TEXT:          
   
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  LAMBS  
  of a  
  NAMELESS GOD 
   
  “You take away the sin of the world; 
  have mercy on us.” 
   
   
   
   
   
   
  by 
  Luke Walker 
   
  with contributions by  
  Sam Walker & Nick Pitt 
   
   
   
   
   
   
  for 
   
  by  
   
   
   
  
   
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CthulhuTech Demo Scenarios  
  by  
  Luke Walker 
   
   
  Aeon Angelus Necronomicon: Evolution  
  An “Evangelion” inspired Tragic Epic 
   
  Available Now 
   
   
   
  To Kill a Lie 
  A “Ghost in the Shell” inspired Spy Thriller 
   
  Available Now 
   
   
   
   
   
   
   
   
  
   
  2 
   
      
      
      
      
  CONTENTS 
   
  Introduction 
  pg 4 
  System 
  pg 5 
  Setting 
  pg 8 
  Story 
  pg 15 
  Survival 
  pg 16 
  Act One: The Gathering 
  pg 17 
  Act Two: The Facility  
  pg 21 
  Act Three: The End 
  pg 24 
  NPC Statistics & Handouts 
  pg 27 
  Player Characters 
  pg 28 
   
  Yuna 
  Emba 
  Leo 
  Dzin 
  pg 28 
  pg 30 
  pg 32 
  pg 34 
   
   
   
   
  Publishing and Copyright 
  1. CthulhuTech and Framewerk and all distinctive logos and terms are the intellectual 
  property, copyright or trade marks of Wildfire LLC. © 2007-2008 All rights reserved.  
   
  2. This work is offered free of charge to all interested parties and is not to be sold in 
  any form. This scenario may be printed and/or reproduced for personal use only, and 
  this copyright notice must be left intact. No part of this text may be reproduced without 
  permission. 
  3. Luke Walker is not affiliated with Wildfire LLC or any of the artists of the artwork 
  used in this scenario. 
  4. This work was not authorized by Wildfire LLC or any of the artists of the artwork 
  used in this scenario and makes no challenge to their intellectual property.  All images 
  in this document are the property of their respective owners and are used without 
  permission.  Most were acquired from www.deviantart.com or the CthulhuTech books. 
  5. If you have any questions or comments please contact me at samanthaandluke at 
  hotmail dot com. 
   
   
  
   
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  INTRODUCTION 
      
  Lambs of a Nameless God is a scenario for CthulhuTech, an RPG by Wildfire LLC. This 
  scenario is designed to be run in just three hours. No prior knowledge of Cthulhutech is 
  needed to play this scenario, though knowledge of the survival horror genre and both the 
  manga and movie “Akira” is helpful. 
    
  This scenario includes everything needed to play it, except some dice (ten sided dice). It uses 
  material found in the CthulhuTech Corebook and Vade Mecum: The CthulhuTech Companion.  
   
  The scenario is divided into three parts. The next four chapters provide an overview of the 
  scenario’s background, rules, setting, structure and themes. This is followed by three chapters 
  which detail the scenario’s 3 Acts which form the bulk of the story. The scenario then finishes 
  with the NPC statistics and PC sheets. 
   
  This scenario is inspired by the survival horror genre. In the modern age, we live in a safe and 
  secure world created from compliance with established social norms. Survival horror asks the 
  question: what happens when those social norms collapse? There are three important 
  aspects to survival horror. The first is a threat to survival. This threat must be relentless so 
  the death feels inevitable. The second is survivors. Due to the threat, the survivors are forced 
  to discover exactly what they must do to survive. This is often emphasised by having the 
  survivors themselves become a threat to each others survival. The third is the consequences 
  of survival.  Survival horror uses the imminent threat to put everything we value in jeopardy. 
  This includes the society in which the survivors live, their sanity, their morality, their 
  relationships and everything they value or love.   
   
  The survival horror aspects of this scenario are further emphasised by having a cast of 
  teenagers. Teenagers are more volatile than adults and have less established patterns of 
  behaviour. Yet, for them, relationships are the most important aspect of their lives. At this age, 
  every relationship has the potential to become a true and meaningful connection. At the same 
  time, the barriers of doubt and immature social aptitude make it a constant struggle always on 
  the precipice of true cruelty. In this scenario, these elements create additional drama and 
  tension as they seem more willing to victimise, isolate and die for each other.  These factors 
  culminate in Act Three where the PCs, in the face of utter annihilation, are forced to decide 
  who and what is important enough to them to risk their own survival for, and who and what 
  they must let go even if they desperately don’t won’t to do so.  
   
  This scenario is derived from ideas, pictures and resources that I sourced from a number of 
  places. I would like to thank everyone who contributed in some way. In particular: 
  Playtesters: Sam, James, Nick and Sophie who playtested this scenario. 
  Matthew, Mike and Wildfire LLC: For their encouragement and sneak peeks that made this 
  scenario so much easier to write. 
  Wen-M from www.deviantart.com: An amazing artist for Anima. His art inspired most of the 
  personalities in this scenario. 
  I-NetGraFX from www.deviantart.com: His movie like landscapes inspired the setting for 
  this scenario. 
   
   
  
   
  5 
   
   
   
   
   
  SYSTEM 
   
  CthulhuTech uses a rules system called Framewerk. This scenario contains a simplified 
  version of Framewerk that is suitable for use at conventions and with those who aren’t familiar 
  with the system at all. It lacks the depth and options of the full system, and I recommend that 
  if any of this is of interest you go check out the CthulhuTech rulebook. You will not be 
  disappointed. 
    
  Tests 
  All rolls (except damage) involve rolling a number of d10s determined by your Skill. The result 
  of this roll is the highest single die result, unless the dice contain a straight or a match of 2 or 
  more dice, in which case those dice may be added together if that is a higher result. For 
  example: 
   
  - 
  if you roll 1, 3, 7, 9, your result is 9. 
  - 
  if you roll 3, 4, and 6 your result is 3+4=7.  
  - 
  If you roll 2, 7, 7, 7, 10, your result is 7+7+7=21 
   
  If the PC does not have the appropriate Skill, roll one dice and half the result (rounded up). 
   
  This result is then modified by any applicable modifiers, such as Attributes (these have 
  already been added on the PC sheets), multiple action penalties and wound penalties. For 
  example, you make a Dodge Skill roll and you have a Dodge of 3 and an Agility of 8. This will 
  be notated on the PC sheet as 3d10+8. You roll 2, 5, and 5. You get a total of 18, being 10 
  (5+5) from the roll and 8 from your Attribute. 
   
  If the result equals or exceeds the Difficulty (Diff) set by the GM, the action succeeds.  
   
  The general guideline for setting Diffs are: 
   
  Easy = 8 
  Average = 12 
  Challenging = 16  
  Hard = 22 
  Very Hard = 28 
  Legendary = 34 
   
  Where two PCs and/or NPCs are contesting against each other then rather than using Diffs, 
  the winner is simply the one who rolls the highest.  
   
  Drama Points 
  Each PC has 10 drama points to spend during the scenario. Each drama point may be spent 
  after the PC has made a roll to add an extra dice, or before the GM makes a roll to subtract a 
  dice away. Drama points cannot be used on Burn tests. 
   
  In addition, if a player describes an action in a particularly cool and exciting way that builds to 
  the scene for all involved, the GM may award them an immediate drama point to that roll. 
   
  Combat 
  Combat presents a few additional complications to the above rules. Time is broken into 
  segments of time called turns. Each PC and NPC can take one action on their turn. Once all 
  actions are done, the turn starts again.   
   
  Should it be required to determine who acts first in a round, then I suggest for speed of play, 
  that the PCs and NPCs act in the following order: 
   
   
   
   
   
   
   
  
   
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  1. Emba 
  2. N’athm 
  3. Dzin 
  4. Leo 
  5. Yuna 
  6. Joss 
   
  Attacks and Dodges by PCs are performed like any other contested roll. If an Attack roll 
  succeeds, the attacker rolls a number of damage dice equal to the base damage listed on the 
  PC or NPC sheet, plus 1d10 for each whole increment that they beat the Dodge Skill roll by 5 
  and then reduced by 1d10 for each point of Armour the opponent has. The results of the 
  aggregate damage dice are added together. 
   
  Each PC has a set amount of Vitality. This is the amount of damage needed to move to the 
  next “box” of injury on their PC sheet. Damage suffered accumulates and the PC suffers the 
  effect from the highest “box” of injury which includes damage, normally a penalty to future 
  rolls. The N’athm just have a total Vitality score that must be reached before being taken out. 
   
  PCs may only heal Vitality between Acts. It is suggested that this be just 1d10 but the GM 
  may decide to boost this to 2d10 if the PCs are particularly badly injured i.e. KOed.  
   
  Para-psychics 
  Para-psychic powers are a fundamental part of this scenario representing both the potential of 
  youth and the need to question who we really are. Para-psychics are people who naturally 
  and intuitively harness cosmic power. Normally, only those with latent ability at birth may 
  manifest these abilities. However, in this scenario, the dream singularity called 1-iR-0 has 
  rapidly evolved a number of survivors toward eruption. 
   
  Once erupted, a para-psychic has access to one or more para-psychic powers. To use these 
  powers, the para-psychic must spend Orgone. Orgone is the para-psychic’s reservoir of stable 
  internal energy. For the purposes of this scenario, there is no way to recover Orgone once 
  spent. Once Orgone is spent, the result is either specified under the power or the player 
  makes a roll (using the para-psychic power) against a Diff or opposed roll in the normal 
  manner.  
   
  A lot of details are kept from the players in this scenario to ensure that the para-psychic 
  powers remain mysterious and unreliable. It is suggested that the GM keep track of the 
  Orgone levels, the Burn mechanics and the exact details of the para-psychic powers.   
   
  Burns 
  If a para-psychic uses up all of his Orgone, then he may continue to use para-psychic powers 
  by drawing on unstable external cosmic energy at the risk of suffering a Burn. A Burn is where 
  the para-psychic looses control of his powers. On each use of para-psychic powers without 
  Orgone, the GM makes a Burn test for the PC. The first time, the Diff is set at Easy. However, 
  this Diff increases by one class (Easy to Average etc) for each additional use thereafter until it 
  caps at Legendary (Diff 34).  
   
  If the Burn test fails then the para-psychic suffers a Burn. Effectively, the para-psychic looses 
  control of the power (though it will often still work as intended) and the GM decides what it 
  does instead. This could include 1d10 Vitality damage or some other effect. The GM is 
  encouraged to use a Burn to create the greatest possible drama for the PC involved. 
   
  At the start of this scenario, Joss, Dzin and Emba have already erupted with some para-
  psychic powers. Dzin and Emba will also dramatically increase their powers ability in Act 
  Three when Leo also erupts. 
   
   
   
   
  
   
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  The para-psychic powers that have already manifested at the start of the scenario are 
  described on the PC sheets. New powers that appear in Act Three are described as 
  handouts. 
   
  Full details of the PCs Orgone and Powers are: 
   
  Leo - Orgone 10 - Burn 3d+6 
  Power Boost (4d+6) – for 2 Orgone, Leo can increase his unarmed damage (not his knife 
  which would break) by +2d10, increase his Strength and Tenacity by 6, gain Armour of 1d10, 
  or quadruple his jumping distance. 
   
  Emba - Orgone 12 - Burn 3d+7 
  Empathy (3d+7) - for 1 Orgone, Emba can read other people’s emotions granting her a +3 
  bonus in any social Tests. 
  Clairvoyance (2d+7) – for 2 Orgone, Emba may pick up intuitive hints about people, places, 
  objects, or events. 
   
  Dzin - Orgone 13 - Burn 4d+8 
  Telekinesis (2d+8) – for 1 Orgone, Dzin can lift 50 pounds within 30 feet or make TK strike 
  with Damage: 1d10.  
  Aura Masking (3d+8) – for 1 Orgone, Dzin may hide his emotions and gain +1 to any social 
  Tests for being difficult to read.  
  Gravikinesis (3d+8) – for 4 Orgone, Dzin can control gravitic forces. Dzin can make large 
  utility vehicle-size or smaller attract or repel each other as well as double or halve their speed. 
  He can levitate up to 400 pounds. He can make GK Strikes with Damage: 2d10 with a 5ft 
  burst radius. He can gain Armour of 1d10 and fly at a speed of 15mph. 
   
  Psychological Disorders 
  Each para-psychic also suffers from one or more psychological disorders as a result of their 
  powers. 
    
  At the start of this scenario, Joss and Dzin already suffer from such disorders and these are 
  set out on their sheets. 
   
  At the start of Act Three, the surge in para-psychic powers accelerates the descent into 
  madness as Dzin, Emba and Leo are all inflicted by new disorders.  
   
  The disorders that have already suffered at the start of the scenario are contained on the PC 
  sheets. New disorders that appear in Act Three are set out as handouts. 
   
  These disorders are used solely for roleplaying purposes. The GM should encourage the 
  players to play these disorders to complicate the PCs lives and may even request that a 
  player consider his PC taking a certain action that is consistent with the disorders he suffers.  
   
  It should be noted that Yuna is the only PC that doesn’t suffer either para-psychic powers or 
  the resultant psychological disorders. For some inexplicable reason she remains grounded by 
  the bounds of reality, perhaps due to her own faults and frailties. Don’t worry. Yuna has plenty 
  to get on with in any case. 
   
   
   
   
   
   
   
  
   
  8 
   
   
   
   
   
  SETTING  
   
  The year is 2085. Ten years ago, most people believe that Anchorage was abandoned by 
  the New Earth Government (NEG) due to a devastating attack by an alien race known as 
  the Migou. The Migou have since that time established and maintained a substantial 
  beachhead on Earth that contains everything within the Artic Circle.  
   
   
   
  The harsh winter weather and the seemingly unrelenting attack by the Migou have taken its 
  toll. Anchorage is now an empty husk barely resembling its former self: inhospitable without 
  the luxury of modern comforts. It is on a strip of coastal lowland and extends up to the lower 
  alpine slopes of the Chugach Mountains. To the north, south and west lie treacherous 
  mudflats and beyond fiords and tidal inlets. 
   
   
   
  Average daytime temperatures range from 13 to 26 °C in summer to -15 to -1°C in winter. It 
  only remains frost free for 100 days of the year. From May through August, Anchorage 
  enjoys almost 24 hours daylight. The day with the least amount is on Winter Solstice with 
  five hours and 28 minutes of daylight.  
   
   
  
   
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  For some reason, unknown to anyone, those who were 10 years old or younger when the 
  attack occurred survived it. Most chalk this up to fact that the Migou (or the Claw People as 
  they are known by the survivors) did not see children as a viable threat. 
   
  These survivors now range between the ages of 10 to 20 and know little else but this new 
  life. They band together in small groups surviving in the ruins. During the winter, the various 
  groups of teenagers hold up against the cold weather and darkness. They spend their time 
  preparing for the spring, both practical (such as planning food gathering missions) and 
  frivolous (making cool new clothes). With the coming of summer, they all break from their 
  hibernation and get their first chance to celebrate the coming summer and enjoy seeing 
  those they haven’t seen for months.   
   
   
   
  Those teenagers that have survived have a central meeting place in which they meet 
  regularly throughout the summer. This meeting place is called “All Fathers” and is in the 
  remains of a mostly intact cathedral near the centre of the city.   
   
   
   
  Above All Fathers is a series of rooms which Yuna, Leo, Emba and Dzin (the All Father’s 
  Gang) call their home. It has been modified to withstand the winter comfortably and 
  provides them with status as being so close the central meeting place. In the main room, a 
  broken rose window of stained glass overlooks central Anchorage, which is used to herald 
  the change in seasons based on the levels of sunlight.  
   
   
   
   
   
  
   
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  Despite the seeming difficulty of living in such a 
  harsh landscape, the teenagers survive due 
  mainly to Maia’s garden called Asphodel. Maia is 
  the oldest survivor (she is just about to turn 20). 
  The hydroponics system was created in 
  Anchorage before the Migou attack. It was 
  designed as a test facility for sustainable food 
  production in harsh environments. Asphodel is 
  found deep underground. It manages to 
  manufacture a form of solar energy as well as 
  draw water from the sea and desalinate it. 
   
  Despite Maia’s careful skill, Asphodel is quite 
  badly overgrown. Her main helper is Ran, who is 
  best friend to Emba. 
   
  Due to the relatively plentiful food supply, the 
  survivors have time to spend on things other 
  than gathering food. Also, Asphodel does 
  provide a heat source to most of the survivor’s 
  winter dwellings. 
   
   
  The city still sees the rare skirmish between Migou and NEG forces. The inhabitants view 
  these conflicts much like a natural disaster as they no longer remember the nature of the 
  sides. As far as they know the world died with them. Also, the Migou occasionally scour the 
  ruins to extract humans for unknown purposes, taking them to a place the survivors call the 
  Facility, a few miles north of Anchorage.  
   
   
   
  There has been no recognisable rescue attempt by the NEG in the last 10 years. Most of 
  the survivors assume that the rest of the world was destroyed along with Anchorage 10 
  years ago, probably by the Claw People. 
   
  The Facility is the Migou base of operations, built on top of the decimated ruins of the 
  Elmendorf Airforce Base and Fort Richardson to the north. Both were large military facilities 
  before the demise of the city. To get to the Facility from Anchorage requires a day’s walk 
  through what is now wild terrain and Migou sentry devices.  
    
   
  
   
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  The Facility is the location of what remains of the 1-iR-0 Project (pronounced by people on 
  the Project as “One Iro”). After the First Arcanotech War, the NEG started the Project as an 
  experiment in using dimensional energy drawn from the Dreamlands to create more 
  efficient D-Engines. It used cutting edge theories on dream magic operated by lucid 
  dreamers, each called a Unit, suspended in stasis. 
   
  However, the experiment came to the attention of Gurathnaka just as he was devouring the 
  Dreamlands. As each lucid dreamers felt their own dreams being devoured, they initiated a 
  desperate plan to survive and all fled into the single dreamscape, which now calls itself 1-
  iR-0. This concentration of the dreams and nightmares formed an inescapable singularity. 
  As the boundaries between reality and dreams collapsed, many of the lucid dreamers went 
  insane. Their resultant anguish swept across Anchorage and destroyed the minds of 
  everyone over the age of 10. Though it is the true cause of the devastation, the fact that it 
  occurred at the same time the Migou attacked, means it remains unknown and blame is 
  instead attributed to the Claw People. 
   
   
   
  The 1-iR-0 Project continues as a shade of its former self under the supervision of the 
  Migou. The Migou discovered the remnants of the Project and were intrigued by its 
  possibilities. For unknown reasons, 1-iR-0 seems to be trying to alter the survivors. Every 
  year, the Migou retrieve a few survivors to gauge the results. Otherwise, they leave them 
  alone so as not to interfere with the process.   
   
   
   
  
   
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  Survivors of Anchorage 
   
  Joss 
  Joss used to be known as a quiet kid. Many people think that he is 
  the brother of Leo, but the two never talk.  
   
  Joss was the best friend of Evo. However, he failed to spend last 
  winter with him and Faye as he had done in previous years. On his 
  return, he is quite a different person and for no reason refuses to 
  have anything to do with Evo.  
   
  Joss is a charismatic orator. He has started to gather more support 
  as he commonly preaches about the survivor’s taking the fight back 
  to the Claw People. There are whispers that Joss has some secret 
  weapon for this purpose. 
   
  If the leaders of the community, Yuna, Maia, Evo, Myles and Shock 
  were to rally behind Joss, the survivors would be united. However, 
  Joss fails to convince the older ones of his plan. This has started to 
  create a schism between those who are 15 years and younger and 
  the older ones.  
   
  Maia 
  Maia is the mother to all the survivors. She 
  is the oldest teenager and will shortly turn 
  20. She believes that when this happens the 
  Claw People will come and take her away. 
  She is concerned to leave her legacy intact. 
   
  She maintains Asphodel, her garden, with 
  help from Ran, ensuring that everyone has 
  food and heat to get through the long 
  winters. This requires careful skill and 
  knowledge of the garden’s systems. No one 
  is sure where she learnt this. Without her, 
  many would suffer.  
   
  Maia is very tall and has a deep, soothing voice. Though gentle, she 
  does stand up for what she believes in and the welfare of the 
  survivors as a whole. 
   
  Ran 
  Ran is the best friend of Emba. Whilst Emba is a quiet and retiring 
  person, Ran makes jokes and remains connected to what matters 
  most for the younger crowd – fashion, relationships and gossip. 
   
  Ran helps Maia with Asphodel. She constantly asks Emba to leave 
  her gang and join her, saying how important Maia’s work is. 
  However, Emba refuses without giving any real reason. 
   
  Ran has a lot of anxiety that her carefree nature often means she 
  isn’t taken seriously by her friends or boyfriends. She is attracted to 
  Dzin quite a bit, as he shares her fun loving manner. However, her 
  anxiety often makes her turn on him unexpectedly and this makes 
  her feel deeply guilty. Needless to say this contradictory behaviour 
  leaves Dzin confused and lacking confidence. 
   
   
   
  
   
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  Evo 
  Evo has never really joined a gang, though he has close 
  associations with his sister Faye and former best friend Joss. 
   
  Evo is the person to go to if you want something other than the 
  basics of life that Maia provides. Evo is the central hub of trade 
  and scavenged goods amongst the survivors. This role occupies 
  most of his time and the other survivors consider him to be a very 
  serious person. Though everyone is glad to have him around, 
  most don’t try and befriend him in any way. Strangely enough, his 
  longest relationship is with Shock. Even after it finished, Evo 
  remains loyal to her and often provides her with access to 
  information and items he obtains before anyone else. 
   
  Evo, with the help of J, is currently finalising preparations and 
  gathering supplies needed to leave Anchorage and find out what 
  happened to the rest of the world. 
   
   
  Faye 
  Most people would have disappeared into relative 
  obscurity next to someone as well known as Evo, 
  though not Faye. Faye is the most naturally cool person 
  you could meet. Where as Shock crafts her style and 
  Yuna exudes confidence, whatever Faye does just has 
  others in awe of her. She is smart, rebellious, 
  approachable, and dangerous. She wields two blades 
  with a fluid dancer’s grace. 
   
  Recently, Faye started dating the wanderer, J. This took 
  no one by surprise except Evo. J is one of Evo’s primary 
  scavengers and he resents this new relationship. He 
  suspects she may have done this to guarantee that she 
  is not left behind when Evo leaves Anchorage. 
  However, Evo continues to show concern for Faye’s 
  safety based on what he knows of J. 
   
  J 
  Most survivors speak of J as some kind of myth. J is a 
  wanderer. Until his relationship with Faye, no one ever 
  really got close to J. J has formed business relationships 
  with Maia and Evo. He has also been seen recently 
  speaking with Yuna, much to Faye’s annoyance. No one 
  can explain why J treats Yuna differently to the others. He 
  simply says that the two of them share a lot in common, 
  without further explanation. 
   
  J doesn’t take any food from Maia nor does he hibernate 
  with anyone over winter. It is rumoured that he has been 
  far beyond the borders of Anchorage. 
   
  J is Evo’s main source of exotic items scavenged from 
  places where no one else has yet been. J has also been 
  helping Evo plan his expedition into the wilderness, to try 
  and discover what happened to the rest of the world. 
   
   
   
  
   
  14 
   
   
   
   
   
  Shock 
  Shock is the queen bee of the survivors. She is a Nazzadi, though few 
  survivors really know what that means except for her appearance, which 
  most just find cool. 
   
  Shock is never without a boyfriend. She is currently dating Myles, though it is 
  clear that neither is serious. She seems to currently have a fascination with 
  Leo, and seems to think that she can play him off with Joss. She has had no 
  success yet as Leo does not seem to be affected by this ploy, and he rarely 
  even speaks with her. Shock has had a relationship with Evo and uses that 
  to get the best scavenged clothing each year so she can set the style. 
   
  Shock is also always planning the next gathering. Upcoming is the first 
  gathering of the year and, in Shock’s opinion, the most important. She 
  spends much of her time informing the others of this event and expects 
  everyone to be present. 
   
   
  Felix’s Gang 
  The youngest of the survivors, Felix’s gang is a tightly 
  knit group as no one else went through what they did in 
  the early years, little more than babies.  
   
  Darryn is the oldest and likes skateboarding. He often 
  speaks for the three, except when Tina, the youngest, 
  decides to talk about something she likes then no one 
  gets a word in. 
   
  Felix is quite intelligent for his age and seems more 
  grounded than most of those older than him. He is 
  friends with Leo and Evo. 
   
  Myles and the Luxburg High School Sprint Team 
  The largest gang of survivors, this group is only restrained from using this power due to 
  their laidback leader, Myles. Myles is currently dating Shock, but many people believe he 
  has a crush on Yuna. Most of his gang see the match to be a good one, given Yuna’s 
  popularity and the gang’s size.  
   
  Dzin was a member of this gang at one stage but he walked out. They now refuse to have 
  him back. 
   
   
      
   
   
   
   
  
   
  15 
   
   
   
   
   
  STORY 
   
  The central story of this scenario revolves around the impact that the 1-iR-0 has on the 
  survivors of Anchorage. After the attack by Gurathnaka ten years ago, and the subsequent 
  monitoring by the Migou, 1-iR-0 suffered from a multitude of dreams and nightmares all 
  occupying the same dreamscape. Through the resultant insanity, only one coherent 
  motivation remained - the urge to survive.  
   
  In the last ten years, 1-iR-0 has been breaking down the boundaries between dreams and 
  reality in Anchorage. This effort is focussed on the only people that are perceived to be 
  capable of saving 1-iR-0 from its predicament – the Anchorage survivors. The effect of this 
  process did not begin to manifest until last year, when the survivors started to be plagued by 
  horrible nightmares. By the start of winter, the survivors were unable to sleep during daylight 
  hours at all. This wasn’t all that devastating during the winter months as the days were short. 
  However, as summer approaches and the nights disappear completely, the survivors are 
  dreading months without sleep. 
   
  The final goal of 1-iR-0 is to erupt some of the survivors into powerful (and unstable) para-
  psychics in a manner similar to that seen in the Zone, by making their dreams real. Some 
  survivors show more latency than others but 1-iR-0 has cautiously spread its impact over all 
  survivors to reduce the levels of stress caused. However, if for some reason the number of 
  survivors were to fall dramatically, then the metamorphosis would become dangerously fast 
  and the resulting few para-psychics would be even more powerful and unstable. 
   
  Unfortunately, this does happen in this scenario. The presence of 1-iR-0 and the madness 
  that it causes has attracted N’athm like moths to a candle. N’athm are identity cannibalising, 
  madness inducing shape shifters. Over the last year, the N’athm observe the survivors, 
  content to feed off the survivors’ tragedy and madness. As the lack of sleep and the levels of 
  distress suffered by the survivors increase, the number of N’athm explodes. A few of them, 
  jealous for the more intense direct experiences of the survivors, decide to replace a number of 
  the survivors. As soon as the other N’athm become aware of this breakaway group they will 
  no longer hold back and there will be a feeding frenzy as all N’athm attempt to get as much of 
  the pain, fear and misery that they can before it is all gone. 
    
  Act One  
  Act One establishes the fragile society of the survivors. It is set at the first Gathering following 
  winter where the survivors are desperate for human contact. During that Gathering, the Migou 
  attack and take Maia, Ran and Emba. The breakaway N’athm also use this opportunity to 
  replace several survivors en masse.  
   
  Act Two 
  Out of necessity, Maia must be rescued. Evo puts the PCs in contact with J, who he knows 
  can get into the Facility. Two N’athm parading as Faye and Emba travel with the PCs to buy 
  time for the breakaway N’athm to focus on establishing their hold on Joss by feeding his 
  growing paranoia and rage. At the Facility, the PCs become aware of the 1-iR-0 Project and 
  the N’athm. They also understand that the survivors including themselves are in serious 
  jeopardy.  
   
  Act Three 
  On return to the survivors, the PCs find that the situation has deteriorated. Joss now has a 
  stranglehold over the few survivors who haven’t been replaced by N’athm. The PCs face a 
  number of obstacles amongst themselves and with the other survivors as they must fight 
  desperately to survive. The only hope left is to gather together anyone who the PCs care 
  about and leave. To do so, they must make the hard choice as to whom they are prepared to 
  die for and who, despite desperately not wanting to, they leave behind.   
   
  
   
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  SURVIVAL 
   
  Fundamentally, Lambs of a Nameless God is a story of survival horror. There are four 
  elements necessary for a story to be considered survival horror. These are isolation, a threat 
  to survival, survivors, and the consequences of survival. This section outlines those parts of 
  the scenario that fall into one of these four key elements. This will allow GMs to both 
  emphasise them as well as creating a greater flexibility to change them. 
   
  Isolation 
  Isolation is a necessary part of any horror. If you have the ability to escape or ignore the 
  events or have someone else deal with them for you, then the fear is reduced considerably.  
   
  In this scenario, the very landscape and climate epitomises isolation. Though the survivors 
  have formed a semblance of society the PCs must rely upon themselves alone as that society 
  crumbles around them. In addition, the Migou are presented as a nameless and unbeatable 
  force that removes any hope that there might be any outside assistance.  
   
  Threat to Survival 
  In survival horror, the threat to survival is the catalyst for the drama and horror. It must be an 
  unequivocal and inescapable threat to survival so that the protagonists will be forced to face it 
  and make the necessary choices to survive. A tool that is often used in the survival horror 
  genre to emphasise the threat is cannibalism. The reason for this is that cannibalism isn’t just 
  the loss of life but the total destruction of oneself. 
   
  In this scenario, the immediate threat to survival is the N’athm. This threat is such that the 
  only positive outcome that is achievable in this scenario is immediate survival itself. By fleeing 
  Anchorage, the PCs will avoid death today but that doesn’t mean their future is certain. Also, 
  in this scenario, cannibalism takes on two forms. The first is the devouring of dreams by 
  Gurathnaka and the second is the devouring of identity by the N’athm. To image conscious 
  teenagers, the cannibalism of their identities is horrific. 
   
  Survivors 
  This is where survival horror really comes into its own. In order to emphasise the horror of 
  facing a threat to survival, focus is put on to the survivors who are tested and changed by their 
  trials. As a result, the survivors often become a threat to survival themselves. This element is 
  often emphasised by having a threat that looks similar to the survivors, such as zombies. This 
  creates a fine line between the threat and a survivor who becomes a threat. 
   
  In this scenario, the PCs are part of a society of survivors. That society crumbles as survivor 
  turns on survivor and even PC turns on PC. The fact that the N’athm look exactly like the 
  survivors will create added paranoia to push the PCs into making the hard decisions. The fate 
  of the 1-iR-0 Project shows the PCs what happens to a closely knit group when survival 
  becomes paramount and how quickly they turn on each other. 
   
  Consequences of Survival 
  Survival horror doesn’t just deal with a struggle to live. It uses this desperate struggle to put 
  other things we value at stake such as society, sanity, relationships, identity and morality. In 
  choosing not to die, we are often forced to decide what we are prepared to sacrifice to 
  achieve that goal. The choices we make are often more horrific than any threat we face. 
   
  In this scenario many things are threatened: the society which the survivors built, the 
  relationships which they treasure, and their very identity. To emphasis the PCs’ choices, they 
  are given powers that exaggerate their abilities and weaknesses. This ensures that they are 
  able to carry out their decision along with the horrific consequences that go with it. The fate of 
  every survivor will ultimately be decided by the PCs.   
   
   
   
  
   
  17 
   
   
   
   
   
  ACT ONE: THE GATHERING 
   
  This Act is set in and around All Fathers. It should take roughly 1 hour to play which takes into 
  account the slow process of getting into character and establishing the setting which the PCs 
  find themselves in. 
   
  This Act is a slice of everyday life for the survivors. By its end the PCs should have had some 
  interaction with all the other survivors, as well as become aware of Joss’ return and Evo’s 
  plans. The Act also plants the seeds for the two Acts to come. There should be some hints 
  that the N’athm are on the move but due to the confusion of the Migou attack, no sense will be 
  made of this until later.  
   
  The events of this Act should be sequenced as follows 
  1. Introduce the PCs at the beginning of spring in their rooms above All Fathers. 
  2. The Luxburg Sprint Team raid the PCs’ food supply and Myles tries to kiss Yuna. 
  3. The PCs arrive at the Gathering and meet the other survivors. 
  4. Joss’ return from the Wastes is the hot topic. 
  5. Evo is annoyed that Joss has managed to overshadow his plans to leave Anchorage. 
  6. The Migou attack splitting the PCs. 
  7. Emba is attacked by Myles in the ensuing chaos.  
  8. After the attack, Maia and Ran are missing. Both hold the keys to Asphodel. 
  9. Evo requests the PCs go to the Facility to rescue those taken, led by J. A N’athm 
  disguised as Faye insists on coming too. 
   
  Behind the Scenes 
  Every year, after the worst of winter has passed, the survivors of Anchorage attend a 
  Gathering. This year is the same but things have begun to change under the surface. 
   
  1-iR-0 is close to achieving its final goal having called Joss out into the Wastes during the 
  winter. The meeting invigorated both sides, causing everyone’s dreams to be filled with 
  nightmares and preventing anyone being able to sleep during daylight hours. Everyone 
  dreads the coming summer but no one has yet spoken of their problems, hoping it will simply 
  go away. 
   
  The N’athm population has begun to swell, causing even greater havoc with dreams. With the 
  arrival of Joss, they know that it is only a matter of time before the survivors break down. A 
  breakaway group has decided to try and infiltrate the survivors directly, getting first pickings. 
  Faye was the first to be replaced, followed shortly by Myles. The infection now spreads 
  inexorably through the Luxburg High School Sprint Team. 
   
  This breakaway group plans to increase the level of tragedy and horror experienced by the 
  survivors by inciting Joss’ growing madness and then attempt to secure the lion’s share of 
  torment before the other N’athm swarm the survivors completely in a feeding frenzy. 
   
  The Migou have been monitoring 1-iR-0 and are aware that the distortions in the local 
  dreamscape are growing. They are concerned that these distortions may come to 
  Gurathnaka’s attention so they decide to create a fail-safe by extracting the three people 
  capable of operating Asphodel (Maia, Ran and Emba). The Migou reason that the survivors 
  will only last a matter of weeks without it. Unfortunately, the escalation occurs much faster 
  than even the Migou predict. 
   
   
  
   
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  Beginning of Spring 
  The scenario begins with the PCs gathering around the rose window awaiting the first rays of 
  sunlight to hit the glass window high up above All Fathers. The fragile refracted sunlight 
  provides a beautiful light display signalling that winter has ended. 
   
  This opening scene is a quiet one. It gives the players a moment to get into character and 
  interact with the other PCs. The PCs have spent the last few months together. They are all 
  bored and are eager to cement outside relationships. In addition, there are numerous 
  necessities that need attention such as the stocking of food in preparation of next winter. 
  However, even these necessities are put off whilst the survivors indulge in the year’s first 
  pleasures. Normally restless after the long winter, all the PCs are irritable having suffered 
  from bad nightmares throughout the winter.  
   
  Myles and Yuna 
  At an opportune moment, the PCs hear several people raiding their remaining food stores. 
  Though raids are not uncommon amongst the survivors and are often viewed as something of 
  a game, they are relatively rare these days as the survivors fully utilise Asphodel’s food 
  production. This should be presented as a fake scare, with the raiders seemingly like shadows 
  and noise being distorted by All Father’s architecture.  
   
  The raid is made by Myles and the Luxburg High School Sprint Team. Once the PCs have 
  caught them, Myles agrees to give up on one condition - a kiss from Yuna. This scene shows 
  both the fragility of survival and the fickleness of youth and it should be played for full effect on 
  the other 3 PCs, who will not be pleased by Myles request. 
   
  During the raid, the PCs may also notice that the Sprint Team seems unusually organised this 
  year, and that several of the members have an unusual, almost predator-like look about them. 
  The PCs are likely to attribute this to Myles audacity being a show of superiority.   
   
  The Gathering 
  Once the raid is resolved, Myles reminds the PCs of the Gathering that night and promises to 
  see them there. The PCs have the opportunity to make any last minute preparations before 
  the Gathering begins. 
   
  At the Gathering, everyone is present. The centre of attention is Joss, who has returned from 
  a winter in the Wastes. He seems different, more confident and persuasive. He gathers 
  together survivors with talk of fighting back against the Claw People. This is a good moment 
  for the GM to introduce the concepts of the Claw People and the Facility. 
   
  Evo is also present and annoyed that Joss has stolen his limelight. He has just finished his 
  preparations for an expedition out of Anchorage to find out what has happened to the rest of 
  the world. Both J and Faye plan to travel with him. Most do not think Evo will succeed, and 
  believe he is leaving as is unable to fit in with the survivors and keep a girlfriend. 
   
  The Gathering will be a chaotic affair in which all the NPCs will be first introduced to the PCs. I 
  suggest using the pictures presented in the Setting chapter to help the players with visual 
  recognition. I myself printed these on card and made standups. Given that the PCs have met 
  Myles and will spend Act Two with Faye and J, it is suggested that you allow each of the 
  remaining NPCs or NPC groups a small scene with one or more of the PCs.  
   
  During this Gathering, the PCs may again notice a few odd things going on. Maia seems even 
  more ethereal and sad than previous years. Her sense of impending death at the hands of the 
  Claw People is taking its toll. Also, Faye seems different. Whilst she is normally a predator in 
  her own right, she seems much more approachable this year. She even talks with Yuna as if 
  such was not a big deal.  
   
   
   
   
   
  
   
  19 
   
      
      
      
   
   
  Migou Attack 
  In the middle of the festivities and as night set it, the Migou attack. The GM should present the 
  Migou as an incomprehensible and unstoppable force of nature of unimaginable power. Their 
  goal is to identify Maia, Ran and Emba and extract them. They will kill anyone or destroy 
  anything that gets in their way. The first sign of the Migou’s attack is a titanic black shape 
  sliding past outside one of the large windows of All Fathers. Preferably this should be noticed 
  by just Emba. This is followed by a deathly silence, which causes an uncomfortable pregnant 
  pause for anyone trying to warn others. Give it time for the anticipation to build. 
   
  The Migou Mantis that caused the shadow then shears a part of the roof off All Fathers 
  causing destruction on a massive scale. The huge serpentine probe it puts into the building is 
  blacker than the night around it and the only light it gives off is from the cluster of cold green 
  eyes on its front. Under the cluster is a collection of tentacles and claws that fire silent beams 
  of pale green light. The beams unerringly hit their target in a single shot at the base of the 
  spine, paralysing the victim instantly whilst keeping them awake and aware. The head of the 
  probe then washes over the victims. Underneath the probe there is a mass of appendages 
  tipped with advanced biometric measurement devices that subject each paralyzed victim to 
  unspeakable tests. Those it doesn’t take are left behind still paralyzed, and sometimes 
  temporarily insane. In addition, to the probe, several Migou in stealth powered armour unseen 
  to the human eye surround the building, using the same beams to paralyze victims and 
  preventing escape.    
   
  In the playtest, I had Yuna and Leo separated from the others and come across Emba after 
  Myles attacked her (see below). Elsewhere, Dzin found himself with Ran and both were 
  paralysed. Dzin used his telekinesis to save himself and left him guilty about abandoning Ran 
  to her fate. 
   
  Myles and Emba 
  During the attack, the N’athm make their move to cement their position. Emba finds herself 
  alone with Myles. Despite the chaos, Myles seems friendly to begin with and confesses to her 
  that he has always liked her. However, in a disturbing reflection of the previous scene with 
  Yuna, he requests a kiss in exchange for helping her survive. If refused, he becomes forceful. 
  The kiss of an N’athm involves the cannibalisation of one’s identity. With excruciating agony, 
  the N’atham meld and swallow facial features and vocal chords of their victims. 
   
  The kiss doesn’t get all that far between Myles and Emba. He goes for her voice first, which 
  feels as if something is slithering up her throat. However, the kiss is interrupted by the Migou, 
  before anything truly paranormal can be attributed to it.  This break should be followed quickly 
  with Emba being found by one of the PCs. It is important that there is a break between the two 
  as Emba is actually taken by the Migou and replaced by a N’athm at this stage. Anyone who 
  hears the story will assume Emba was shocked by the attack and Myles (uncharacteristically) 
  tried to sleaze a move on her. 
   
  Evo’s Plan 
  Without any warning, preferably just at the moment a PC is caught or paralysed and unable to 
  escape, the Migou attack stops and the Migou forces withdraw as silently as they came. All 
  Fathers is a scene of devastation with piles of bodies of silently screaming victims.  
   
  Evo discovers that Maia and Ran are missing. In an attempt to reduce widespread panic, he 
  approaches Yuna and Leo with this knowledge. He suggests that the PCs go to rescue them. 
  If they ask how (given that no one has ever returned from the Facility), he tells them that J has 
  been to the Facility. He suggests that J guide them. Surprisingly J agrees, particularly if Yuna 
  is obviously involved. Surprisingly, Faye does not seem upset at Yuna’s involvement. Evo 
  suggests that the PCs go quickly as the longer Maia is gone the more the survivors will suffer. 
   
   
   
   
   
  
   
  20 
   
   
  A Survivor confronts the Migou Probe 
  
   
  21 
   
   
   
   
   
  ACT TWO: THE FACILITY 
   
  This Act covers the PCs attempt to infiltrate the Facility and rescue Maia and Ran (and 
  unknowingly Emba). They are accompanied by J and two N’athm disguised as Faye and 
  Emba. It should take roughly 45 minutes to play. 
   
  This Act seems like your typical “infiltration into an enemy facility” gig on which many RPG 
  scenarios are based. However, this is not the case. The focus of this Act is in uncovering the 
  1-iR-0 Project, the true nature of Joss and the plans of the N’athm. It is not about defeating 
  the Migou or even slipping into their base. As such, an obvious entry point for the Facility is 
  given to the PCs by J. The Migou, as with Act One, remain a nameless and incomprehensible 
  force that merely drives story elements and reinforces isolation. 
   
  The events of this Act should be sequenced as follows 
  1. J takes the PCs into the Wastes north of Anchorage. 
  2. The PCs enter the Facility using numerous conduits. 
  3. Emba and Yuna are separated from the others. 
  4. Dzin, Leo, Faye and J discover the 1-iR-0 Project and rescue Maia, Ran and Emba.  
  5. Emba’s true nature is revealed as she turns on Yuna. 
  6. Faye kills J and then tries to kill Dzin and Leo. Whilst talking to her, they become aware of 
  the N’athm’s plans. 
  7. The PCs speak with 1-iR-0 and hear its mad and hopeless plea to save it. 
   
  Behind the Scenes 
  The Facility is the Migou’s base of operations in Anchorage. It sits on the site of the 
  Elemendorf Air Force base. Upon arriving in Anchorage and finding that all adults had already 
  died, the Migou immediately occupied the site and discovered the 1-iR-0 Project. 
   
  Over the last 10 years, the Migou have found that the Facility is highly unstable and, to reduce 
  risk to themselves, run most of the Facility remotely. They are not concerned that the 
  survivors may make their way into the Facility as the survivors would not be able to operate 
  any of the technology found there. Instead, the Migou rely upon a few basic security 
  measures and fear to keep any incursions rare. 
   
  After the recent extraction at the Gathering, the Migou decided to recycle the organic material 
  of Maia, Ran and Emba by adding them to the 1-iR-0 Project in an attempt to stabilise it. 
  However, early attempts with Maia all fail. The failed attempts do, however, manage to 
  provide Maia an insight into the future. 
   
  The N’athm seize upon the opportunity of the PCs leaving the survivors to try and dispose of 
  them. By removing many of the more capable survivors, they reason that this will give them 
  free reign over the others. Also, the N’athm are aware that Emba wasn’t fully devoured before 
  the Migou kidnapped her. So they need to ensure that she isn’t found or that anyone who 
  finds her doesn’t return. 
   
  Whilst the PCs are away, the situation with the survivors deteriorates. The Luxburg High 
  School Sprint Team is entirely converted into N’athm, as is Evo, an easy target as he is a 
  loner. Fearing for their lives, Felix’s Gang and Shock flock to Joss’s protection. No one trusts 
  anyone. 
   
   
   
   
   
   
   
  
   
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  The Wastes 
  The journey into the Wastes is relatively uneventful. It provides a brief respite contrasting with 
  the manic events at the end of the previous Act. The PCs have a chance to interact again, this 
  time with some history and topics of conversation. The spotlight will likely between Yuna and 
  J, in which he explains that he intends to leave Anchorage with Evo and hints at Yuna coming 
  too. If questioned about the Facility, he will produce a Migou artifact he found inside but will 
  say little else.  
   
  The journey is important for a number of reasons. The first is to emphasise the sense of 
  isolation and devastation that surround the PCs. Leaving Anchorage would be a very 
  dangerous if not a suicidal undertaking. The second is a sense of history. Ten years ago, 
  every adult above the age of 10 years old died without violence. This gives an eerie feeling as 
  the city hasn’t seen much devastation except by way of decay. Many vestiges of the past 
  adorn the street. Cars sit empty, houses are hollow husks and the bones of the dead litter the 
  place. The journey should raise some questions in the minds of the PCs about what really 
  happened 10 years ago. The idea of a massive invasion by the Claw People ended the world 
  seems unlikely. 
   
  The Facility 
  After just one night in the Wastes, the PCs come up to the Facility.  The landscape begins to 
  change first, partially due to the remains of the Airforce base and partially due to the Migou’s 
  alterations. There is much more open space, the ground seems dizzyingly bright and almost 
  reflective and a low buzzing can be heard running through the area.  
   
  J finally explains his plan. Though the automated defence systems on the main entrances 
  would slice any intruder apart, there are many bioorganic conduits running through the site. 
  The entries are guarded by large blisters of shards of razor sharp metal. J knows that these 
  blisters will open up and if pressure is applied to the inside of the blister. How this is done is 
  up to each group and as a default can be done by reaching through the shards and touching 
  the inside. This should feel incredibly dangerous but it is best if no real damage is sustained. 
  The best option is if Dzin uses his telekinesis to open the blister. This may be his first open 
  use of his power and it should signal what will come in Act Three. 
   
  Inside the conduits is far from pleasant. The conduits themselves are high claustrophobic with 
  barely enough room to crawl along on your belly. The fact that the walls are capable of acting 
  like muscles to squeeze and push along material in the conduits is only discovered after it is 
  too late. The conduits force a split in the group sending Yuna and Emba into the dark 
  recesses of the Facility and the other toward the 1-iR-0 Project. 
   
  The Facility is extensive. However, it is completely unoccupied except for the 1-iR-0 Project. 
  There is no significant security on the inside. The Facility is full of incomprehensible devices. 
  Many things that look to be inorganic are capable of basic functions of life, and many things 
  that look like they should be alive perform ghoulishly automated functions. Examples include 
  parts of bodies being embedded in walls purely for their motor function or elevators propelled 
  on the outside by a carpet of human feet.  
   
  1-iR-0 Project 
  The one room in the Facility which has amenities for living beings is one containing 1-iR-0 
  Project’s bank of lucid dreamers. When the PCs first step into this room they will be dazzled 
  by the intense lights. Once their eyes adjust they see that they are in a massive tube of 
  people encased in glass. The automated facilities are capable of gruesomely shredding the 
  dreamers completely apart into their constituent elements whilst keeping them alive. None of 
  the lucid dreamers show any response except for the one embedded in the middle of the far 
  wall, through which the 1-iR-0 peers out of ever waking eyes at its former selves. Maia, Ran 
  and Emba are also here. They are dressed in the same white gowns as the lucid dreamers 
  but have yet to be encased. 
   
   
   
  
   
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  The discovery of Emba should come as a shock, particular to her player. Ideally, this reveal 
  should be done just before flashing back to Yuna and Emba’s first scene together after 
  separating from the group for added tension. The real Emba remembers little more than 
  already seen in Act One. However, she can only speak in a whisper as if her voice has been 
  badly damaged or partially stolen. 
   
  N’athm Attack 
  Before the PCs can speak with 1-iR-0, the N’athm attack. It is best to start this by having Faye 
  kill J surprisingly and without mercy. As J is built up to be the strongest of the survivors, this 
  should come as something of a shock and lend weight to the danger of the N’athm. 
   
  As soon as J’s death and Faye’s betrayal sinks in, switch back to Emba and Yuna. Play the 
  scene for a little longer and allow the tension to build. Yuna will have a desperate fight to 
  survive. This is a good opportunity to encourage Yuna’s player to creatively use the 
  environment for an advantage. Perhaps she can slip though a tunnel filled with a web of 
  nerves, hide under a dissembled and still living body or in a pool of twitching cloned organs. 
  Whatever happens, Yuna should survive even if it means joining up with the other PCs if no 
  other hope seems likely. However, she should be pushed to make some pretty nasty choices 
  to survive.  
   
  Back with the other PCs, which are in a more open space, Faye takes the opportunity to talk 
  first. Faye is comfortable that the main threat has been removed, though she isn’t about to 
  enter into a James Bond style speech to explain the plot. Instead, she tries to increase their 
  fear by playing with them. For example, she offers to allow one to live if he kills the other.  
   
  Maia’s Madness  
  Some attempt to integrate Maia into the Project has been made but it has been unsuccessful. 
  The combination of her mind having brushed against the insanity of 1-iR-0 and watching parts 
  of her body being unravelled have driven her mad. Maia has seen the upcoming changes that 
  the survivors will suffer. Though she isn’t outwardly insane, she becomes erratic. She is 
  deathly afraid of Dzin, confides in Yuna and doubts everything that 1-iR-0 says. Ran notices 
  these changes and is visibly worried. Maia desperately wants to go back to the survivors on 
  the pretence of warning them of the danger.  All the while, she secretly plots to kill all the 
  survivors before they can be turned into abominations. 
   
  Signs and Portents 
  Following the resolution of Faye’s and Emba’s attack, the PCs have an opportunity to take 
  stock. They may also speak with 1-iR-0 who will explain to the PCs what happened with the 
  Project, at least as much as they are aware. He desperately implores the PCs to free them 
  from their shackles so they can return to their bodies and live. Maia will note that this is 
  impossible, but 1-iR-0 lacks understanding of that fact. 1-iR-0 must be left to die. 
   
  The remaining decision is what to do next. The PCs have managed to rescue Maia and Ran 
  and overcome two of the N’athm. They also have warnings from different sources that 
  something bad is about to happen. Though returning to the survivors is inevitable, this should 
  be the moment when the PCs come up with their plan of what to do on their return. 
   
  Para-psychic Eruption 
  At the end of this Act, three of the PCs gain additional para-psychic power and disorders. The 
  GM should take each player out of the room and given them the additional handout 
  designated for their PC. Ask any questions that they may have in regard to it.  It is 
  recommended that Yuna’s player be treated the same even though she isn’t erupting. Instead, 
  use the opportunity to tell her that in the next Act when Yuna meets Joss, Yuna will be given a 
  silent mental command to return to him at the first opportunity, in a way that doesn’t arouse 
  the other PCs suspicions. This will allow this to happen more naturally in the next session and 
  come as a greater shock to the other players.  
   
   
   
   
   
  
   
  24 
   
   
   
   
   
  ACT THREE: THE END 
   
  This Act is open in structure and should take 1 hour to play through, though it can easily take 
  up more if you have the time available. Its shape is dictated by the PCs actions.  
   
  There is no solution to this scenario other than survival itself. The players will naturally hold on 
  to hope and look for a solution but toward the end of the Act this fact should sink in. The more 
  that the end feels inevitable, the more seriously the PCs will take those few decisions that are 
  left to them. 
   
  The only faint hope is that of escape. Though the PCs can just flee desperately into the 
  Wastes, it is much wiser to explore Evo’s preparations. This is the only opportunity the GM 
  needs to engage the PCs with the events of this Act. By presenting this option, the PCs are 
  forced to make further choices in how to deal with the rapidly deteriorating situation, as well as 
  judgements as to who to save and when to leave someone behind.  
   
  There is no real sequence of events to this Act. However, there are a number of events that 
  can be used: 
  1. The PCs return to find the survivors besieged. 
  2. Darryn and Tina are encountered, having been put on top of poles to act as “lookouts”. 
  3. Joss tries to force Yuna to join with him against Leo and the others. 
  4. Maia, driven mad by visions of the future, tries to euthanize the survivors by destroying 
  Asphodel. Ran kills Maia to stop her. 
  5. Myles and the Luxburg Sprint Team are roaming All Fathers looking for survivors to feed 
  on. 
  6. Evo uses his preparations as bait to trap one or more PCs. 
  7. Shock is killed and her identity devoured by the N’athm, preferably Myles or Evo. 
  8. Felix looks to the PCs to save him. 
  9. The PCs must decide who will benefit from Evo’s preparations and flee Anchorage.  
   
  Behind the Scenes 
  The energies of 1-iR-0 reach their culmination to create a survivor that they consider powerful 
  enough to free them from Gurathnaka. However, the situation goes out of control as the 
  survivors begin to die rapidly at the hands of the N’athm. As the number of receptacles that 
  can hold the growing energy dwindles, several survivors erupt dangerously. The first is Joss. 
  The second in Dzin. Maia, Emba and Leo are also affected. However, with Maia’s death their 
  time is limited as Joss and Dzin become aware that with each one that dies the more powerful 
  they become. In the end, either Joss or Dzin will die leaving the other completely out of 
  control.  
   
  Around this central conflict, the N’athm feeding frenzy occurs, leaving Yuna, Shock, Ran and 
  Felix’s Gang between a rock and a hard place. Any chance of remaining is lost when Maia is 
  killed by Ran to stop her from killing all the survivors, and immediate survival becomes their 
  sole concern. Survivors focus on Evo’s preparations to leave Anchorage. However, there are 
  only limited resources for three people, forcing anyone deciding on that option to make some 
  hard decisions. The Migou do not return in this Act. They realise their errors too late and 
  decide not to be involved with the resulting dream inferno, simply waiting the disaster out.  
   
  Who lives and who dies? The PCs choices and actions will decide. 
   
   
  
   
  25 
   
      
      
      
   
  Joss  
  Since the PCs left, Joss has gained in both power and insanity. Most of those who haven’t 
  been turned into N’athm have flocked to his protection, including Shock and Felix’s Gang. 
  However, his protection means complete obedience and he uses his para-psychic powers to 
  bend the mind of his followers. Though Felix remains wary, Shock is literally enthralled by 
  him. Joss realises Felix’s reluctance and to keep him in line, he has stranded Darryn and Tina 
  on top of massive poles around the outskirts of Anchorage to act as “lookouts”. The N’athm 
  have tried to climb the poles to get to them but so far have failed. Both Darryn and Tina are 
  heavily traumatised by this abuse. 
   
  Joss is subconsciously fulfilling the plan of 1-iR-0. He intends to gather the survivors around 
  him and destroy any of the others who erupt. This will grant him greater power. He also plans 
  to have Yuna stand beside him when he fulfils this destiny. He understands that she is the 
  lynchpin of the All Fathers Gang, and he suspects Leo will be the greatest para-psychic threat 
  to him. This is wrong, of course, as Dzin holds more power. Joss will try and persuade Yuna 
  for her support with whatever it takes including logic, blackmail, mind control and of course 
  force. 
   
  During the final Act, Joss is likely to be the most obvious antagonist for the PCs. His 
  confrontation with Leo, his growing power and his “kidnapping” of Yuna make him a force to 
  be reckoned with before the PCs may execute any plan of action.  
   
  Evo and the Expedition 
  Evo has become a N’athm. He was a priority target to ensure that the survivors didn’t have a 
  means to escape and as a loner he was easily taken. Whilst Myles and the Sprint Team are 
  the most obvious group of N’athm to the PCs, Evo is more devious. He will greet the PCs as 
  their friend and be saddened by Faye’s death. He will use the preparations he has made as 
  bait for a trap. He explains that he still needs to gather food and fuel from Asphodel as well as 
  some old maps that J had given Faye. He suggests that the group splits and invites one of the 
  PCs to help him prepare the sled. If he is successful, he will attempt to attack and kill this PC, 
  possibly planning for a N’athm to take their place. Evo’s preparations include a tracked vehicle 
  capable of seating 3 people and enough fuel and supplies for those people. He believes he is 
  able to get to Seattle with what he has but hopes (faintly) that he can re-supply along the way. 
  It should be clear to the PCs that only 3 people can reliably escape Anchorage this way.  
   
  If you need more time for Act Three, then it is possible that Evo has sabotaged the sled. It will 
  take Ran or Emba sometime to fix it. Ran would be the best candidate, preferable traumatised 
  and unwilling after she has killed Maia for added tension. 
   
  Maia’s Euthanasia 
  Maia’s plan upon returning to Anchorage is to use Asphodel to kill the survivors. She believes 
  she can use the arcanotech devices to effect the environment in such as way that many will 
  die immediately and that the others will soon follow. She attempts to keep her plans from the 
  PCs, and in fact she should have every reason to go to Asphodel on their return.  
   
  The two people capable of discovering Maia’s plan before she executes it are Ran and Emba. 
  If Maia is unopposed then Ran will stop her. This intervention turns unexpectedly violent (Maia 
  is normally a pacifist) and Ran is forced to kill her. Her brain immediately rationalises her 
  horrific act in believing that Maia must have been a N’athm. Unfortunately, to uphold this 
  fiction, Ran automatically assumes everyone is a N’athm. Emba is perhaps the only person 
  who can break through to Ran by forcing her to face the fact that Maia wasn’t in fact a N’athm. 
  Admitting a murder of a close friend, even if necessary for survival, leaves Ran distraught. 
   
  If the GM wants to add more jeopardy into this final Act, Maia’s plan could have been partially 
  executed creating a great deal of environmental hazards, such as extreme temperature, 
  floods of acidic or radioactive liquid and earth tremors. 
   
   
  
   
  26 
   
      
      
      
   
  Myles and the Luxburg Sprint Team 
  After Joss, Myles and the Luxburg Sprint Team are the most obvious antagonist of this Act. 
  They are all N’athm and they are central to the feeding frenzy, prowling the streets of 
  Anchorage like a pack of wild animals. They are currently rounding the survivors toward Joss’ 
  group and picking off any stragglers. 
   
  Though they can be used at any time during this Act, it is suggested that if the PCs travel 
  back to their rooms above All Fathers, then the Sprint Team should attack. This will be 
  disturbingly familiar given the earlier raid, but where the previous one ended with a teenager’s 
  fancy, life is now at stake.  
   
  If either the players of Yuna or Emba seemed to enjoy the previous scenes with Myles, he can 
  be reintroduced as a form of resolution. If he realises he is beaten, he will revert back to his 
  original likeable self in order to try and save his life. This is unlikely to stop the PC killing him 
  but it should add extra gravity to the act. 
   
  Shock and Felix’s Gang 
  Shock is not mad. However, she is no longer of sound mind. She is scared witless. She is 
  very much the hapless victim and this role is a staple in this genre. It is suggested that she be 
  used in a way to put the PCs into further jeopardy. They will be forced to make decisions as to 
  whether to save her and possibly die themselves or leave her to her fate. Her assimilation by 
  the N’athm will be exceptionally cruel and brutal as she holds her appearance and identity 
  dearer to her than anything.  
   
  Felix is presented as the plausible alternative option for survival. If the PCs decide to flee 
  Anchorage they must already decide to leave one of their number behind. However, Felix has 
  also survived so the PCs should be aware that they are also leaving others behind too. Are 
  any of the PCs willing to give up their place for him?  
   
  The End 
  This Act should be absolute chaos. The PCs may have a plan but, between their own growing 
  lack of cohesion and the various actions of other survivors, executing and accomplishing it will 
  be a struggle. This Act will work best if the PCs start with real hope of resolving the situation. 
  This hope is then slowly stripped from them bit by bit as they see more horror and make 
  harder decisions. In the very end, escape should be hard won and be a relief as much as from 
  the threat of death as from being away from the place where so many atrocities were 
  performed by themselves and others. 
   
  The likely climax will be with the confrontation with Joss. This will likely involve Leo and Dzin. 
  The confrontation is clearly not productive in terms of survival but it is almost inevitable. Myles 
  and the Sprint Team can add further pressure to this climax as needed. At the end of this 
  conflict, either Dzin or Joss will die. When this happens, the other will feel himself erupt 
  further. The GM may give them one final choice about whether to proceed or not. If Dzin 
  decides to proceed then Dzin may be able to retain enough control to use his powers to help 
  the other PCs escape, such as destroying the remaining N’athm or simply leaving. 
   
  Around the periphery, Emba will have her hands full dealing with many of the greater issues 
  such as the survival of Felix, Ran’s trauma and Shock’s death. Her voice will return over the 
  course of the Act but it is best if she can easily be drowned out by the excitable voices of the 
  other PCs. 
   
  The Act finishes when the PCs are either all dead or they escape. The final shot of the Act 
  should be the tracked vehicle leaving the ruins of Anchorage, which will likely be on fire and 
  destroyed. For a final image, the daylight fades and the rose window stops sparkling, bringing 
  eternal night to the place which the survivors called home. 
   
   
   
   
  
   
  27 
   
      
      
      
      
  NON-PLAYER CHARACTERS & HANDOUTS 
      
  N’ATHM 
   
   
  CLAWS 
  Attack: 3d+5 
  Damage: 1d10 
   
  Dodge: 2d+5 
  Vitality: 30 (for Faye, Emba, Evo & Myles) or 10 (for others) 
   
  Special: Night vision 
   
  JOSS 
   
   
  TK STRIKE 
  Attack: 3d+9 
  Damage: 2d10 
  UNARMED 
  Attack: 2d+6 
  Damage: 1d10 
   
  Dodge: 2d+6 
  Vitality: 11 
  0 
  -1 
  -3 + slow 
  -6 + crawl 
  KO 
   
   
  Special: Orgone 14 - Burn 4d+9 
  Mindworm (3d+9) – at a cost of 4 Orgone, Joss may erase or rewrite one part of a subject’s 
  memory and can create a suggestion that will get them to do almost anything that fits within 
  existing (even hidden) desires and beliefs. 
  Empathic Projection (2d+9) – at a cost of 2 Orgone, Joss can create strong emotions in 3 people 
  that weren’t there before, or strongly influence or wipe out existing emotions. 
  Telekinesis (3d+9) – for 1 Orgone, Joss can lift 250 pounds within 25 yards, make TK strike with 
  Damage: 2d10, or gain Armour of 1d10.  
  Power Boost (2d+9) – for 2 Orgone, Joss can increase his unarmed damage by +1d10, gain 
  Armour of 1d10 (this may stack with Telekinesis), and triple his jumping distance.  
  Paranoia – Joss suffers from a pervasive suspiciousness and mistrust of others. 
  Rage Disorder – Joss has virtually no patience, flying off the handle at anything that bothers him. 
   
  LEO                                                                                                                       
  Power Boost (4d+6) – you can increase his natural strength and resilience, which also increases 
  your jumping distance. 
  Psychogenic Amnesia – you forget past experiences after some trauma or stressful experience. 
   
  EMBA 
  Clairvoyance (2d+7) – you may pick up intuitive hints about people, places, objects, or events. 
  Avoidant Disorder – you suffer from hyper-sensitivity to rejection, low self-esteem, and avoidance 
  of normal relationships, despite wanting to engage in them. 
   
  DZIN 
  Gravikinesis (3d+8) – you can control gravitic forces. You can make large utility vehicle-size or 
  smaller attract or repel each other as well as double or halve their speed. You can levitate up to 
  400 pounds, propel objects away from you and fly at roughly walking speed. 
  Megalomania – you have grandiose vision of your own self-importance, belief in your unlimited 
  success, and that everyone else is intrinsically inferior to you. 
   
   
   
   
  
   
  28 
   
   
  YUNA 
   
  You are a cold blooded killer. To everyone else you are what 
  everyone teenage girl wants to be. Confident, charismatic, 
  beautiful and popular. You are the undisputed leader of the All 
  Fathers Gang. But you are only all that when the going is good. 
  Deep down you know that if things get bad, you are prepared to 
  kill and this thought doesn’t faze you at all. 
  Though you get a lot of attention from male survivors you aren’t 
  really interested in any of them. By committing to one, you reduce 
  your options and, in a dying world, options are all one has left. Still 
  you enjoy the attention and you make friends easily. Friends help 
  you forget what you did eight years ago when you shot your two 
  best friends to ensure you had enough food to survive the winter.  
  You like your coterie, the “All Fathers Gang”. They are a bunch of 
  misfits and many people seem surprised that you stick with them. 
  Your prized possession is your two pistols, disturbingly (though 
  unknown to anyone) named after the two girls you killed.  
   
   
  Agility 
  Intellect 
  Perception 
  Presence 
  Strength 
  Tenacity 
  7 
  5 
  5 
  8 
  5 
  6 
   
   
  SKILLS  
  Intimidate 3d+8, Persuade 3d+8, Streetwise 3d+5, Athletics 2d+7, Marksmanship 
  2d+5, Misdirect 2d+8, Seduction 2d+8, Criminal 1d+7, Dodge1d+7, Fighting 1d+7, 
  Observation 1d+5, Survival 1d+6 
   
   
  COMBAT 
   
   
  CS-40 DEFENDER x2 
  Attack: 2d+5 (or 2d+3 x2) 
  Damage: 2d10  
  UNARMED 
  Attack: 1d+7 
  Damage: 1d10 
   
  Dodge: 1d+7 
  Vitality: 10 
  0 
  -1 
  -3 + slow 
  -6 + crawl 
  KO 
   
   
   
  LEO 
  For some unknown reason, Leo is the one person who you genuinely want to 
  earn the trust of. He suffers from some injury in his soul that you find both 
  pitying and frightening. You envy him the strength he has to face his demons, 
  no matter the cost. You could never do that. 
   
   
  DZIN 
  Dzin is a load of fun to be around. He makes you laugh. However, when the 
  going gets tough he will be the first you give up on. He is way too needy and 
  soft. You had hoped that he and Emba might get hooked up but now you 
  regret making suggestions along those lines. Emba has enough problems.   
   
   
  EMBA 
  Emba is like your younger sister to you. However, you have started to suspect 
  she knows the truth about you and this has you worried. You don’t trust that the 
  friendship you share will stop her from selling you out if things go bad. But until 
  that time you hope to keep her nice and close. That’s what friends do after all. 
  Or was that enemies?  
   
   
   
   
   
  
   
  29 
   
   
  JOSS 
  You see a lot of Leo in Joss and that attracts you to him. You know Leo has it 
  out for him, which is a shame. Joss could be useful to you if you could figure 
  out a way to get through to him. However, as it stands, like Leo, he scares you 
  on some level that you aren’t comfortable with. 
   
   
  EVO 
  Always playing the adult in a world where that word is now meaningless. 
  Though he seems influential, this virtue only exists for as long as the others 
  believe in it. If things were to change, he would be powerless. You think that 
  his loneliness stems from the fact he understands his true lack of worth.  
   
   
  MAIA 
  You don’t bite the hand that feeds you, unless you have another hand on 
  stand by. Despite yourself, you find that you like Maia out of some desperate 
  need for a mother to tell what to do and keep you safe. You are sure she 
  knows this and like you is just using a façade to make her own life better. 
   
   
  SHOCK 
  Shock is a necessary evil and you like her for it. Playing the Queen Bee is 
  everything to her. She doesn’t seem to realise that her hive is full of losers and 
  kids without much hope. Still, without her, life would be dull and you would 
  have to waste your time fulfilling her role yourself. 
   
   
  MYLES 
  As the leader of the largest group of survivors, Myles represents significant 
  untapped potential. Numbers are almost everything in Anchorage, it is just a 
  matter of time before someone realises this and tries to take advantage of it. 
  You hope Emba, who secretly likes him, doesn’t feel too bad when it happens.  
   
   
  FELIX 
  It must be hard being so young in Anchorage. You respect him as a survivor, 
  seemingly untouched by the disaster he has faced. However, you are 
  bothered that he seems so unaffected. If you could find a way to get him to 
  understand the true consequences of what he is going through, you would. 
   
   
  J 
  J is someone who you didn’t think much of until recently when he began 
  talking to you. It was like he could smell the blood on you and considered you 
  a kindred spirit. You suspect he might be the one person besides Leo who 
  could fulfil your need to have someone to unleash on your enemies. 
   
   
  RAN 
  Everyone sees Ran as a frivolous girl, and she is. However, as the closest 
  person to Maia, you are interested in her future. You had hoped Emba would 
  have replaced Ran in her role due to its influence, but Emba seems incapable 
  of betraying a friend, even for her own considerable benefit. 
   
   
  FAYE 
  In better times, you and Faye would have been a tag team of high school 
  bitches. However, in lean times, you are opponents. She seems to be in 
  contest with you at every turn. It is something of a legend that neither of you 
  have spoken to the other in years.  
   
   
   
   
   
   
   
  
   
  30 
   
   
  EMBA 
   
  You are a true friend. However, for some reason no one seems to notice 
  you. At least, your friends are nice to you. They smile when they see you 
  and look after you. You know that they have other things more 
  important on their mind than you but deep down it hurts. 
  It doesn’t help that you are so sensitive. When you were young, you 
  remember seeing so much pain. You couldn’t help but feel it yourself. 
  Even the sight of blood makes you want to vomit.  
  In the last two years, you have begun to gain confidence. With each 
  friendship you have you complete your soul. You realise that everyone 
  else is just as unsure of the world as you are. They just hide it better. This 
  makes the one who can see truth truly powerful. 
  As you have taken more notice of those around you, you soon realise 
  that some things are best left hidden. Unfortunately, you cannot tell 
  which is which before you uncover it.  
   
   
  Agility 
  Intellect 
  Perception 
  Presence 
  Strength 
  Tenacity 
  6 
  7 
  9 
  3 
  4 
  7 
   
   
  SKILLS 
  Dodge 3d+6, Observation 3d+9, Education 2d+7, Misdirect 2d+3, Survival 2d+7, 
  Technician 2d+7, Athletics 1d+6, Fighting 1d+6, Medicine 1d+7, Persuade 1d+3, 
  Streetwise 1d+7 
   
   
  QUALITIES                                                                                                                         
  Empathy (3d+7) - You can read other people’s emotions. 
   
   
  COMBAT 
   
   
  UNARMED 
  Attack: 1d+6 
  Damage: 1d10 
   
  Dodge: 3d+6 
  Vitality: 10 
  0 
  -1 
  -3 + slow 
  -6 + crawl 
  KO 
   
   
   
  LEO 
  Leo is in a lot of pain. Everyone looks up to him and he hates it. However, if 
  there is an unknown in any equation, he would be it. You know that Joss 
  somehow is at the heart of his pain. When the time comes, you hope you can 
  convince Leo to not do something he will regret.    
   
   
  DZIN 
  You like Dzin. You are very much alike yet opposites. Despite what the others 
  think they feel, he has more reason to be pain than anyone. However, every 
  time you have tried to connect with him, it has proven awkward. Probably 
  because Yuna tried to play matchmaker.    
   
   
  YUNA 
  You look up to Yuna a lot. She maintains an almost perfect façade, even 
  under the greatest pressure. You can sense her self loathing deep down 
  inside, but you doubt whether it is justified. If she breaks down, as a friend, you 
  will stick with her and insist on helping her through the worst of it.   
   
   
   
   
   
   
  
   
  31 
   
   
  JOSS 
  Joss has been deeply injured by Leo and it will lead to terrible things. He did 
  something many years ago, and Leo betrayed his trust, cruelly abandoning 
  him.  Joss is capable of immense power and he is being watched by others, 
  waiting for his chance to take his rightful place.  
   
   
  EVO 
  A watcher like yourself, you like Evo. However, he deceives himself by acting 
  the role of the custodian of a past that no longer has any meaning. You know 
  he intends to leave Anchorage, searching for a place where he thinks he 
  belongs. You hope he finds it and it brings him happiness, but you doubt it.  
   
   
  MAIA 
  Maia is a truly caring person. She is the life force of the survivors. However, you 
  sense that she has convinced herself that her own death is imminent. This 
  growing dread makes her feel impotent and this may lead to quite a change 
  in her. A change that affects everyone.  
   
   
  SHOCK 
  Shock has always treated you very badly. You don’t mind so much. It must be 
  hard being so different to everyone else. You think that the fact that you are 
  not bothered by her insults makes her even angrier. Maybe once she is 
  brought down a peg, she might make a good friend. 
   
   
  MYLES 
  Myles is a nice guy, genuine and true. In fact, you have had a crush on him 
  for over a year. It is because of his relaxed approach that so many people 
  flock to him, especially the younger ones. You just know that one of the older 
  ones will try and spoil him by trying to make him something he’s not. 
   
   
  FELIX 
  Felix was just a baby when the world ended. People think that this was a good 
  thing as he isn’t aware how much this life sucks compared to the previous 
  one. They are wrong. Having never known your parents is not something 
  anyone should go through. You try and help by being an older sister to him. 
   
   
  J 
  Many people see J as a killer. He’s not. He’s a survivor and a good one. You 
  are disturbed that the only person J seems genuinely scared of is Yuna. Like a 
  hyena checking out a lioness, he has started to talk to her, to gauge just how 
  lethal she might be and whether he can outrun her.  
   
   
  RAN 
  Ran is a good friend.  Most people underestimate her, seeing her enthusiasm 
  and love for all things as fickleness. However, she was the only one who 
  offered to help Maia with Asphodel, a commitment that has required years of 
  training and dedication. You are happy she considers you a friend. 
   
   
  FAYE 
  Something is not right with Faye. Many people would not be surprised at this 
  comment. She has a rebellious streak a mile wide but nothing to rebel against. 
  But that’s not what you are talking about. Recently, she seems much less wild 
  as if she has some plan that she is coordinating to achieve. 
   
   
   
   
   
  
   
  32 
   
   
  LEO 
   
  You don’t have any memory of life before you were 8 years old. 
  Your first memory is of your parents dead and of Joss with a knife 
  in his hand. Joss insists that he is your brother but, for some reason, 
  you can’t shake the feeling that he didn’t exist before that 
  moment. What happened? What did he do? What did you do? 
  Now, you are left with a dilemma. You can’t ignore Joss in case he 
  holds the answers. But you can’t stand his presence. Instead, you 
  obstinately ignore his very existence. Something that an 8 year old 
  can do without question, but now that you have grown up, many 
  people remark on your odd behaviour. You know you have to do 
  something soon. 
  This dilemma has eaten away at you. It is only because of Yuna’s 
  perseverance that you formed the necessary bonds to survive in 
  this dying world. The All Fathers Gang is a good group. Much 
  better than you deserve. You have no idea why but they seem to 
  look up at you as their older brother. All that does is remind you of 
  the way Joss looked at you whilst holding that knife; the knife you 
  now own and look after with extra care. 
   
   
  Agility 
  Intellect 
  Perception 
  Presence 
  Strength 
  Tenacity 
  7 
  5 
  5 
  6 
  7 
  6 
   
   
  SKILLS 
  Armed Fighting 3d+7, Intimidate 3d+6, Streetwise 3d+5, Athletics 2d+7, Criminal 
  2d+7, Dodge 2d+7, Fighting 2d+7, Misdirect 1d+6, Persuade 1d+6, Pilot 1d+7, 
  Regional Knowledge 1d+5, Survival 1d+5  
   
   
  COMBAT 
   
   
  KNIFE 
  Attack: 3d+7 
  Damage: 2d10 
  UNARMED 
  Attack: 2d+7 
  Damage: 1d10 
   
  Dodge: 2d+7 
  Vitality: 11 
  0 
  -1 
  -3 + slow 
  -6 + crawl 
  KO 
   
   
   
  YUNA 
  Yuna is the perfect girl. Perhaps too perfect. For some reason she won’t leave 
  you alone. In your quiet moments, you hope that her feelings are genuine, but 
  in reality you know that she just pities you. She keeps you close because you 
  are an enigma to crack, someone who makes her feel better about herself.    
   
   
  DZIN 
  Dzin is a mad fool and probably your best friend. The poor guy really needs a 
  break. You would help him but you have too much of your own problems to 
  deal with. You just hope to stop him from doing something foolish when his 
  chance arrives. No doubt he will fall in love with the first girl he sleeps with.    
   
   
  EMBA 
  Emba is such an angel that you fear what your presence will do to her. You 
  know she means well, but the way she knows so much scares you. You deal 
  with this unease by ignoring her observations. You know this is hurtful but you 
  just don’t have time to deal with her hokey predictions. 
   
   
   
   
  
   
  33 
   
   
  JOSS 
  Who? Everyone insists that there is a guy called Joss and he claims to be your 
  brother. But you never had a brother, at least not before that fateful day that 
  Joss killed your parents. This figment must be dealt with but he already seems 
  to have convinced everyone of his reality. 
   
   
  EVO 
  Evo gets the job done without all the other bullshit that most others would 
  shovel with it. If it wasn’t for the fact that he hangs out with Joss, you probably 
  have been better friends. You know he has been planning something recently 
  and it looked like he was going to approach you about it.  
   
   
  MAIA 
  The only person you have ever confessed your fears to about Joss was Maia. 
  She gave you a much needed embrace and comfort. You now regret what 
  happened between you. You know she thinks you are crazy and this worries 
  you, as Maia has the power of life and death over all the survivors.  
   
   
  SHOCK 
  Shock is an uncomplicated breath of fresh air and a complete bore. You 
  enjoy antagonising her, especially recently when she has started to show an 
  interest in you. You know it bugs Yuna to see her flirting with you. You might 
  even be tempted if being with Shock didn’t mean stepping into the limelight. 
   
   
  MYLES 
  You and Myles have only really spoken together once. However, that was one 
  of the best conversations you have ever had. He listened without judgement 
  and you listened back. Funny because he knows no one else really listens to 
  him, not even his gang, the Luxburg High School Sprint Team.   
   
   
  FELIX 
  Felix is the younger brother you wish you had time for. He’s really tough. So 
  much so, it puts you to shame. However, you have business to attend to first 
  and you can’t let anyone get in the way. You just hope that Joss doesn’t have 
  any designs on him or his gang as you would have to intervene. 
   
   
  J 
  J is a no nonsense guy. His recent attraction to Yuna irks you in a way that you 
  hate to admit it. J is what you know you could be if you weren’t burdened by 
  the sin of Joss. J is someone who you would not want to fight, as anyone who 
  did would be asking for a world of hurt. 
   
   
  RAN 
  Like Emba, Ran is one of the few people who can really make you smile. You 
  know that deep down she likes Dzin a lot and you have told him so. However, 
  he doesn’t believe you as she treats him like dirt. You know first hand that you 
  can be cruellest to the ones you care for the most.   
   
   
  FAYE 
  Everything Faye does is in excess. She has real passion that you can see burns 
  in her eyes. It attracts and scares you. You know that there is only room for her 
  or Yuna in Anchorage. If Faye decides to do something about this, then Yuna 
  better be careful.  
   
   
   
   
   
  
   
  34 
   
   
  DZIN 
   
  You are Dzin. No one takes you seriously. Not that you can blame 
  them. You find it hard to take yourself seriously. It’s like a vicious 
  cycle. You make a joke to get accepted. But with each joke you 
  create an expectation that must be met the next time to maintain 
  that acceptance.  
  You left the Luxburg High School Sprint Team as you were just sick of 
  it. Plus Leo is cool, if a little broody, Emba is very nice to you and 
  Yuna…well she is just perfect. If only she would take you seriously. 
  Recently you’ve begun to change. You are growing into something 
  else; something powerful. This prospect excites you and you are 
  desperate to see the results. Anything has to be better than you now. 
  It is your only way to escape your situation. You know that the 
  change will scare others and some will be jealous; just like you would 
  be. You need to be careful, no one must know what is happening 
  until you are ready and the process is unable to be stopped.  
   
   
  Agility 
  Intellect 
  Perception 
  Presence 
  Strength 
  Tenacity 
  5 
  8 
  5 
  6 
  4 
  8 
   
   
  SKILLS 
  Stealth 3d+5, Trivia 3d+8, Criminal 2d+5, Dodge 2d+5, Misdirect 2d+6, Education 1d+8, 
  Fighting 1d+5, Persuade 1d+6, Streetwise 1d+8, Survival 1d+8   
   
   
  QUALITIES                                                                                                              
  Telekinesis (2d+8) – you move objects of up to 50 pounds with you mind, and throw them.  
  Aura Masking (3d+8) – you may hide your emotions.  
  Obsessive Disorder – you are obsessed with approval from your friends, especially Yuna. 
   
   
  COMBAT 
   
   
  UNARMED 
  Attack: 1d+5 
  Damage: 1d10 
   
  Dodge: 2d+5 
  Vitality: 11 
  0 
  -1 
  -3 + slow 
  -6 + crawl 
  KO 
   
   
   
  LEO 
  Leo is a badass. You are cool with that. Chicks dig that sort of crazy hair 
  emotional stuff. You just wish you had thought of that schtick before he did. 
  Not that you could have pulled it off. You would have needed both a better 
  bod and an ability to resist filling every silence with incessant chatter.   
   
   
  YUNA 
  Yuna is the sweetest thing in the whole world. You think, against all odds, that 
  she might like you. After all, she let you in to the All Fathers Gang. Sure, after 
  that, she gave you nothing but mixed messages but some of it was good. You 
  make her laugh by acting the fool, and you hate yourself every time.   
   
   
  EMBA 
  Emba digs you. Yuna has said so. However, she is a bit trippy and you can 
  smell a hospital pass a mile away. Still she is nice to you and has some cute 
  friends, so it’s not all bad. You walk a fine line by pretending to really like her 
  to keep Yuna happy and trying not to entice Emba into anything further.  
   
   
   
   
  
   
  35 
   
   
  JOSS 
  This guy is just weird. His relationship with Leo is weird. He does weird stuff. You 
  don’t really like him very much and suspect that he is careening for some kind 
  of conflict with your group. You hope Leo can take him out as he has his eyes 
  all over Yuna and Emba. 
   
   
  EVO 
  Evo has brains. He even wears a tie in the middle of a wasteland. You’ve got 
  to respect that. He has never done you any harm and has even done you a 
  few favours. But at the end of the day he is like everyone else. Looking for 
  answers and getting none. 
   
   
  MAIA 
  Maia is the food lady. She is the most important person to your survival, so you 
  pretty much like her. However, she has been pretty glum recently. No one 
  seems to notice but not even your best jokes shake her from her recent 
  introspective depression. 
   
   
  SHOCK 
  There is something about Shock that is more human than human. You are the 
  only person who pities her. As the only Nazzadi in Anchorage, she is 
  desperate to fit in and has been caught in a spiral of outrageous behaviour to 
  maintain that. Not that different from you, really. 
   
   
  MYLES 
  Myles is a short-sighted dick. He and his “Sprint Team” are nothing but a pack 
  of animals. You were on the receiving end of what happens when one is 
  thrown out of the pack and you consider yourself lucky that you escaped 
  alive. You know Emba has the hots for him too, which makes it worse. 
   
   
  FELIX 
  Felix may seem all young and friendly but he plays the game just like the 
  others, if not better than them. He has a couple of loyal followers, he hangs out 
  with the big kids like Leo and Evo and all he does is act like everyone’s 
  younger brother. He’s a made man with stupid hair. 
   
   
  J 
  J. Girls want him and you want to be him. You are so angry that he has taken 
  interest in Yuna recently. I mean c’mon, the guy doesn’t talk to anyone in 
  years and then in one season he is dating Faye and chatting with Yuna. Grr. 
  Stabby, stabby, stabby head. 
   
   
  RAN 
  As Yuna tries to hook you up with Emba, Leo tries to hook you up with Ran. She 
  is cute and you get on well together. However, there are times that she is 
  really cruel to you, usually just when you think things are going well. If you 
  could just find some way to get her to stop doing it, you might get together.  
   
   
  FAYE 
  Faye is like the dark side of Yuna. If Yuna were a homicidal anarchist, then she 
  would be Faye. Luckily, you aren’t into that demented chick scene so you can 
  keep your distance. Hopefully, she will kill J on some trip in the wild and then 
  he will leave Yuna alone.  
   
   
   
   
   
   
  
SOURCE: textdata/thevault/CthulhuTech/3rd Party/CthulhuTech - Lambs of a Nameless God.pdf