TEXT: 
  Learn more about Etherscope at www.EtherscopeRPG.com
  Learn more about Goodman Games at www.goodman-games.com
  This printing of Etherscope is published in accordance with the Open Game License.  
  See the Open Game License Appendix of this book for more information.  All rights reserved.
  © 2005 Goodman Games. Etherscope is a trademark of Goodman Games in the U.S. and/or other countries, used with permission. All rights reserved. 
  The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
  Credits
  Etherscope created by Nigel McClelland and Ben Redmond
  Designers: Nigel McClelland and Ben Redmond
  Additional Designers: Chris Durham and David Schwartz
  Writers: Ben Redmond, Nigel McClelland, Christopher F. Allen, Chris Durham,  
  Mark Charke, and David Schwartz
  Developer: Luke Johnson
  Editor: Ken Hart
  Art Direction and Graphic Design: Shane Hartley
  Cover Art Direction: Sean Glenn
  Cover Art: Jonathan Hill
  Interior Art: Alex Kosakowski, Alex Shiekman, Chris Watkins, Eduardo Herrera, Ethan Pasternack,  
  Ilya Astrakhan, James Cosper, Jeremy Mohler
  Editor-in-Chief: Joseph Goodman
  Playtesters: Mike Beddes (Rahlyns Falconer-Beddes, Xcylur Beddes, Jason Taylor, Corey Starr, Billy 
  Ujhely), Benjie C/S, Jim Crapia, Chris Durham, Mark Gedak, Sean Holland, Jamallo Kreen, Stefan 
  Lundsby, Michael McConnell, Scott Moore, Jer Petter (Jason Bazylak, John Gillespie, Linda Gillespie, 
  Brett Watters), Ben Redmond (Melanie Duffy, Mark Fair, Matt Finn, Paul Johnson, Gérard Kraus, 
  Beatty Osborne, Matt Sims, James Todd), David Schwartz (Catherine Pegg, Michael Woodhams, Sam 
  Noel, Carlene Quedley, Nathan Smith, Carol Phillips), Beckett Warren
  CinnAmon rose
  
  
  CinnAmon rose
  An Etherscope adventure for 6th-level characters
  “M
  ost of all, I love Manchester. The crumbling warehous-
  es, the railway arches, the cheap abundant 
  drugs. That’s what did it in the end. Not the 
  money, not the music, not even the guns. 
  That is my heroic flaw: my excess of 
  civic pride.” 
  – Tony Wilson, 24 Hour Par-
  ty People
  Brought in to resolve a 
  kidnapping, the characters 
  are drawn into a shadowy 
  world of occult conspira-
  cies. “Cinnamon Rose” 
  takes place in the Great 
  Metropolis as well as in 
  the Scope. The charac-
  ters need social skills and 
  a degree of Scope skill to 
  overcome the challenges 
  in this adventure. Occult 
  knowledge may help the PCs, 
  but is not necessary.
  background
  E
  veryone knows that Sally Cinnamon 
  is a virtuoso Scope performer. However, few 
  people know that she is also an investigator of Scope phenom-
  ena. The same exceptional Scope skills that make her a famous 
  artist open her etheric senses to strange happenings in the 
  Scope.
  Milo Porter, tobacconist, is a member of the Ancoats 
  Historical Society. Unbeknownst to the general populace, 
  the society is a front for occult research (more information 
  about the Ancoats Historical Society can be found in The 
  Great Metropolis). Although not a member of the society, 
  Sally Cinnamon has done fieldwork for the aging Porter on a 
  number of occasions. To allay suspicion, Porter communicates 
  with Sally through his son Tony, an aspiring music promoter.
  Factions
  Several factions vie for the artefact known as the Rose.
  The Administration Division
  Unbeknownst to almost everyone, including himself, the chief 
  executive of the Corporation of the Great Metropolitan Estate, 
  Maxwell Booth, has been possessed by the demon Yrjn’kruh-Gkay-
  loi. A ruthless man even without demonic influence, the demon 
  steers Maxwell towards some unknown (but undoubtedly nefarious) 
  goal. The demon thought the Rose was destroyed and was dismayed 
  to discover parts of it in the hands of mortals. He orders his minions 
  to destroy it once and for all. 
  More about Maxwell Booth and the Corporation of the Great 
  Metropolitan Estate appears in The great Metropolis.
  The Ancoats Historical Society
  On the surface, the Ancoats Historical Society is just another 
  local society dedicated to historical preservation. In truth, the 
  organisation is a collective of occult researchers who exchange 
  information and discuss their findings. They also work to 
  protect humanity from etheric entities. A wealthy 
  benefactor funds the society, and it has an 
  extensive library of occult books and 
  artefacts. Acquiring the Rose would 
  be a boon, both to the collection 
  and to humanity’s defence. 
  More information about 
  the Ancoats Historical Soci-
  ety appears in The great 
  Metropolis.
  The Ghost  
  Hand Gang
  Mike Ryder, the Ghost 
  Hand leader, took the 
  Rose’s Prime Reality com-
  ponent from Tony Porter 
  when he kidnapped him. 
  Mike saw Sally Cinnamon give 
  the cylinder to Tony; he doesn’t 
  know what it is, but he figures it 
  must be valuable.
  The System Agents
  The System is also aware of the Rose’s re-
  emergence. In a misguided attempt to destroy the 
  demon contained within it, the System sends a team of System 
  agents to destroy the Rose. The PCs may be able to convince the 
  agents to abandon this goal if they demonstrate either the danger of 
  destroying the Rose or the artefact’s potential usefulness. 
  More information on the System and System agents appears in 
  Mysteries of the Occult.
  Sally recently acquired a mysterious Lemurian artefact. The 
  artefact has two components, one in Prime Reality and one 
  in Etherspace. A fan gave her the Prime Reality component, 
  but, because its Prime Reality and Etherspace components 
  are separated, the artefact is inactive. Sally gave the object to 
  
  Tony Porter whilst she searched for the etheric component. 
  Unfortunately, Mike Ryder, leader of the Ghost Hand and 
  Sally’s jealous on-again-off-again boyfriend, witnessed the 
  exchange. With some difficulty, Sally acquired the missing 
  etheric component, but before she could pass it along to Tony, 
  Mike Ryder’s thugs abducted him.
  Milo learns about the kidnapping and asks the PCs to 
  rescue his son. Meanwhile, Sally has drawn the attention of 
  System agents and demons, who seek the artefact for their 
  own inscrutable purposes.
  PArt one: Pendlebury
  T
  he adventure begins when the PCs meet Milo Porter, 
  which can occur for any number of reasons.
  • If the PCs are police or private investigators, their superiors 
  might call them in to solve the kidnapping of Tony Porter. 
  • If the PCs are occult investigators, Milo hires them (even 
  though this case bears no appearance of the supernatural).
  • Milo knows a surprising number of people. He has aided the 
  PCs’ organization in the past, and in recognition, the PCs’ 
  superiors send them to help Milo.
  • An NPC for whom the characters regularly work is secretly a 
  member of the Ancoats Historical Society. He asks the PCs 
  to help a friend.
  In any case, the PCs receive directions to Milo Porter’s shop. 
  Read or paraphrase the following.
  Y
  ou head down streets that wind between dirty high-rise 
  residential blocks. As you turn the last corner, you see 
  a distinctly old-fashioned tobacconist shop wedged between 
  two blocks of flats. The clean and inviting facade contrasts 
  with its surroundings. A check of your directions reveals 
  that this is your destination.
  When the PCs enter the shop, Milo greets them warmly 
  and invites them into his upstairs flat. Milo explains that two 
  nights ago the Ghost Hand gang kidnapped his son Anthony 
  (everyone else calls him Tony, but his father never does). 
  Milo initially suggests that the abduction may be related to 
  Anthony’s business — Anthony works clubs in the seedier side 
  of town, looking for talent. However, with skilful diplomacy 
  (a Diplomacy check opposed by Milo’s Resolve check — his 
  bonus is +9), Milo reveals that his son meets with Sally Cinna-
  mon, the gang leader’s erstwhile girlfriend. If the PCs ask how 
  his son knows Sally, Milo tells them it’s because they’re both 
  in the music industry. Though genuinely concerned about his 
  son, Milo denies ever having met Sally (his Bluff bonus is +7).
  After leaving the tobacconist, the PCs likely want to do 
  some research. The “Word on the Street” sidebar suggests 
  information the PCs might discover with gather information 
  checks. It’s a good idea to use this opportunity to roleplay the 
  characters’ interactions with people in and around the area, 
  from moshers at the Factory to people who live under Ghost 
  Hand “protection.”
  If the research drags on — or the PCs make nuisances of 
  themselves or the players want some action — three Ghost 
  Hand thugs attack them. Use the stats for a medium-level 
  warrior (Chapter 8: Gamesmastering, “Ordinaries,” Warrior 
  Ordinary).
  The Rose
  This artefact appears as a perfect red rose in Etherspace and a small, 
  thin brass cylinder in Prime Reality. The effects of the Rose manifest 
  only if a character holds the Prime Reality component and the etheric 
  component is bound to his avatar.
  The etheric Rose bonds with the avatar of whoever holds it; it dis-
  appears when the character jacks out and materialises when he jacks 
  in. The bond is severed if the bearer loses possession of the Rose (vol-
  untary or not).
  Etherspace Effects: The Rose’s etheric component provides a +4 
  bonus on Charisma-based checks in Etherspace. In addition, the bear-
  er can make a smite attack against etheric creatures in Etherspace. 
  The bearer must declare the use of this ability before making a melee 
  attack roll. The character adds his Charisma bonus on the attack roll. 
  If he hits, he deals additional damage equal to his character level. The 
  bearer can use this ability once per day for every 5 ranks she has in 
  Scope Use (immersed).
  prime reality Effects: The bearer can activate the Rose’s Prime 
  Reality component to trap an etheric creature encountered in Prime 
  Reality, banishing it to an Etherspace prison. Doing so requires a DC 
  15 Warding check and a ranged touch attack (range equal to 25 feet, 
  plus 5 feet for every two ranks in Warding). If the attack succeeds, 
  the target must attempt a Will save (DC 10 + half the bearer’s ranks 
  in Warding + the bearer’s Intelligence modifier). If the creature fails, 
  it is sucked into a portal, which shuts around it and traps it forever. 
  If the save succeeds, the portal opens and sucks in part of its 
  essence, dealing 1d6 points damage for every 2 ranks the bearer has in 
  Warding. If this attack reduces the creature to 0 hp, it is sucked into 
  the prison. 
  The bearer can target a creature possessing a character with this 
  attack; the attack affects the possessing creature and could free the 
  host from the possession.
  Destroying the rose: If either component is destroyed (hard-
  ness 10, 35 hp, 1/2 damage from all energy types), the artefact no 
  longer functions. If the etheric component is destroyed, in addition 
  to deactivating the device, an etheric bubble opens and its prisoners 
  escape — one per round, starting with the first to be trapped. Only 
  Xyscyila (a tentacled horror) is trapped in the artefact at the start of 
  the adventure. 
  A character can permanently deactivate the Rose (without releas-
  ing its prisoners) by separating its components and making a DC 30 
  Scope Use check over 1 hour of work.
  
  
  PArt tWo: 
  ChArlestoWn
  C
  harlestown is four square miles of block housing. The 
  buildings (many built in irregular stages) tower over 
  seventy stories high. Mass transit lines snake about the 
  buildings’ exteriors. The constabulary rarely patrols the 
  streets, and never enters the buildings. Thus, the gangs have 
  free run over the blocks.
  T
  he Justinian block is 76 stories; the Ghost Hand has a 
  firm hold on the top 33 (the lower levels are contested, 
  much to the residents’ detriment). The gang holds Tony on the 
  68th floor. Mike hasn’t seen Sally in months, but he still has a 
  stake in her career. Mike assumes Tony is trying to steal Sally’s 
  contract, and that is ostensibly why he had Tony abducted. 
  Mike is also worried that Tony is interested in Sally on a more 
  personal level. Mike has kept Tony locked up because he hopes 
  Tony knows where Sally now resides. (He doesn’t.)
  If the PCs don’t know what floor Tony is on, they can make 
  gather information checks by asking the block’s residents.
  Word on the Street
  The PCs can make gather information checks to learn about the peo-
  ple involved in the kidnapping.
  Ghost Hand Gang
  A gather information check with the Crime or Street influence 
  reveals the following:
  • DC 10: The Ghost Hand is a successful gang in Charlestown. They 
  run protection rackets and smuggle drugs, tabs, and guns. Their 
  colours are white on black.
  • DC 15: The Ghost Hand gang claims the Justinian block as its base 
  of operations. It also has “patches” outside Charlestown, includ-
  ing Ancoats, a popular nightspot. Mike Ryder is the gang’s leader. 
  Thugs from the Ghost Hand abducted Tony Porter outside the Fac-
  tory a few days ago.
  • DC 20: The Ghost Hand has a good reputation in Charlestown, and 
  is genuinely protective of those in the Justinian block. That’s where 
  the gang took Tony.
  • DC 25: The gang holds Tony on the 68th floor.
  Diplomacy: If the PCs can change a Ghost Hand thug’s attitude 
  from unfriendly to friendly (the thugs’ Resolve bonus is +0), he reveals 
  that Tony is in the Justinian block. If made helpful, the thug reveals the 
  precise floor.
  Mike Ryder
  A gather information check with the Crime or Street influence 
  reveals the following:
  • DC 10: Mike Ryder is the Ghost Hand’s leader. Mike is gregarious, 
  personable, and popular. He’s also an effective gang leader; the 
  Ghost Hand has expanded exponentially under his leadership.
  • DC 15: Mike Ryder is a heavy drug user. Though popular, his capri-
  cious decisions and juvenile pranks prove an annoyance to allies 
  and enemies alike. Mike has no shortage of female companionship, 
  notably his on-off relationship with Scope star Sally Cinnamon.
  • DC 20: Mike Ryder has a stake in Sally Cinnamon’s career. Mike saw 
  Sally give an envelope to Tony; worried that Tony Porter is trying to 
  horn in on her contract, Mike ordered some of his goons to abduct 
  the music promoter.
  Milo Porter 
  A character using gather information regarding Milo discovers that he 
  is exactly what he appears to be: a friendly neighbourhood shopkeeper. 
  Milo is scrupulous about keeping his affiliation hidden. Though you 
  might drop hints that Milo is more than he says, for dramatic reasons, 
  avoid revealing too much about Milo at this time.
  Sally Cinnamon
  Sally keeps a low profile in Prime Reality. The PCs are unable to 
  locate her physical residence (an anonymous flat in Manchester). If 
  they insist on meeting Sally, someone directs them to her concert in 
  Haven or to Mike Ryder.
  A gather information check with the High Society or Street influ-
  ence reveals the following:
  • DC 5: Sally Cinnamon is a famous singer from Manchester.
  • DC 10: Sally got her start singing in Ancoats clubs, including the 
  Factory. After a few gigs in the Scope, she became a success. Her 
  unique brand of opera-punk makes her popular with tab-jammers 
  and young dilettantes alike.
  • DC 15: Sally has been linked with a number of men, most notably 
  Mike Ryder, a gang leader from Charlestown. Their on-off relation-
  ship is the object of much speculation. An additional bit of informa-
  tion is that Sally is playing a gig in Haven a couple of nights after the 
  PCs meet Milo. (A DC 20 Knowledge (current events) check also 
  allows a PC to know about this show.)
  • DC 20: Few know what Sally gets up to when she’s not performing. 
  Some have suggested that she works for a separatist organization.
  • DC 25: Not many people know this, but Sally collects classical 
  objets d’art. Sometimes a fan or admirer gives her an artefact as 
  a gift.
  Tony Porter
  The characters can search Tony’s flat (Milo has a key), though they 
  find little. Tony’s management style is unusual: He has no contracts 
  and keeps few records. In any case, no mention of Sally Cinnamon 
  exists anywhere in his flat. A DC 20 Search check turns up a scrap of 
  paper on which are scrawled the words “The Rose” and “Fatal Error” 
  and a time and date: the night before the PCs spoke to Milo, after 
  Tony was kidnapped.
  A gather information check with the Street influence reveals the 
  following:
  • DC 10: Tony Porter is an aspiring music mogul. The bands he manag-
  es (Uncertain Ratio and the Transgenic League) are good enough 
  to get gigs at Ancoat’s famous Factory venue, but they’re not great. 
  Tony hasn’t been seen in several days, however.
  • DC 15: Tony is not well respected as a person, but has a good idea 
  of image and style. He seems to have money (relative to the work-
  ing-class people normally involved in this type of music). A few days 
  ago, some Ghost Hand thugs jumped Tony outside the Factory and 
  dragged him off.
  • DC 20: Some people have seen Tony talking to Sally Cinnamon at 
  the Factory.
  • DC 25: A few nights ago, one of the punks at the Factory saw Sally 
  slip Tony a fat envelope.
  
  Patrols (el 7)
  T
  he PCs can enter the building either from the ground floor 
  or one of the transit terminals; however, they must take the 
  lifts to reach the upper floors. As the PCs explore the Justinian 
  block, read or paraphrase the following.
  W
  alking along the hallway feels like moving through a 
  war zone. A few ether lights intermittently illuminate 
  the dark, claustrophobic passage. What few residents you see 
  pointedly ignore you as they scurry about their business.
  G
  ang thugs (medium-level warriors) roam the halls in groups 
  of 1d4; the PCs run into at least one such patrol on their 
  way up, more if they don’t go directly. These patrols are unlikely 
  to trouble the PCs (too much) if the characters look like resi-
  dents and avoid drawing attention. Otherwise, the thugs accost 
  them; if the characters don’t have a good explanation for their 
  trespass, the thugs forcibly remove them.
  the 68th Floor
  T
  hugs roam the halls on this floor, and two thugs guard the 
  door to Tony’s room. The only ventilation in the room is a 
  small window, stuck half open, which looks out onto a brick wall 
  across the alley — and a 68-floor drop straight down. A Small 
  character can get through the window easily; a Medium charac-
  ter must make a DC 20 Escape Artist check to do so.
  The PCs probably attempt the rescue in one of three ways:
  Diplomacy: The Ghost Hand thugs are initially unfriend-
  ly. They don’t attack unless provoked, but they are not above 
  threats. If a thug’s attitude becomes hostile or a PC takes an 
  offensive action, the thugs become violent. No amount of cajol-
  ing allows the characters access to Tony’s provisional prison. 
  However, if the PCs change a Ghost Hand member’s attitude 
  to friendly (their Resolve bonuses are +0), he takes them to see 
  Mike Ryder (see “Mike’s Flat,” below). 
  If the PCs come to Charlestown at the end of the adventure 
  and have Sally Cinnamon with them, the thugs immediately 
  take them to see Mike Ryder.
  stealth: The PCs can get far into the building by staying out 
  of sight or pretending to be working-class residents. However, 
  the thugs are not tolerant of folks they don’t know on the 68th 
  floor. Regardless, the characters must still deal with the guards 
  on the door. 
  Unless the PCs are good at covering their tracks, the gang 
  discovers that Tony is missing within 10 minutes. If the Ghost 
  Hand is tracking down the characters, the block residents are 
  more likely to help the gang than the heroes.
  Alternatively, if the PCs have a small zepcar, and they know 
  which room Tony is in, they might try getting him out through 
  the window in the alley. In this case, the gang might not notice 
  the escape for hours, and Mike might assume that Tony com-
  mitted suicide or escaped on his own.
  Combat: Busting in with guns blazing is probably the least 
  effective way to rescue Tony. Once combat breaks out, thugs 
  arrive in groups of 1d4 roughly every minute, as long as the 
  PCs are in Ghost Hand territory. These thugs don’t hold back, 
  and they don’t differentiate between Tony and the PCs. How-
  ever, if the characters escape the building or incapacitate a 
  dozen thugs, the Ghost Hand breaks off (for now).
  mike´s Flat
  I
  f the thugs bring the PCs to see Mike Ryder, read or 
  paraphrse the following.
  T
  he elevator wires creak as the lift ascends to the top 
  floor. The doors open, revealing a hallway not unlike 
  those in the rest of the building, yet somewhat cleaner. The 
  thugs push you out of the elevator, and then lead you to a 
  door where two more thugs stand guard. After a few terse 
  words from your escort, the guards open the door.
  The room is well furnished for such a low-rent building. 
  A young man in gang colours, clearly Mike Ryder, sits at the 
  back of the room with a bottle of spirits. He is surrounded 
  by about half a dozen hangers-on.
  “Oi, what do you want?” he shouts.
  B
  y the time the PCs arrive, Mike is coming to the reali-
  sation that Tony is no threat and has no useful informa-
  tion. However, the PCs’ involvement convinces him that Tony 
  might be worth something to someone.
  To get Tony released, the PCs must change Mike’s attitude 
  from unfriendly to friendly (his Resolve bonus is +9). Mike 
  receives a +4 bonus on Resolve checks to resist Intimidation 
  (from a combination of booze and home field advantage). If 
  combat ensues, the hangers-on flee (if necessary, use the stats 
  for low-level con artists and/or thieves; see Chapter 8: Games-
  mastering).
  If the PCs attempt diplomacy, Mike demands recompense. 
  The PCs must make a DC 12 acquisition check; they take a 
  –10 penalty on this roll if they hadn’t planned for this even-
  tuality (and brought along extra cash). The price goes up to 
  DC 15 if the PCs have to return with the payment. Mike also 
  accepts equivalent goods, especially drugs or tabs. As with any 
  bribery, the PCs gain +1 bonus on their Diplomacy check for 
  each point by which they beat the acquisition DC (max +10). 
  Feel free to give the PCs a competence bonus on their checks 
  for good roleplaying.
  If Sally is with the PCs, she can then easily convince Mike 
  to release Tony.
  success?
  W
  hen the PCs rescue Tony, he informs them that Mike 
  took an item of his — a brass tube. If the PCs bribed 
  Mike to release Tony (or have brought Sally), Mike gives only 
  token resistance before handing over the artefact. If the PCs 
  used other means to rescue Tony, Mike is less forthcoming. He 
  demands recompense (as above).
  If the PCs rescue Tony, Milo is exceedingly grateful. How-
  ever, when Tony tells his father about the Rose, Milo becomes 
  worried for Sally Cinnamon’s safety. Tony was supposed to 
  receive an important program from her; his kidnapping pre-
  vented him from meeting her, and other groups hunt the pro-
  
  gram. The Porters asks the PCs to go to Sally’s upcoming con-
  cert and arrange a new meeting. If the PCs do not have access 
  to the Scope, Tony can provide them with tabs for Haven (and, 
  later, Fatal Error). 
  PArt three: hAven
  A
  t some point, the PCs go to Sally Cinnamon’s concert in 
  Haven. 
  T
  he concert venue is a spherical amphitheatre in the 
  Scope rider domain of Haven. The place is standing 
  room only, yet thanks to subjective gravity, fans eventually 
  cover every inch of the sphere except the doors and the stage. 
  A few even take to air for a better view or simply to show off 
  their acrobatic dance moves.
  S
  ally arrives shortly before the show starts, and thus the 
  PCs are unable to speak to her beforehand. Allow the 
  PCs another gather information check regarding Sally if they 
  mingle with the crowd.
  the Concert
  A
  t the appointed time, Sally and her band take the stage. 
  Her skin like porcelain, eyes emerald green, and hair 
  like the sun, Sally is stunningly beautiful. She stands center 
  stage holding a red rose. Playing instruments unlike any-
  thing in Prime Reality, the band performs percussive punk-
  dance beats. Yet Sally’s operatic voice rises above the sound, 
  clear and distinct. The music moves the crowd of young tab-
  jammers to ecstatic dancing; it’s as if Sally is singing directly 
  to you.
  A
  llow the PCs some time to soak in the atmosphere. 
  When dramatically appropriate, read or paraphrase the 
  following.
  A
  s the music reaches a crescendo, someone behind you 
  screams. A group of people have entered the auditori-
  um and are forcing their way through the crowd. Most of the 
  revellers flee, but a few confront the newcomers — only to 
  be knocked flying. As the crowd thins, you get a good look: 
  six expressionless gentlemen in black suits, bowler hats, and 
  dark glasses. They move purposely towards the stage.
  S
  ix System agents — five Agents Alexander and one Agent 
  Gates – fight their way through the crowd towards the 
  stage. The PCs should realise that they have little chance of 
  defeating all the Agents in combat.
  The PCs have only a few short rounds before the agents 
  reach the stage. The PCs should have no trouble getting onto 
  the stage. They can then quickly arrange a meeting with Sally. 
  Before the PCs can ask any questions or the System agents can 
  reach the stage, read or paraphrase the following.
  Sally’s gaze is sharp and focused. “Those are System 
  agents. They are not human. They are after this. Please keep 
  it safe for me.” She places the rose in your buttonhole, then 
  fades from sight.
  T
  he recipient of the Rose is immediately aware, on some 
  indefinable level, that the Rose is now bound to his avatar.
  The PCs can fight or flee as they see fit. The System agents 
  pursue whoever has the Rose with intent to capture, and fight 
  anyone who stands in their way. 
  Should the PCs know that the Rose disappears with the 
  bearer, the easiest way to evade the agents is simply to jack 
  out. For those who entered Haven via a tab trip, a number of 
  exit points lie within a short distance from the amphitheatre, 
  though the PCs may have to race to them.
  
  PArt Four: AnCoAts
  A
  fter the PCs return to Prime Reality following the con-
  cert, but before they meet back with Milo (or possibly 
  shortly after they do so), agents of the Administration division 
  of the Corporation of the Great Metropolitan Estate accost 
  the characters. Algid demons possess these agents; they seek 
  to capture the Rose for their demonic patron. (See Appendix 
  II: Demonic Agents.)
  Four possessed agents arrive to arrest the PCs. A character 
  who makes a DC 10 Knowledge (civics) check knows that the 
  Administration division does not have that authority. If the 
  PCs resist, the agents attempt to grapple and handcuff them 
  (an agent can handcuff a pinned character as an attack action). 
  The agents’ frighteningly cold touch will be noticed immedi-
  ately and painfully. The agents flee if one of them drops, but 
  killing an Estate official is a bad idea.
  Arrest
  I
  f the agents “arrest” the PCs, they take them to an Adminis-
  tration office. There the agents give them Scope tabs (forcibly 
  if necessary). The demons then leave the bodies of the agents 
  and attack the PCs in the Scope in order to acquire the Rose. 
  If the PCs return to their bodies, the (bewildered) agents are 
  unable (legally) to detain them.
  Capturing the demons
  I
  f the PCs capture an agent, the demon flees the body. The 
  agent is unaware of why she is there or what she is doing, but 
  asserts her authority as an Administration agent. If the PCs 
  change her attitude from unfriendly to friendly (her Resolve 
  bonus is +3), the agent admits to having occasional blackouts 
  and sometimes finds unusual blood stains on her clothes after 
  such an episode. (She has mentioned this to her superiors, but 
  they tell her not to worry, that it is a common symptom of stress 
  found amongst the workers of the Administration division. The 
  agent has little choice but to accept this explanation.)
  
  Aftermath
  A
  fter the attack, the PCs probably want to speak to Milo. 
  When he discovers that the PCs have the etheric Rose, the 
  tobacconist reveals the truth; paraphrase the “Background” sec-
  tion (above) in Milo’s voice. 
  Milo has been doing some research on the Prime Reality 
  component of the Rose, but now that he has access to the etheric 
  component, he believes he can discern its purpose. Milo asks for 
  the PCs’ further help in keeping the Rose safe whilst he stud-
  ies it. He may ask PCs with appropriate skills to aid him. He 
  brings them to the Ancoats Historical Society (AHS) building 
  and allows them access to the libraries (real and etheric) to help 
  research the artefact. The “A Rose by Any Other Name” sidebar 
  reveals information that Milo and the PCs can discover. (This 
  is also a good opportunity to introduce new character options 
  from Mysteries of the occult to your campaign.)
  the note
  A
  t some point during the research, the PCs (or Milo if none 
  of the PCs has a domain) receive a Scope letter from an 
  unnamed source. The correspondent claims to have captured 
  Sally and offers to trade her for the Rose. The letter includes a 
  time and place for the exchange. 
  If the PCs made arrangements to meet Sally in the Scope, 
  the kidnapper has usurped the rendezvous; otherwise, the 
  location is Fatal Error. 
  PArt Five: FAtAl error
  A 
  short while after the concert, Sally Cinnamon jacked in 
  again. This time, the System agents got the jump on her 
  A Rose by Any Other Name
  Each check described below requires 1d4 hours of research in the 
  library or the Scope. The PCs can help Milo research the Rose with 
  aid another actions. Alternatively, they might use the society’s librar-
  ies to study their opponents.
  The Rose
  Milo is missing key information about the Rose, but he hopes that 
  with the PCs’ help he will be able to make a breakthrough. Milo is 
  unfamiliar with the workings of ethertech; however, a character with 
  such knowledge might be able to discern some additional facts about 
  the Rose. The exact information they uncover depends on the skills 
  they use and their degree of success.
  research
  • DC 30: Read or paraphrase the following.
  Amongst the documents in the library, you find an early Greek alle-
  gory describing a hero’s journey into the underworld. The hero is given 
  an enchanted rose by a goddess. The magic of the Rose allows him to 
  slay underworld demons. After he returns to the world of the living, 
  he uses the Rose to banish a demon that followed him back.
  Based on this story and some corroborative texts, the PCs learn the 
  Rose’s use and activation (relate the “Effects” from “The Rose” sidebar).
  • DC 35: Read or paraphrase the following.
  A Scope drone turns up a mention of a brass tube: a pre-clas-
  sical story describing a demon’s attack on a Mediterranean island 
  city. Though fragmentary, the account indicates that the creature, 
  called Xyscyila, was imprisoned in a device that bears a striking 
  resemblence to the Rose’s Prime Reality component.
  Engineer (ethertech) 
  • DC 20: The character realises that the Rose fits theoretical param-
  eters of an extradimensional fold in Etherspace: a space outside 
  space. In theory, destroying the etheric Rose would “unfold” this 
  space, releasing its contents.
  • DC 30: The character determines how to safely deconstruct the 
  etheric Rose without unfolding space.
  Administration Division
  research
  • DC 15: The Ancoats Historical Society believes that the Adminis-
  tration division is under the control of a demonic influence, but is 
  unclear on the specifics.
  • DC 20: Further research with this in mind reveals a number of suspi-
  cious policies: Whilst other local governments around the country 
  are trying to restrict Scope access, the Great Metropolis Corpora-
  tion has been implementing plans for more public information and 
  public service Scope points.
  Demonic Possession
  research
  • DC 15: Various cultures describe demons able to possess the minds 
  of mortals.
  • DC 20: The PC learns the species qualities common to all demons.
  • DC 25: If the PCs fought the algid demons in the Scope, he identifies 
  the demon possessing the agents as an algid demon. These demons 
  can possess only minds that have been prepared over a long period of 
  time. The demon is deathly cold, as is anyone it possesses.
  • DC 30: If a character took cold damage in Prime Reality or spoke 
  to a captured Administration agent, the character identifies the 
  demon possessing the agents as an algid demon (as previous).
  System Agents
  research
  • DC 10: The character easily finds many urban myths regarding System 
  agents: System agents protect the Scope from human exploitation; 
  they are spies for a foreign government; they are spies for our own 
  government; System agents have no eyes and no souls; agents abduct 
  Scope riders and steal their faces; the System agents do not actually 
  exist; and the like. It is impossible to tell truth from fiction.
  • DC 20: The character finds some more reliable evidence of System 
  agents, including images of System agents and official reports of 
  Scope encounters with “men in black.” While hardly conclusive 
  evidence, the PC does learns the species qualities common to all 
  agents.
  • DC 30: The character discovers a report suggesting that System 
  agents are involved in fighting demonic activity in the Scope; 
  attached is a memo recommending that the AHS make contact 
  with them.
  
  and trapped her in a program that prevents her from jacking 
  out. Accessing the System’s resources, the agents then traced 
  the PCs and sent them the kidnap note. The Administration 
  division has intercepted the Scope letter and is sending its own 
  agents to retrieve the Rose.
  This part of the adventure probably takes place in Fatal 
  Error. (Tony Porter, if freed, can provide the PCs with tabs 
  to get here.) However, the locale is not essential; the meeting 
  could take place in any domain you like.
  Fatal Error is a Wild West–themed pleasure domain 
  loosely controlled by the El Gauchos gang out of the Ameri-
  can West Coast. Lawmen and other nosey folks don’t last 
  long in Fatal Error, making it an ideal place for clandestine 
  meetings. This Class E30 domain adheres to strict real-world 
  physics. A unique security program suppresses the enhanced 
  transfer ability; a DC 20 Scope Use (immersed) check defeats 
  this program for one character. However, the locals don’t 
  take kindly to “cheatin’ varmints.” (The gunslinger fighting 
  technique, the signature combat style of El Gauchos, can be 
  found in upload: Etherpunk.)
  the meeting (el 8+)
  T
  he meeting takes place in one of the many saloons in Fatal 
  Error.
  Y
  ou push the swinging doors open and enter into the 
  dusty saloon. The ground floor is one open room, with 
  a bar across the back and a piano in one corner. A mezza-
  nine section above you runs the length of the bar. A scatter-
  ing of patrons and staff — a mixture of avatars and drones 
  — occupy the room. A few look up as you enter, but most are 
  focused on their drinks or their cards. The bartender looks 
  you over before going back to cleaning glasses.
  T
  he folks in the saloon are indifferent to the PCs, and flee 
  if combat breaks out — except the piano player, who 
  merely increases the music’s tempo. An exit point is down the 
  street from the saloon.
  The PCs have plenty of time to prepare before the meeting. 
  When the time comes, read or paraphrase the following.
  A
  t precisely the scheduled time, a group of dark-clad 
  gentlemen enters the saloon. They are dressed in old-
  fashioned black suits, their bowlers replaced by Stetson hats. 
  Sally Cinnamon is with them: she has a gag over her mouth 
  and manacles on her wrists. The lead gentleman surveys the 
  room and then walks towards you.
  These are the agents from the concerts — five Agents Alex-
  ander and one Agent Gates, less any the PCs defeated earlier. 
  They head towards the closest recognisable PC. 
  The manacles Sally wears are in fact a program that prevents 
  her from jacking out. Agent Gates has the key to the manacles; 
  otherwise, another character can “pick the lock” with DC 25 
  Scope Use check.
  The System agents’ goal, which they reveal if asked, is to 
  destroy the Rose. The PCs likely are unwilling to make this 
  trade: They might not trust the System agents; they may want 
  to use the Rose to fight demons; they may know that destroy-
  ing the Rose could have terrible consequences. The System 
  agents are willing to hear the PCs out. However, before any 
  agreement is reached, the four algid demons attack (less any 
  demons — not possessed agents — the PCs defeated earlier). 
  Read or paraphrase the following.
  S
  houts and gunfire sound outside; not unusual for Fatal 
  Error, but it seems to be getting closer. There’s a brief 
  silence, and then the doors of the saloon blast from their 
  hinges. Coming through the door is a creature resembling a 
  giant, frozen corpse. Without a word, the black-clad gentle-
  men draw their weapons.
  The demons also seek to destroy the Rose. However, the 
  System agents assume the PCs have double-crossed them and 
  attack. If the PCs attack the System agents before the demons 
  arrive, the agents retaliate; the demons arrive a few rounds 
  later.
  In either case, the PCs find themselves in a three-way battle. 
  The PCs might convince the agents to join them against the 
  demons. 
  Both agents and demons focus on the Rose’s bearer (if he 
  is present). They attempt to grapple or disarm him and then 
  sunder the Rose in order to claim and destroy it. They attack 
  with deadly force anyone who gets in their way.
  If the Rose is destroyed, Xyscyila is unleashed. The tenta-
  cled horror seeks only to wreak havoc. The algid demons flee, 
  while the System agents attempt to destroy the horror.
  Cherche Le Femme
  The PCs may decide to seek Sally Cinnamon before rescuing 
  Tony Porter; the concert should provide the easiest means of 
  contacting her. In this case, Part Three: Haven occurs before 
  Part Two: Charlestown. The events at the concert run the same 
  regardless of when and why the PCs visit.
  If the PCs go to the concert before rescuing Tony, the 
  Administration agents attack them at some point before their 
  arranged meeting with Sally. Also before the meeting, Milo 
  contacts them to enquire about the investigation. When the PCs 
  mention the Rose and/or the possessed Administration agents, 
  Milo reveals his affiliation. Sally does not show up for the meeting 
  (having been kidnapped by the System agents).
  If the PCs arranged to meet Sally in Prime Reality (to question 
  her regarding Tony’s abduction), Milo shows up instead. Sally has 
  been kidnapped, but not before informing Milo of the meeting. 
  He tells the PCs both the truth of the situation and Sally’s 
  predicament.  This is a good time for the Administration agents 
  to attack. The PCs must decide in which order to rescue Tony and 
  Sally: Sally could help them rescue Tony, but the Rose’s Prime 
  Reality component could aid them against Sally’s abductors. 
  Equally concerned for both his son and Sally, Milo leaves the 
  decision up to the PCs.
  If either case, the PCs likely have less (or no) time to research 
  the Rose before the final encounter.
  
  
  PArt siX:  
  Where to neXt?
  H
  ow the adventure resolves is in the hands of the PCs. If 
  they defeat the demons, the System agents are more ame-
  nable to the PCs’ plans for the Rose. Destroying the demons 
  foils Yrjn’kruh-Gkayloi’s plans for now, but does not stop it 
  from seeking the Rose in the future. The System will continue 
  to send agents after the Rose unless the PCs have convinced 
  the agents to do otherwise. 
  If the PCs give the Rose to Milo, the Ancoats Histori-
  cal Society has access to high security domains in which to 
  safeguard the artefact. If one of the PCs is an occultist, she 
  may wish to keep the Rose. The Society approves of the device 
  being used responsibly (rather than stored away), but the PC 
  may become the subject of unwanted attention.
  If the Rose is destroyed (safely or not), both the demons 
  and the System agents are satisfied. If Xyscyila escapes, it runs 
  amok, perhaps plaguing the PCs at a later date.
  If the PCs rescue Sally before rescuing Tony, she offers to 
  help them convince Mike to let Tony go.
  Milo is grateful to the PCs for rescuing Anthony and Sally. 
  In addition to any monetary compensation, he proves an excel-
  lent contact for the PCs in the future.
  
  eXtending  
  the Adventure
  Y
  ou can run “Cinnamon Rose” as a stand-alone adventure 
  or as part of a campaign. The following are some sugges-
  tions to integrate the adventure into an existing campaign.
  • If your campaign includes an organisation with an interest 
  in the Scope, the occult, or Lemuria, it may want to acquire 
  or destroy the Rose. This group could replace one of the 
  default groups in this adventure or be in addition to those 
  presented.
  • The Ancoats Historical Society may want to recruit one of 
  the PCs (perhaps a player has expressed interest in the 
  AHS associate prestige class from The Great Metrop-
  olis). This adventure could serve as a test before the 
  society formally invites the character to join.
  • If you want to make this adventure longer, the Sys-
  tem agents do not bring Sally Cinnamon to Fatal 
  Error. If the PCs do not reach an agreement 
  with the agents, they must discover Sally’s 
  prison to rescue her. To further complicate 
  matters, demons have infiltrated the agents’ 
  base.
  
  APPendiX i: nPCs
  T
  he following NPCs play key roles in “Cinnamon Rose.” 
  You might also use them as recurring characters in your 
  campaign.
  mike ryder
  M
  ike Ryder is a bon vivant ever in search of new expe-
  riences. He is the life of the party and an inveterate 
  prankster. Highly intelligent, Mike plays the fool because it 
  amuses him and because it leads people to underestimate him. 
  Indeed, Mike Ryder has built a crime empire on his enormous 
  charisma.
  Mike founded the Ghost Hand gang with some friends as a 
  way to maintain a steady supply of drugs and tabs. From smug-
  gling, the Ghost Hand moved into protection rackets; clubs 
  where the gang dealt drugs were forced to pay for the privi-
  lege.
  Mike’s convivial personality makes him popular in the 
  Great Metropolis’ club scene, yet it has led him down the path 
  of drug addiction. Mike is smart, but he’s also capricious. Still, 
  he has no shortage of friends and admirers.
  Appearance: Mike Ryder is young (in his mid-twenties) 
  with baby-faced good looks and a sophomoric demeanour. He 
  speaks in a thick Mancunian accent.
  Agenda: Mike has few goals beyond his next high, though 
  he has a vested interest in keeping the Ghost Hand gang run-
  ning smoothly. Mike also endeavours to win back Sally Cin-
  namon’s favour.
  Mike Ryder (scoundrel 6): CR 6; Medium humanoid 
  (human); HD 6d6+12; hp 35; Mas 14; Init +1; Spd 30 ft.; 
  Defence 17, touch 15, flat-footed 16 (+1 Dex, +4 class, +2 
  equipment); BAB +4; Grap +5; Atk +5 melee (2d4+1/19–20, 
  knife), or +6 melee (1d6+1d4+1 nonlethal, unarmed strike) or 
  +5 ranged (2d4, small pistol); SQ dazzle (–2 penalty, DC 19), 
  fast talk; Val honesty/enthusiasm; AL self, Ghost Hand; SV 
  Fort +4, Ref +4, Will +1; Ex 5; Str 12, Dex 12, Con 14, Int 
  14, Wis 8, Cha 16.
  
  scope Avatar: HD 6d6+18; hp 39; Mas 16; Init +2; Defence 
  9, touch 9, flat-footed 9 (–1 Dex, +0 class); BAB +0; Grap +2; 
  Atk +2 melee (1d6+1d4+2 nonlethal, unarmed strike); SV 
  Fort +5, Ref +2; Str 14, Dex 8, Con 16.
  template: Criminal (Crime, Constabulary, Street).
  skills: Bluff +10 (+16 lying), Diplomacy +9 (+15 lying), 
  Disguise +5, Intimidate +5, Knowledge (current events) +10, 
  Knowledge (tactics) +10, Munitions +6, Perform (oratory) 
  +12, Resolve +9, Scope Resilience +9, Sleight of Hand +11.
  Influences: Civic +1, Constabulary +1, Crime +5, Industry 
  +2, Street +4.
  feats: Brawl, Deceptive, Light Armour Proficiency, Liter-
  ate, Personal Firearms Proficiency, Persuasive, Simple Weap-
  on Proficiency, Spirited, Streetfighting, Windfall.
  Possessions: The Rose (Prime Reality component), small pis-
  small pis-
  tol, light undercover vest, drugs (various), Scope tabs (pleasure 
  domains), blue collar outfit, 68th floor of the Justinian block.
  Wealth: +5.
  milo Porter
  T
  o all appearances, Milo Porter is nothing more than a 
  humble tobacconist. He is well respected in Pendlebury 
  and beyond for his generosity and friendly advice. Recently 
  widowed, Milo fills his time as a member or supporter of a 
  number of service organizations. Recently, he helped establish 
  a historical society in Ancoats.
  Few know of Milo’s interest in the occult, and fewer speak of 
  it. Milo has avidly absorbed mythology since childhood. After 
  his own children left home, his pursuit of the occult tran-
  scended that of a mere hobby. He became an active contributor 
  to occult journals. Then Milo discovered, almost by accident, 
  that he could reproduce, on a smaller scale, some of the feats 
  that had enthralled him so many years ago. Milo’s breadth of 
  knowledge, both magical and mundane, made him a natural 
  choice to join the start-up Ancoats Historical Society, a front 
  for occult research. 
  Appearance: Milo Porter looks the typical tradesman. He 
  is in his late fifties, short and slightly balding. Milo dresses in 
  patched tweed suits, and he smells of tobacco and cologne.
  Agenda: Milo Porter is a philanthropist. He is well known 
  for going above and beyond the call of duty to help a neigh-
  bour, from giving advice on family matters to lending money. 
  Now, as a member of the Ancoats Historical Society, Milo 
  defends his neighbours against supernatural troubles, even if 
  they aren’t aware of it.
  Milo Porter (Broker 4/savant 4/Ancoats historical soci-
  ety Associate* 1): CR 9; Medium humanoid (human); HD 
  9d6; hp 34; Mas 11; Init +1; Spd 30 ft.; Defence 13, touch 
  13, flat-footed 12 (+1 Dex, +2 class); BAB +4; Grap +3; Atk 
  +3 melee (1d3–1 nonlethal, unarmed strike); SQ ear to the 
  ground (Occult), ear to the ground (Street), first amongst 
  equals (Street), occult learning, occult skills (Imbuement, 
  Warding), program crafter skills, Scope ritualist; Val loyalty/
  detachment; AL The Great Metropolis, AHS; SV Fort +4, 
  Ref +5, Will +10; Ex 7; Str 8, Dex 12, Con 11, Int 18, Wis 
  13, Cha 14.
  scope Avatar: HD 8d6+1d8+18; hp 50; Mas 14; Init +1; 
  Defence 13, touch 13, flat-footed 12 (+1 Dex, +2 class); BAB 
  +4; Grap +8; Atk +8 melee (1d3+4 nonlethal, unarmed 
  strike) or +4 melee (1d4+4, sword cane); SV Fort +2, Ref +5; 
  Str 18, Dex 13, Con 14.
  template: Tradesman (Civic, Church, Industry, Street).
  skills: Bluff +9, Diplomacy +9, Engineer (pharmaceuti-
  cal) +12, Imbuement + 15 (+16 in the Scope), Investigate 
  +12, Knowledge (art) +14, Knowledge (civics) +14, Knowl-
  edge (current events) +14, Knowledge (history) +14, Knowl-
  edge (linguistics)† +8, Knowledge (mystical philosophy) +14, 
  Listen +4, Research +11, Resolve +9, Scope Awareness +8, 
  Scope Use (immersed) +12, Sense Motive +8, Warding +15 
  (+16 in the Scope).
  Influences: Academic +3, Church +2, Civic +4, Occult +5 
  (+7 to gather info), Street +4 (+6 to gather info and standing).
  feats: Academic (Knowledge (art, history)), Academic 
  (Knowledge (mystical philosophy), Research), Air of Mys-
  tery‡, Bureaucrat (Knowledge (civics, current events)), Great 
  Fortitude, Influential (Occult), Simple Weapon Proficiency.
  Possessions: Sword cane program, Scope tabs (AHS 
  domain), business outfit, shop-and-flat.
  Wealth: +8.
  * The Ancoats Historical Society associate prestige class is 
  described fully in The Great Metropolis.
  † In addition to English, Milo knows Greek and Hebrew.
  ‡ The Air of Mystery feat appears in Mysteries of the 
  occult.
  sally Cinnamon
  S
  ally Cinnamon’s hauntingly beautiful voice makes her a 
  world-famous Scope star. No one knows much about her 
  origins, except that she was born and raised in Manchester by 
  lower-middle-class parents. Few people know her real name. 
  Sally got her start as a performer in the clubs around 
  Ancoats. There she first came in contact with tab-jammer 
  culture. Tab-jamming came naturally to Sally and revealed 
  talents she never knew she had. In the Scope, Sally became 
  famous. Though highly talented in the flesh, in the Scope her 
  performances were sublime. Although she still makes appear-
  ances in Ancoats, she also performs to sold-out shows in Scope 
  cities from Centropolis to Kabuki.
  Sally’s parents told her of her fey origins, but she thought of 
  these stories much as one might consider tales of King Arthur: 
  rooted in truth, but exaggerated beyond recognition. Yet, 
  when she got into tab-jamming, she realised there was more 
  to being a fey than just mysterious, mythic ancestry. As her 
  Scope skills improved, she noticed strange phenomena. As she 
  explored the Scope, she grew aware of entities lurking beyond 
  the Walls and of other mystery seekers like herself.
  Appearance: Sally Cinnamon is stunning, with pale skin, 
  blond hair, and piercing green eyes. In the Scope, her beauty 
  is even more idealised. When not performing, however, 
  she conceals her face under a hood and sunglasses to avoid 
  attention. Always twined around her avatar is a yellow viper 
  she calls Ogilby.
  
  Agenda: Sally Cinnamon is first and foremost a performer. 
  She loves the thrill of singing before an audience. When not 
  performing, she explores Etherspace. She has an insatiable curi-
  osity about the nature of the Scope and its relation to the fey 
  race. Though she is driven by a desire to know her origins, Sally 
  sometimes works alongside others who share her interests.
  sally Cinnamon (Broker 4/scope star* 4/tab-jammer 
  1): CR 9; Medium humanoid (fey); HD 8d6+1d8; hp 35; Mas 
  13; Init +1; Spd 30 ft.; Defence 15, touch 15, flat-footed 13 
  (+2 Dex, +3 class); BAB +4; Grap +3; Atk +3 melee (1d3–1 
  non-lethal, unarmed strike) or +5 ranged; SQ captivating per-
  formance, coordinate, ear to the ground (Occult), ether sense, 
  ethereal voice, improved recovery, inspiration, move the crowd, 
  resilient avatar, Scope familiar (snake), star quality, unearthly 
  beauty, unusual anatomy; Val loyalty/enthusiasm; AL tab-
  jammers; SV Fort +4, Ref +7, Will +8; Ex 7; Str 8, Dex 14, 
  Con 13, Int 12, Wis 12, Cha 18.
  scope Avatar: HD 4d6+4d8+1d12+36; hp 77; Mas 18; 
  Init +1; Defence 17, touch 14, flat-footed 16 (+1 Dex, +3 class, 
  +3 equipment); BAB +2; Grap +3; Atk +3 melee (1d3+1 non-
  lethal, unarmed strike); SQ captivating performance, ethereal 
  voice, move the crowd; SV Fort +11, Ref +6; Str 12, Dex 12, 
  Con 18.
  template: Tradesman (Civic, Church, Industry, Street).
  skills: Bluff +8 (+11 in the Scope), Creative Art +8, Diplo-
  macy +13, Engineer (pharmaceutical) +7, Knowledge (art) +6, 
  Knowledge (current events) +6, Knowledge (mystical philoso-
  phy) +6, Listen +4, Perform (sing) +18 (+22 in the Scope), 
  Resolve +11, Sense Motive +6, Scope Awareness +12, Scope 
  Resilience +20, Scope Use (immersed) +8, Spot +3.
  Influences: Civic +2, Finance +1, Guilds +2, High Society 
  +3, Occult +2 (+6 to gather information), Street +6.
  feats: Alertness, Creative (Creative Art, Perform (sing)), 
  Light Armour Proficiency, Scope Raider, Simple Weapon 
  Proficiency, Personal Firearms Proficiency, Spirited.
  Possessions: The Rose (etheric component), Scopers’ leath-
  ers (program; appears as fashion outfit), Scope tabs (various), 
  fashion outfit, blue collar outfit, family flat.
  Wealth: +8.
  * The Scope star advanced class is fully described in upload: 
  Etherpunk.
  star quality: Sally adds her Scope star level to her broker 
  lever for the purposes of her inspiration talent.
  Ethereal voice: Within the Scope, Sally’s performance is 
  limited only by the imagination. She adds her Scope star level 
  as a competence bonus on her Perform checks in the Scope.
  Captivating Performance: Sally can temporarily beguile an 
  audience through her performance. This class feature functions 
  identically the broker talent captivate, except as follows: Add her 
  broker and Scope star levels to the Charisma check and the save 
  DC; she can attempt to captivate any number of targets within 
  range; and she can use this ability only in the Scope.
  Move the Crowd: Sally can affect the attitude of people she 
  captivates. In a round in which she concentrates on captivat-
  ing an audience, she may make a Perform check opposed by 
  each target’s Resolve check. If she succeeds, the target’s atti-
  tude raises or lowers by one category with regard to a subject
   by one category with regard to a subject
  by one category with regard to a subject 
  of her choice. If she succeeds by 10 or more, she adjusts the 
  target’s attitude by two categories. A target that succeeds on 
  his Resolve check is immune to this ability for one day. This
   This 
  mind-affecting ability can be used only in the Scope.
  tony Porter
  F
  rom a young age, Tony Porter’s parents instilled in him a 
  love of the arts. Though born in Salford, Tony earned a 
  scholarship to Cambridge, where he studied literature. How-
  ever, Tony’s true passion is music. After university, he returned 
  to the Great Metropolis where he took a day job with a pub-
  lisher in order to fund his fledgling music company.
  Tony is a proponent of Manchester’s underground music 
  scene. With his fashionable suits and casual literary references, 
  he stands out among the typical working-class patrons of urban 
  music. Yet Tony has an unquestionable eye for talent and trends. 
  With his connections in and out of the Great Metropolis, he 
  hopes to bring Mancunian music to a wider audience.
  Tony might be more successful if not for his unusual man-
  agement style. Having seen the kind of chicanery practiced by 
  the upper class, Tony eschews written contracts with his cli-
  ents in favour of gentlemen’s agreements. In many ways, his 
  company is as anarchic as the music he promotes.
  Appearance: Tony is in his late twenties. His fashionable 
  business suits are counterpoint to his rebellious long hair. 
  Tony has a habit of dropping classical references into casual 
  conversation as if everyone knows what he’s talking about.
  Agenda: Tony Porter has a vision of selling Mancunian 
  music to the world. In the meantime, he’s surviving and enjoy-
  ing the Ancoats nightlife.
  tony Porter (ordinary Broker 3): CR 2; Medium human-
  oid (human); HD 3d6+3; hp 13; Mas 12; Init +0; Spd 30 ft.; 
  Defence 11, touch 11, flat-footed 11 (+1 class); BAB +1; Grap 
  +1; Atk +1 melee (1d3 nonlethal, unarmed strike); Val enthusi-
  asm (music)/tenacity; AL self, Manchester; SV Fort +2, Ref +2, 
  Will +4; Ex 0; Str 11, Dex 11, Con 12, Int 13, Wis 14, Cha 12.
  scope Avatar: HD 3d6+3; hp 13; Mas 13; Init +2; Defence 
  12, touch 12, flat-footed 12 (+2 Dex, +0 class); BAB +0; Grap 
  +1; Atk +1 melee (1d3+1 nonlethal, unarmed strike); SQ —; 
  SV Fort +1, Ref +2; Str 13, Dex 14, Con 12.
  template: Tradesman (Civic, Church, Industry, Street).
  skills: Bluff +6, Diplomacy +8, Knowledge (art) +7, Knowl-
  edge (current events) +7, Knowledge (history) +7, Listen +6, 
  Resolve +7, Sense Motive +10, Spot +4.
  Influences: Academic +1, Civic +2, Crime +1, Guild +1, 
  High Society +1, Street +5.
  feats: Alertness, Attentive, Influential (Street).
  Possessions: Demo tapes, gig flyers, Scope tabs (various), 
  fashion outfit, two-up-two-down.
  Wealth: +8.
  
  
  APPendiX ii:  
  demoniC Agents
  D
  emons are insidious creatures and many who serve them 
  do not do so willingly.
  Algid demon
  O
  ut of the doldrums — areas of static ether that destroys 
  energy — come demons whose presence absorbs heat. 
  Humanoid in shape, yet twice as tall a man, an algid demon 
  appears emaciated, its skin blue as a frozen corpse.
  Algid demons have the power of possession, which they use 
  to work the will of their masters. Possession by an algid demon 
  is less obvious than that by other demons, but requires the vic-
  tim to be groomed for a longer period of time before the algid 
  can take over his mind.
  Though inhumanly intelligent, algid demons lack creativ-
  ity and are literal-minded. They execute schemes, but do not 
  mastermind them. However, with an eye for detail and a legal-
  istic mind, an algid demon enjoys catching victims in Faustian 
  contracts.
  species traits
  O
  utsider: Algid demons are outsiders and share traits 
  common to such creatures. 
  Etheric subtype: Algid demons are etheric creatures and 
  share traits common to such creatures.
  Prime Reality Inviability:
  lity Inviability: Algid demons can never survive 
  outside Etherspace.
  Algid Demon: CR 4; Large outsider (etheric); SV Will +7; 
  Ex 0; Int 17, Wis 17, Cha 17.
  scope Avatar: HD 4d8+12; 30 hp; Mas 17; Init +3; 
  Defence 18 (19 vs. melee attacks), touch 14, flat-footed 15 (+3 
  Dex, +2 class, +4 natural, –1 size); BAB +4; Grap +7; Atk 
  +7 melee (2d4+3 plus 1d6 cold, unarmed strike); FS 10 ft. by 
  10 ft.; Reach 10 ft.; SQ darkvision 60 ft.; Val unknown; AL 
  unknown; SV Fort +7, Ref +7; Str 17, Dex 17, Con 17.
  skills: Bluff +10, Diplomacy +10, Intimidate +10, Forgery 
  +10, Knowledge (civics) +10, Knowledge (mystical philoso-
  phy) +10, Search +10, Sense Motive +10, Scope Awareness 
  +10, Scope Resilience +10, Scope Use (immersed) +10.
  feats: Combat Martial Arts, Defensive Martial Arts.
  Advancement: 5–12 HD (Large).
  Possessed Administration Agent
  T
  his corporation employee has been corrupted by an algid 
  demon. She exhibits none of the overt signs normally 
  associated with demonic possession; only the unnatural chill 
  that pervades her flesh gives any sign that something is amiss. 
  See Mysteries of the occult for more information on 
  demonic possession.
  Possessed Administration agent: CR 4; Medium outsider 
  (etheric); HD 1d6+3+4d8+12, hp 36, Mas 17; Init +3; Spd 30 
  ft; Defence 15 (16 vs. melee attacks), ,touch 13 flat-footed 12 
  (+3 Dex, +2 natural), BAB +4; Grap +7; Atk +7 melee (1d4+3 
  plus 1d6 cold, unarmed strike); SV Fort +7, Ref +7, Will +7; 
  Str 17, Dex 17, Con 17, Int 17, Wis 17, Cha 17.
  scope Avatar: As algid demon.
  skills: Bluff +10, Diplomacy +12, Intimidate +12, Forgery 
  +10, Knowledge (current events) +6, Knowledge (civics) +12, 
  Knowledge (mystical philosophy) +10, Resolve +9, Search 
  +10, Sense Motive +10, Scope Awareness +10, Scope Resil-
  ience +12, Scope Use (immersed) +10.
  Influences: Civic +4, Constabulary +1, Industry +1, Par-
  liamentary +2.
  feats: Bureaucrat (current events, civics), Combat Martial 
  Arts, Defensive Martial Arts, Persuasive, Spirited.
  Possessions: Handcuffs, Great Metropolis Corporation 
  ID, uniform.
  Wealth: +12.
  If the demon leaves or is forced out of its host, the agent has 
  the following stats:
  Administration agent (ordinary Broker 1): CR 1/2; 
  Medium humanoid (human); HD 1d6; hp 3, Mas 11; Init +0; 
  Spd 30 ft.; Defence 10, touch 10, flat-footed 10; BAB +0; Grap 
  +o; Atk +0 melee (1d3 nonlethal, unarmed strike); Val detach-
  ment/loyalty; AL the Corporation; SV Fort +0, Ref +1, Will 
  +2; Str 11, Dex 11, Con 11, Int 14, Wis 12, Cha 16.
  scope Avatar: HD 1d6+3; hp 6; Mas 16; Init +1; Defence 
  11, touch 11, flat-footed 10 (+1 Dex); BAB+0; Grap +2; Atk 
  +2 melee (1d3+2 nonlethal, unarmed strike); SV Fort +3, Ref 
  +1; Str 14, Dex 12, Con 16.
  template: Professional (Civic, Church, Parliamentary).
  skills: Bluff +7, Diplomacy +9, Intimidate +9, Knowledge 
  (current events) +6 Knowledge (civics) +8, Sense Motive +5, 
  Resolve +9, Scope Awareness +3, Scope Resilience +7, Scope 
  Use (immersed) +4.
  Influences: Civic +4, Constabulary +1, Industry +1, Par-
  liamentary +2.
  feats: Bureaucrat (current events, civics), Persuasive, Spir-
  ited.
  Possessions: Handcuffs, Great Metropolis Corporation 
  ID, uniform.
  Wealth: +12.
  
  legAl inFormAtion
   
  This printing of Etherscope is done under version 1.0 of the Open Gaming 
  License and the System Reference Document by permission from Wizards of the 
  Coast, Inc. Subsequent printings will incorporate final versions of the license and 
  document.
   
  Designation of Product Identity: The following items are hereby designated 
  as Product Identity in accordance with Section 1(e) of the Open Game License, ver-
  sion 1.0: Any and all Etherscope and Goodman Games and Malladins Gate logos 
  and identifying marks and trade dress; all proper nouns, capitalized terms, italicized 
  terms, artwork, maps, symbols, depictions, and illustrations, except such elements 
  that already appear in the System Reference Document, as well as the terms, app, 
  black trip, central administration tower, Centropolis, class A80, class D30, domain 
  movement classifications, cross-template influence, cybernaught, cybernaughtic(s), 
  cybernaughtic app, cybernaughtic attachment, cybernaughtic implant, cybernaugh-
  tic purchase point(s), dobbin, dogger, domain, dome and spire archology, enginaught, 
  epsilon, ether balloon, ether flue, ether guns, ether jet, ether science, ethercomm, 
  aetherdam, etheric, etheric state, etherium, Etherscope, the Etherscope, Etherspace, 
  etherstorm, ethertech, excellence point(s), extra influence, Great Metropolis, Haven, 
  immersed scope use, jump the rails, land dreadnought, The Northumbrian Repub-
  lican Movement, the Pan-European war, the prime reality, remote scope use, sav-
  age south, Schopheim, Scope jack, Scope Point, Scope processor, Scope rider, Scope 
  tab, super dreadnought, System agents, tab trip, tab-jammer, upload capsule, v-prop 
  weapons, the Wall, zep car.
   
  Designation of Open Content: Subject to the Product Identity designation 
  above, all creature and NPC statistic blocks are designated as Open Gaming Con-
  tent, all of Chapter 1: Characters, Chapter 2: Traits, as well as all material derived 
  from the SRD or other open content sources.
   
  Some of the portions of this book which are delineated OGC originate from 
  the System Reference Document and are copyright © 1999, 2000 Wizards of the 
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  to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE 
  “Etherscope Core Rulebook by Ben Redmond and Nigel McClelland, published by 
  Goodman Games, ©2005 Goodman Games (contact info@goodman-games.com, 
  or see www.goodman-games.com)”
   
  Etherscope is copyright © 2005 Goodman Games. Etherscope is a trade-
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
   
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary 
  Gygax and Dave Arneson.
   
  Etherscope Core Rulebook by Ben Redmond and Nigel McClelland, pub-
  lished by Goodman Games, ©2005 Goodman Games (contact info@goodman-
  games.com, or see www.goodman-games.com)
   
  Second Printing.
  
SOURCE: textdata/thevault/Etherscope/Etherscope Cinnamon Rose.pdf