-ty, patriotim, progre, and tenaity.

    AL (Allegiane): Chooe one majorallegiane. You may alo hooe oneminor allegiane. Allegiane inlude,but are not limited to: a peron or group,an organization, a nation, or a belief y-tem. You hooe the partiular of anallegiane. Te Gamemaer may grantyou a +2 Cirumane bonu to Chari-ma-baed kill hek when dealing with

    omeone who ha the ame allegiane(ee Chapter II: rait), but the mainpurpoe of allegiane i a a tool forroleplaying. Where do your haracerloyaltie lie?

    Exellene Point:You an send anexellene point to re-roll a ingle dieroll, max out any one given die roll(automatially get the highe poiblenumber) before the roll i made, or aci-vate an ability that require an exellenepoint. You gain 3 exellene point at

    1 level (or ju 1 if you are an epilonor delta human) and an additional pointevery odd level. Tee point repreentthe amazing power of the human siritand only player haracer and seialGM haracer get them (ee Chapter II:rait).

    Soial emplate:You oial templaterepreent your bakground and oialanding.

    Wealth: Purhaing item doe notlower your wealth unle you take 20. Inthe Etheropeetting, it i diffiult toraie or lower your wealth. Tere i littleroom for limbing the oial ladder.

    Building Your Avatar

    Ability Sore: In the Sope, ueyour Intelligene ore for your ava-tar Strength ore, your Widom orefor your avatar Dexterity ore, andyour Charima ore for your avatarConitution ore.

    Sope Die: Your la determineyour die ize for your avatar. All baelae ue d6 hit die. Advaned laehave their own Sope die that may be

    higher. Certain la trait an hangeyour Sope die ize (ee Chapter I: Char-acer).

    Hit Point: Determine your hit pointnormally. Ue your avatar Conitutionore a the modifier, not your regularConitution ore.

    Ma: Ue your avatar Conitutionore to determine your Maive Dam-age ore.

    Init: Ue your avatar Dexter-ity modifier (your Widom modifier) todetermine your initiative. Feat uh aImproved Initiative modify your avatarinitiative normally.

    Defene: Your Defene Bonu idependent on your rank in SoreAwarene. See able 6-3: Avatar raitValue by Skill Rank (reprinted belowfor onveniene).

    BAB:You bae attak bonu i baedon your Sope Ue (immered) kill . Seeable 6-3: Avatar rait Value by SkillRank.

    Grapple: Determine your Grapplemodifier normally, but ue your avatarStrength modifier and bae attak bonuFeat uh a Improved Grapple apply.

    TablE 63: avaTar TraiT valuEs by skill ranks

    Ranks in Skill Base Attack Bonus Base Saving Throw Bonus Defence Bonus

    12 +0 +1 +0

    3 +0 +2 +0

    4 +1 +2 +1

    5 +2 +3 +1

    6 +3 +3 +2

    7 +3 +4 +2

    8 +4 +4 +3

    9 +5 +5 +3

    10 +6/+1 +5 +4

    11 +6/+1 +6 +4

    12 +7+/2 +6 +5

    13 +8/+3 +7 +5

    14 +9/+4 +7 +6

    15 +9/+4 +8 +6

    16 +10/+5 +8 +7

    17 +11/+6/+1 +9 +7

    18 +12/+7/+2 +9 +8

    19 +12/+7/+2 +10 +8

    20 +13/+8/+3 +10 +9

    21 +14/+9/+4 +11 +9

    22 +15/+10/+5 +11 +10

    23 +15/+10/+5 +12 +10

    24 +16/+11/+6/+1 +12 +11

    25 +17/+12/+7/+2 +13 +11

    26 +18/+13/+8/+3 +13 +12

    27 +18/+13/+8/+3 +14 +12

    Playtesting

    Notes

    One o the most successul elements

    o the playtest was the accents. Every-

    one brought their own British accent to

    the t able and the Gamesmas ter had todo several diferent ones. Ater a night

    o polite, very civil voices, the harsh,

    loud, angry voice o Burk Foreright cut

    through the players with the appropri-

    ate efect.

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    Attak Bonu: Your attak bonufor eah weapon i alulated normallyuing your avatar Strength or Dexter-ity ore (depending on if it i melee orranged) and i modified by feat uh aWeapon Fou or Weapon Speializa-tion normally.

    Damage:Determine damage normal-ly but ue your avatar Strength oreinead of your own. Remember that youannot bring equipment into the Sopefrom the real world.

    Saving Trow: Your bae Fortitudeave i determined by your rank inSope Reiliene, and your bae Reflexave by your rank in Sope Awarene.Your Will ave remain unhanged.

    Equipment: Your gear doe not travelto the Sope with you, exept yber-naughti, o real-world armour doenot modify your avatar Defene Bonu.(Program that reate armour aninreae your Defene Bonu.)

    What doe not hange?:Your Intel-ligene, Widom, and Charima, level,la, and Will ave do not hange whenyou enter the Sope. Tee at are notinluded in an avatar at blok onlybeaue they do not hange. You illhave Intelligene, Widom, and Chari-ma ore in the Sope; you imply ueyour original ore.

    A Sope avatar sat blokwith quik note:

    Sope Avatar: HD 1d6; hp 6; Ma(avatar Con); Init (avatar Dex);Defene (Defene bonu (Sope Aware-ne on able 6-3) + avatar Dex +equipment program), touh 10, flatfooted 10; BAB (Sope Ue (immered)on able 6-3); Grap (BAB + avatarStr); Atk +(BAB + avatar Str or Dex)melee or ranged (damage, weapon); SVFort (Sope Reiliene on able 6-3), Ref

    +(Sope Awarene on able 6-3); Str(Int), Dex (Wi), Con (Cha).

    SAMPLESTARTER

    CHARACTERS

    For your onveniene, here are four1-level haracer that your play-

    er an immediately pik up and beginplaying. Let your player know that theyare ertainly free to alter asec of theeharacer, ubjec to your approval.

    Sneevly Smite,

    Academic HumanScoundrel

    Deription: Sneevly i the well-eduated on of a lower-upper laengineer, Sir Reginald Smite. Sir Regi-nald i a rare ue ory of a brilliantmiddle la engineer entering the lowerank of high oiety beaue of reog-nition of hi etherteh invention. Heearned a knighthood late in life. Someonider the Smite to be undeerving oftheir atu, but Sir Reginald wa mart

    enough to hold patent that gained himoniderable wealth, whih he ha uedto thoroughly eduate hi on.

    Sneevly i omething of an inveigatorand i well vered in Sope ue. He habeen eduated in all the proper hool,but he ill uffer from the igma ofnot being proper high oiety. Ti hamade him omewhat rebelliou, ome-thing hi father worrie about. Sneevlyha a reputation a a brawler a blakmark again hi good name at partie,but a point of pride in boxing and men

    lub irle. Unknown to hi father,he developed a paing intere in theoult, a hobby that ha given him omeontac he feel may better eure hipoition in high oiety.

    No fool, Sneevly know he need toremain in high oiety if he i to live outthe life he ha planned for himelf. Hewant to know eret and gain power.He i definitely intereed in a politialareer, although that i a dead-end pro-pec in England without ome rather

    aggering onnecion. He i onider-ing moving to Ameria, where he mightmake the onnecion he need to returnand take a eat of power in England.

    Sneevly Smite (Soundrel 1): CR1; Medium humanoid (human); HD1d6; hp 6; Ma 11; Init +0, Spd 30 ft.;Defene 13, touh 12, flat footed 12 (+1Dex, +1 la, +1 equipment); BAB +0;Grap +0; Atk +0 melee (1d6+3/1920,riket bat) or +1 ranged (2d6, and-ard piol); SQ Sope rider kill; Valenthuiam/bravery; AL elf, ompan-

    ion; SV Fort +0, Ref +2, Will +2; Ex3; Str 10, Dex 13, Con 11, Int 15, Wi15, Cha 15.

    Sope Avatar:HD 1d6+2; hp 8; Ma10; Init +4; Defene 13, touh 13, flatfooted 11; BAB +1; Grap +3; Atk +4melee (1d6+2, unarmed rike); SV Fort

    +4, Ref +4; Str 15, Dex 15, Con 15.emplate:Aademi.Skill:Bluff +6, Engineer (mehani-

    al) +6, Hide +6, Knowledge (hiory)+8, Reearh +4, Sope Awarene+6, Sope Reiliene +6, Sope Ue(immered) +6, Sope Ue (remote) +6.

    Influene: Aademi +4, High Soi-ety +1, Oult +2.

    Feat: Aademi, Brawl, PeronalFirearm Profiieny, Simple WeaponProfiieny.

    Poeion: Long trenh oat, and-ard piol, box of 16 round, riket bat,light underover hirt, knife, having kit,pen light, road atla, onealed arryholer, zip-tie handuff (25), duc tape,ranger pak.

    Wealth:+20.

    Quincy Clark, OfficerAlpha Combatant

    Deription:Deended from threegeneration of military men andwomen, Quiny ha been eduated in aimilar manner with a modern twi: Hiseialty i ombat in the Sope. Not arong, or fa, or tough a other mem-ber of hi family, Quiny ill learned todefend himelf with hi fi. It i whenhe fir viited the Sope, however, thathe ame into hi own. Here hi fightingkill are muh improved, and he findhimelf more than a math for hi ib-ling. Quiny ee a promiing future inthe military in a seialized quad thatpatrol the Sope.

    Reognizing hi phyial inadequa-ie in the Prime Reality, Quiny doenot heitate to pik up a firearm to eventhe odd. He imply i not allowed toarry around the kind of firepower hewould like to have hi hand on.

    Quiny Clark (Combatant 1): CR1; Medium humanoid (alpha, human);HD 1d8+1; hp 9; Ma 12; Init +0; Spd30 ft.; Defene 11, touh 11, flat footed11 (+1 la); BAB+1; Grap +1; Atk +3melee (1d6 nonlethal, unarmed rike)

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    or +3 melee (1d6+1, bra knukle) or+2 ranged (2d10, diruption rifle); SQombatant Sope kill (Sope Aware-ne and Sope Ue (immered)), alphatrait; Val bravery/loyalty; AL ompan-ion, the Queen; SV Fort +1, Ref +2,Will +2; Ex 3; Str 10, Dex 10, Con 12,

    Int 17, Wi 15, Cha 13.Sope Avatar: HD 1d6; hp 7; Ma

    13; Init +2; Defene 13, touh 13, flatfooted 11; BAB +1; Grap +4; Atk +6melee (1d6+3, unarmed rike); SV Fort+2, Ref +4; Str 17, Dex 15, Con 13.

    emplate:Offier (Diplomay).Skill: Bluff +4, Diplomay +5,

    Pilot +2, Sope Awarene +6, SopeReiliene +3, Spot +6, Sope Ue(immered) +7.

    Influene: High Soiety +2, Intel-ligene +2, Military +4.

    Feat: Brawl, Improved Brawl, Sim-ple Weapon Profiieny.

    Poeion:Military uniform, braknukle, medial kit, hoe polih,omb, ap, lighter, tin of igar, flat key,ued opera tiket, wallet, military iden-tifiation, fake ID, poket knife.

    Wealth:+22.

    Norma Scrann,Disenfranchised Gamma

    EnginaughtDeription: Norma Srann waraied by a well-meaning gammafamily one of the few in the area whomade an effort to ontribute to oiety,rather than urrying off into the ewerunderworld, a did many of their kind.From an early age, however, he howedherelf to be a rebel, and he oon tiredof her family poverty-riken lifeyle.Seeking to find her nihe in the world,Norma tried to integrate with the gam-

    ma of Georgetown, yet he never felt aene of home. Te only role he ouldarve out for herelf wa a a drug-deal-er, paing tab from the reet downinto the ewer.

    Norma ue at thi trade led herbak to the reet of the Great Metrop-oli, plying her trade to the non-gammapopulation. She alo experimented withthe Sope tab herelf and oon beamea profiient Sope uer, known a a tab-jammer. She ha long ine given upthe drug-elling trade, hooing inead

    to work a an inveigator-for-hire in theSope.

    Norma Srann (Enginaught 1):CR1; Medium humanoid (gamma, human,trangeni); HD 1d10+3; hp 13; Ma16; Init +2; Spd 30 ft; Defene 15,touh 14, flat footed 13 (Dex +2, la

    +1, equipment +1, ize +1); BAB +0;Grap 5; Atk +3 ranged (2d4, pepper-box revolver) or +0 melee (1d41, piolwhip) or +1 melee (1d21 nonlethal,unarmed); SQ tab-jammer Sope kill,gamma trait; Val enthuiam (tab)/progre; AL elf, Great Metropoli;Ex 3; SV Fort +4, Ref +2, Will +0; Str8, Dex 14, Con 16, Int 15, Wi 10, Cha10.

    Sope Avatar:HD 1d6+1; hp 7; Ma10; Init +0, Defene 12, touh 11, flatfooted 12 (Dex +0, la +0, equipment+1, ize +1); BAB +1; Grap 1; Atk +2ranged (2d4, pepperbox revolver) or +5unarmed (1d2+2, unarmed); SV Fort+2, Ref +1; Str 15, Dex 10, Con 10.

    emplate:Dienfranhied (Agriul-ture, Street, Crime) (Hide, Intimidate).

    Skill: Engineer (pharmaeutial)+6, Hide +8, Intimidate +4, Knowl-edge (urrent event) +6, Munition+4, Pilot (ivilian) +4, Sope Aware-ne +4, Sope Reiliene +4, SopeUe (immered) +8.

    Influene:Street +2, Crime +1.Feat:Peronal Firearm Profiieny,

    Sope Raider, Simple Weapon Profi-ieny, oughne (avatar).

    Poeion: Pepperbox revolver,leather jaket, blue-ollar outfit, Sopetab (New London x2, Pleaure Domainx11, Haven x4), Sope program* (Sop-er leather, pepperbox revolver).

    * You need to acivate thee programwith a Find Doument Sope Ue hek(DC 10) a an attak acion.

    Wealth:+1.

    Nicholas Henson,Tradesman Fey Savant

    Deription: Te hild of an aa-demi ruggling with debt andfinanial problem, Nihola learnedthat he would have to make hi ownway in life. However, a fir-rate edu-ation an buy a large amount of privi-lege, and Nihola made the be ueof it. Seemingly a natural in the Sope,

    Nihola et up a mall hop in theGreat Metropoli to ell hi ervie aa program rafter. Buine wa low toart, but regular lient have brought ina eady inome that pay for the rent ofhi hop and the flat above it. Niholaha alo beome an acive member of the

    Sope rider ommunity, sending manyhour immered in the ity of Havenfrequenting a number of key eablih-ment inluding the Drum and MonkeyNighthawk Fallen, and Walker Pub.

    Nihola Henon (Savant 1):CR 1Medium humanoid (fey, human); HD1d6; hp 6; Ma 10; Init +1; Spd 30 ft.Defene 12, touh 11, flat footed 11(Dex +1, la +1, equipment +0); BAB+0; Grap 1; Atk 1 melee (1d31 non-lethal, unarmed); SQ program rafterSope kill, fey trait, Sope familiar(at); Val enthuiam (Sope)/progreAL own buine, Sope rider; Ex 3;SV Fort +0, Ref +1, Will +4; Str 8, Dex12, Con 11, Int 19, Wi 16, Cha 12.

    Sope Avatar:HD 1d6+1, hp 7; Ma12; Init +3, Defene 15, touh 14, flatfooted 12 (Dex +3, la +1, equipment+1); BAB +1; Grap +5; Atk +5 melee(1d8+4, riket bat) or +0 ranged (2d8large piol); SV Fort +2, Ref +5; Str19, Dex 16, Con 12.

    emplate:rademan (Civi, Indu

    try, Street).Skill: Bluff +5, Diplomay +7, Engi

    neer (etherteh) +8, Engineer (pharma-eutial) +7, Forgery +8, Inveigate+8, Knowledge (ivi) +8, Knowledge(indury) +8, Lien +5, Reearh +8Sope Awarene +7, Sope Reiliene+3, Sope Ue (immered) +8, SopeUe (remote) +8, Sene Motive +5.

    Influene: Civi +2, Indury +1Street +2.

    Feat: Minor Cybernaughti App(Sope jak), Simple Weapon Profi-ieny.

    Poeion: Buine outfit, Glad-one bag, Sope point (New London)Sope point (Haven), Sope program*(riket bat, large piol, Soper leath-er).

    *Tee program automatially aci-vate on jak-in.

    Wealth:+8.

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    This printing o Ethecope : Just a Delivery is done under version 1.0 o the Open Gaming

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    Ethecope and Ethecope : Just a Delivery are copyright 2005 Goodman Games.

    Ethecope is a trademark o Goodman Games.

    Dungeons & Dragons and Wizards o the Coast are Registered Trademarks o Wizards o

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    d20 System and the d20 System logo are Trademarks owned by Wizards o the Coast and

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    OPEN GAME LICENSE Version 1.0a

    The ollowing text is the property o Wizards o the Coast, Inc. and is Copyright 2000 Wiz-

    Ethecopecreated by Nigel

    McClelland and Ben Redmond.

    Wte: Mark Charke

    Deeope:Luke Johnson

    Edto:Ken Hart

    at Decto:Shane Hartley

    Ctogph: Ethan PasternackGphc Dege:Shane Hartley

    Ptete: Mark Charke (Richard

    Coles, Josh Holmes, Nathan Holmes),

    Ben Redmond (Mark Fair, Matt Finn,

    Nigel McClelland; Anne Hoath, Ste-

    phen Keightley, Stephen Price, Gary

    Sereno, Simon Sharp, Dominic Toghill;

    Richard Aitken, Alex Clark, Jay Copely,

    Nigel Fisher, Andrew Kenrick)

    Edto--Chef:Joseph Goodman

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    15 COPYRIGHT NOTICE

    Open Game License v 1.0 Copyright 2000, Wizards o the Coast, Inc.

    System Rules Document Copyright 2000 Wizards o the Coast, Inc.; Authors Jonathan

    Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arne-

    son.

    Ethecope : Just a Delivery by Ben Redmond and Nigel McClelland, published by Good-

    man Games, 2005 Goodman Games (contact [email protected], or see www.good-

    man-games.com)

    If youve enjoyed thi adventure, youhould hek out

    A Complete Role Playing Game of Cyberpunk Vicoriana

    www.goodmangames.com

    Available wherever quality game are old.

  • 8/13/2019 Just a Delivery

    18/18

    Enter the EtherscopeIn 1874, Harold Wallace discovered something that

    changed the world: Etherspace. Te might of Victorianindustry drove forward, breaking down the frontiers of

    technology. Steam engines became smaller, weapons becamemore powerful, and cybernaughtics replaced limbs lost in bloody

    imperial wars. Ten mankind learned to step into Etherspace itself.

    Cyberpunk VictorianaNow its 1984. In this alternative world of out-of-control technology,

    Etherspace is the new frontier. Punk Scope riders fight evilindustrialists while occult investigators war against Etherspace

    demons. Mysterious System Agents lurk in the shadows astreasure hunters raid Lemurian ruins for lost secrets. Jack

    in, Scope up, and get ready, because the options for anEtherscope game are endless!

    Enter the EtherscopeIn 1874, Harold Wallace discovered something that

    changed the world: Etherspace. Te might of Victorianindustry drove forward, breaking down the frontiers of

    technology. Steam engines became smaller, weapons becamemore powerful, and cybernaughtics replaced limbs lost in bloody

    imperial wars. Ten mankind learned to step into Etherspace itself.

    Cyberpunk VictorianaNow its 1984. In this alternative world of out-of-control technology,

    Etherspace is the new frontier. Punk Scope riders fight evilindustrialists while occult investigators war against Etherspace

    demons. Mysterious System Agents lurk in the shadows astreasure hunters raid Lemurian ruins for lost secrets. Jack

    in, Scope up, and get ready, because the options for anEtherscope game are endless!

    FREE