Esoterica - The Secret World Updated
Esoterica - The Secret World Updated
Esoterica
m
Welcome to the
Secret World
T here are three great secrets which shape the true reality of our
n
world. These are hidden. If you know all these secrets, then you
are part of the Secret World.
Hidden Truths
T his is the first truth - the so-called real world is a lie. If you know
this then you know there is a greater reality beyond.
T his is the second truth - power is for the taking. This is the route
to dominance over your fellow man, to riches and to fame, should
you wish it.
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The Third Truth - Escape
T he third truth is the greatest. If you know of the world beyond,
and you wield its power, then you know it is possible to escape the
drudgery of this existence, to pass through the Veil into the greater world,
to Ascend and take your place with the true powers of the universe beyond
the understanding of your fellow man.
T his is the third truth - this world is a lie, and you must escape. If
you know this, then you are one of the few. You are an Adept.
Hidden Truths
Ascension
hthis is the secret truth, magicians
The Veil
W hat separates the mundane world from the greater reality is the
Veil. This partition is like a gossamer shadow that falls across
the universe, dividing what mundane man can see from beyond, allowing
even Adepts only the vaguest glimpse of the whole truth. The nature of
Hidden Truths
the Veil has been a subject of occult debate for many years, with numerous
theories surfacing in mystical and religious literature since ancient times.
Some theories are...
…a shroud cast over the Earth by God to shield the impious from His
glory.
…a fracture in reality caused by hermeticists releasing Lucifer during the
middle ages.
…a chasm separating godlings from mortals.
T he Veil seems to wax and wane with seasons and locations. In some
places the Veil seems almost solid, and powers are less reliable. In
other places the Veil seems weaker or thinner, and it is almost possible
to perceive what lies beyond it. Adepts are often wary of these places,
reasoning that if they can see in one direction, other eyes may be watching
in return. Corruption also seems to effect the Veil, and around an Adept
showing physical manifestations of Corruption the Veil is especially
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weak and stretched, and may fracture if the correct pressure is applied,
something no Adept wishes to contemplate.
Beyond is…
T here is only one matter that all Adepts agree on – whatever lies
beyond the Veil is far better than this mundane world, and getting
to that place is the goal of all who are part of the Secret World.
Otherworldly Beings
T hat power resides beyond the Veil is known to all Adepts – as they
use their Arts and Mysteries, they can see the occult energies
leeching through the barrier. What is also clear is that other things reside
beyond the Veil aside from Ascended Adepts – Hungers are known to
come from this place, as well as other otherworldly beings. How their
presence ties up to the paradisical conceptions of the beyond is another
of the great mysteries. The most common thought is these beings obey
the commands of the Ascended, who generally wish to stop others from
12 crossing over as they jealously guard their position. Given the greed and
selfishness of most Adepts, this is an easy thing to believe.
The Ascended Masters
I t is orthodox belief among Adepts that those who Ascend are no
longer connected to the mundane world, and have no further influence
on everyday life. However, some hold that this theory isn’t quite true, and
whisper of a group known as the Ascended masters. These are Adepts
who have passed through the Veil and yet retain the ability to interact with
others in the mundane world, typically through dreams and visions. What
these masters wish to communicate is not known, but deeper secrets and
conspiracies cycle down from this belief.
Hidden Truths
Arts
T he most natural forms of occult ability that Adepts are able to
manifest are known as the Arts. These represent the innate ability
of the Adept to draw energy through the Veil and use it to bolster their
own capabilities. The Arts demonstrate an understanding of the greater
world and an ability to draw connections between events using information
from beyond. The Arts are what make Adepts such sure communicators
and persuasive personalities, and give them an understanding of things
which others cannot see.
hthis is the secret truth, magicians
D epending on the Reveal that the Adept has, their unique signature
of power, most people would not understand the Arts if they saw
them in use, but would just consider them as an example of the slightly
uncanny knack some people have over others. The Arts are subtle.
Mysteries
M ysteries are the truly mystical powers of Adepts, powers that defy
logical explanation. Mysteries are what most people would call
‘magic’, and are beyond the science of the mundane world. As Adepts gain
in power they learn new ways to manipulate the energies that permeate
the Veil, twisting and warping those streams from beyond into reality-
snapping constructs that allow them to speak with the dead, levitate, create
fires and perform all manner of other miracles.
Rituals
T he power of Mysteries can be re-created using Rituals. These are
the strange, mystical rites and instructions laid down in dusty
books or carved into ancient stones, and are what most people think of
when they consider what a secret, occult society might actually spend their
time doing. Rituals are powerful but they are dangerous, as the penalties of
using power are equally bestowed on each participant.
Hidden Truths
Soul Jars
P ower draws Corruption, and unless it is controlled this physical
manifestation of beyond will kill an Adept far more quickly than
they can gain enough power to Ascend. This is the hidden truth of the
Secret World, one that an Adept must understand quickly if they wish
to have any chance of joining the Ascended beyond. Luckily it is possible
to remove Corruption, by storing the Stains that warn of its coming in
mystical containers known as Soul Jars. The problem is that no one now
knows how to make Soul Jars, so they are in limited supply, and there are
Cabals
A depts rarely work alone, the dangers are too great – trying to hold
on to a Soul Jar alone against assailants from all sides would be very
foolhardy. Instead they form small groups of like-minded individuals. Such
a gathering is known as a Cabal. These mystical or hermetical groups
work together to acquire Soul Jars and defeat their enemies, often hiding
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in seemingly harmless groups so as to be ignored by the mundane world.
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Adepts and the Mundane World
M ost people consider Adepts to be from the same place as
worshippers of strange religions, members of secret societies,
mystics and seers and all the other ‘alternative’ lifestyle individuals that
are common across the world and on the internet in particular. The outside
view of these individuals is on the whole correct – most on the fringe are
not Adepts and have no true understanding of the Veil. It is only a bare
few that can harness the powers of beyond that leech through the barrier.
Adepts work in secret to further their goals, forming small Cabals hidden
in plain sight to increase their power and influence.
The Struggle
U nfortunately, The route to Ascension is not clear, and others block
your path either through jealousy, fear or greed. Your struggle
against these forces is a secret war, a war you must win to Ascend.
hthis is the secret truth, magicians
Rival Adepts
O thers know that the world we see is shaped by lies. Others understand
that power is available to those with the knowledge and courage to
grasp it, and that it is possible to pass through the Veil. Like you these rival
Adepts think themselves worthy of Ascension, and for this reason they are
your enemies. The resources needed to effect your Ascension, Soul Jars, are
limited, and if others claim them, you cannot. If you truly seek to escape,
you must defeat your rivals.
Government Agencies
T he government has secret and hidden Agencies that seek to stop
you. They know what you can do, and they know that you are
18 unafraid to use your powers, potentially undermining their control of the
mundane world. So they seek to stop you, seize you, and use their own
talents to glean what they can of your gifts. You must avoid, circumvent or
defeat these enemies, for they block your path to destiny.
Hungers
N ot everything from beyond the Veil is safe. Until you get there, you
are a target of forces beyond your understanding. They seek to
feed off your power, to taste your energies. These are the Hungers, and
they will end you if you are not careful. Your power draws them like flies
to a carcass.
Hidden Truths
hese are the facets of your struggle, the invisible and clandestine
war you wage for the right to Ascend. But luckily you are not alone.
You have gathered other like-minded Adepts to your cause and together,
you will prevail.
e
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What is role-playing?
A role-playing game is a type of free-form, collaborative game where
a group of Players create a story together using a set of rules
as a framework and take on the role of a set of characters in the story.
Esoterica is a narrative role-playing game, where creating and describing
an interesting story is far more important than the rolling of dice. In these
rules you won’t find lots of modifiers for different conditions, or complex
rules that attempt to model exactly how characters interact with their
environment. There aren’t any hard and fast rules on character movement
for example. Instead we rely on the judgement of Players and the Narrator
and common sense. The golden rule is let the story flow. The rules are
Hidden Truths
combination of the familiar and the terribly strange that will hopefully
make your games of Esoterica fascinating.
A final comment…
T his is a game, and should be treated as such. Esoterica deals with
some mature themes such as occultism, magic, coercion and the
baser human desires such as the quest for power, so always remember it’s
not real! If you and your fellow Players start touching on ideas that you’re
Hidden Truths
not comfortable with, bring it up straight away and work it out between
you. We’re just giving you an environment for an exciting adventure, and
you should always treat it that way, nothing more.
hthis is the secret truth, magicians
22 x
Game Creation
Game Creation
this
B efore you can begin a game of Esoterica, there are several important
aspects of play that you’ll need to consider – the parts everyone will
play, the theme and style of your game and the characters you’ll use. Each
is equally important to ensuring an enjoyable game for everyone involved.
Plan to around one to two hours covering these aspects. Later after the
session the Narrator will build on this information to create interesting
scenarios for you all to enjoy. In this chapter we’ll look at the different
aspects of setting up a game of Esoterica, from describing the themes and
setting of the game to creating Player characters ready for play.
responsible for describing the world, judging to some extent the actions
of characters within that world and setting the challenges ahead; and the
Players who control the starring characters within the game and, with
the help of the Narrator, create the story. The game requires one person
to be the Narrator and at least one Player, although three or more Players
are better. You will need to decide from the start which of your group is
going to take on which role before you can proceed. Let’s look at them in
more detail.
ting. They construct the challenges that the Player characters face
within the game. They also adjudicate the actions of other charac-
ters and play the roles of those characters. In a sense they are the
director and editor of the story being created. Narrating a game
can be a challenge but also immensely rewarding. One prerequi-
site is a clear understanding of the mechanics of the game, as it’s
the Narrator who has the job of making final rulings about any
aspects of the game system.
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Perhaps you’ll alternate Narrators between several people as the
game continues, of perhaps one of you feels they are best suited to the role.
Either way, you need to make the decision about who does what before you
can proceed any further.
Game Creation
T he next thing to consider is the themes and playing styles that will
influence your game. The theme of Ascension – moving to a higher,
better place – is key to Esoterica and provides the main focus of play, but
how this theme is presented in the game depends very much on the desires
of the Players. The setting of Esoterica can accommodate many different
themes, and it is not unknown for all to come up during play. However,
usually one or two will be dominant in the stories you tell. The world
of Esoterica can be presented in several different ways, depending on
which aspects of the setting come to the fore during play. Below are listed
three examples of common themes and play styles that fit well with the
background of Esoterica. poigam ,hturt terces eht si siht
Common Themes
T he following themes could all be present in a game of Esoterica. Of
course there are plenty of other themes which could be employed
in a game, so the themes listed below should in no way be considered an
exhaustive list.
functional Adepts from other Cabals who wish to steal Soul Jars.
Horror as a theme can also be used to concentrate on the corruption
that can result from the quest for power, and a theme that focuses on
the expression of human decay is a powerful story element.
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a focal point to play.
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Common Styles
A s with themes, the examples of styles of play below are merely
suggestions and the Players and Narrator are free to come up with
their own suggestions of what would make a good game that everyone
wants to partake in.
Game Creation
and confrontation that drives action games.
W e’ve included only a few examples of theme and style here, so feel
free to expand on the list. Before play, the Players and the Narrator
should discuss their ideas and decide which themes and styles they would
like to have as the focus of their game. Review the options presented here
(as well as any others that come up) and order them in terms of their
importance in your game. It’s likely that all sorts of themes and styles of
play will come up in play, but usually one or the other will dominate. Doing
this helps the Narrator to create adventures that everyone will enjoy and
assure that Players are taking part in the kind of games they want to play.
27
this James, Tom and Nancy are going to play a game with Rich as their Nar-
rator. Before proceeding with character creation, they review the themes
and styles presented here. Looking at the list of themes Tom and Nancy
like the sound of a game that features bonds, suggesting that the game
focuses on their efforts to use their shared powers to oppose those that wish
to defeat them. James likes the idea of horror as a factor in the game,
pointing out that the Secret World is a scary, intimidating place, and
Rich agrees that a game with a focus on horror would be fun to Narrate.
Magic and mystery themes would be present, but as secondary, supporting
concepts. They therefore order the themes for their game as Bonds – horror
– Magic - mystery, with Bonds being the primary focus of play.
Looking at the play styles, they decide that the order survivalist – action –
investigation suits their game, as the idea of scavenging Soul Jars brings
home the shared experiences that they feel they all like. Rich now has an
idea of the kind of game they all want to play.
Game Creation
this is the secret truth, magiop
Creating Characters
N ow that everyone’s roles and the theme and style of your game
have been decided, the Players need to create their alter egos in
the game. Player characters (PCs, also just referred to as characters) are
the figures through which Players interact with the world of Esoterica.
The personalities of these characters are the roles Players adopt during
play, their focus within the game. It is the choices Players make for their
characters and how those characters interact that creates the story. Creating
characters can be a shared experience, and building from each other’s
ideas can help to create a more interesting group of people. Remember
30 to include the Narrator in the design process, as they have an important
part in creating the kind of game that everyone will enjoy being a part of.
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In this sense the Narrator is key to tying the Player’s concepts together,
weaving a coherent whole out of their individual concepts.
Game Creation
details on a piece of paper.
Adepts
A s previously discussed, all the characters portrayed by Players
are Adepts, the generic name given to anyone able to harness the
mystical or magical energies that leak through from the greater reality
hidden behind the Veil. These Adepts have access to special abilities that
are beyond the understanding of normal people and of science, and it is
poigam ,hturt terces eht si siht
these skills along with a recognition that the world as perceived by normal
people is nothing but a lie that sets Adepts apart.
I t’s important to remember that Adept Player characters are not great
heroes, just especially gifted individuals with incredible abilities
or Skills. Before they became Adepts they may have been computer
programmers, housewives, real estate agents or teachers. They might be
friendly, reserved, sporty or lazy. They are more or less normal people
thrust into the Secret World. Since the truth was revealed to them they
will have evolved significantly, but at their heart they are still just normal
people. Remember that when you are visualizing your character for the
first time. What were they, and what have they become?
Creation
T here are a series of simple steps that should be followed when
generating a character for Esoterica. They are fairly straightforward,
and are outlined below.
I. Imagine your character – Picture them in your head. Who were they,
and where are they now? What are they like? Who were their par-
ents? Are they friendly or reserved, jovial or sober? This mental
image is your map to guide you in creating your alter ego.
II. Think of a name – Give someone a name and automatically the im-
Game Creation
III. Define their past – Here we describe who the character was before
they discovered the truth reality and became an Adept. A short de-
scription will suffice, and we also create some relationships to the
past that may affect the Adept during play.
and Charm. Each has a numerical value, but more on that later.
VI. Define the Static Defences - these are statistics that describe how
easily a character can avoid damage.
VII. Define their Perks and Complications – Perks describe little things
that help or hinder the Adept in certain situations, or just tell us a
little bit more about what they are like. A Complication is just that
– something that makes the character’s life just that bit more com-
plicated.
VIII. Define their Powers – Here we define the mystical abilities of the
32 Adept, what sets them apart from the rest of humanity. This is per-
haps the most important part of creating an Adept Player character,
this as here we truly describe what makes them special.
IX. Define what they own – Finally we describe only the most precious
of items that help to define a person, as well as a few mechanically
important devices they may own, such as tools that help them to use
their Skills.
Concept
F
Game Creation
F rom questions like these you can draw up a mental image of your
character that can then act as a template for the rest of the character
creation process.
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Name and Past
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T he next thing to do is to give your character a name. This will help
to make your character more real – give something a name and it’s
automatically more solid. Any name that takes your fancy will do – a proper
name, a nickname, anything.
W hen thinking about the image of your character, give them a past.
Where did they come from? Describe in a few words what they
were before they became an Adept. Think of all the things that define us as
people: jobs, family, friends and roots. Think about your character and see
what fits your image. Next, give the character two relationships with their
past, things that the Narrator might introduce during play to bring the
character’s past to life. These could be people, organisations or family for
example. Jot these down as a few words or sentences. Finally, at the end of
Game Creation
the character creation process we’re going to think about how these Adepts
met each other and ended up working together, so have a think about that
now so you’re ready.
James is now making his first character for Esoterica. Thinking about
the setting, he thinks a young kid fresh out of university would be a fun
choice. So, picturing his character, he comes up with a geeky kid, tall and
slim with an stooped build, but with has cold, hard eyes. He is called John
Kane. Kane has family in the nearest big city, thinking about Kane’s rela-
tionships, James jots down ‘doting sister’ and ‘university fraternity’. Both
of these could be used during play by the Narrator to link to Kane’s past. poigam ,hturt terces eht si siht
Attributes
A character’s Attributes describe just what they are capable of doing.
There are four Attributes that describe four different areas of
expertise, each with an associated value. Attributes encompass the natural
physical ability of the Adept as well as giving a basis for any Skills or
knowledge they may have picked up throughout their life. Each is described
below, along with some examples of where it might be used. In every case,
the larger the value associated with Attributes, the more adept the Adept
is at doing things that involve that quality. There are two physical qualities
called Might and Agility, and two mental qualities called Wit and Charm.
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this ◊
M ight – This Attribute describes the raw physical potential
of the character’s body. It is used in tasks that require pure
physicality for their success. High Might value – a sportsman, a
soldier or an endurance runner; low Might value – a weakling, a
disabled person or an elderly person.
◊
A gility – This Attribute describes the Adept’s physical finesse,
including such concepts as balance, nimbleness, dexterity and
poise. It is used in tasks that require the careful and controlled
application of the physical form for their success. High Agility value
– a fencer, a gymnast or a musician; low Agility value – a clumsy oaf,
Game Creation
◊
W it – The Wit Attribute describes the pure intellect and the
ability to think rationally and logically, and also gives an idea
of retained knowledge. It is used in tasks that require planning,
specialist knowledge, or just a lot of thinking. Remember that
this is the secret truth, magiop
sometimes the Narrator will rule that a character just won’t know
something if it’s really specialised, but Adepts are all natives of
the world and have some knowledge of their how the world works.
Bear in mind that a low Wit Attribute doesn’t mean that the Adept
is stupid; it’s just that they either aren’t very academic or perhaps
lack ‘common sense’. High Wit value – a professor, an accountant,
a military commander or a well-adapted and aware Adept; low Wit
value – an idiot, a school kid, an animal or a poorly adapted and
unaware Adept.
38
◊
C harm – This Attribute is used in any task that involves influencing
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how another person or creature thinks feels or behaves. It is used
in tasks that rely on a Adept’s influence, leadership and standing.
High Charm value – your best friend, your mother, or a social worker;
low Charm value – a cold hearted person, a murderer, or your ex.
Game Creation
qualities, picking values that best suit our image of our character.
We do this by assigning dice (D) to each Attribute. Don’t worry exactly
what this means at the moment; suffice to say the higher the number of
dice assigned to an Attribute, the better the character is at tasks related to
that Attribute. The following table gives you an idea of what the values
mean for a human.
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this
T he normal ‘human’ scale for Attributes is 1D to 4D. Higher values
than this represent exceptional ability and cannot be chosen without
the Narrator’s permission.
Attribute Tags
T
Game Creation
ags are single words or short phrases that describe how an Attribute
value relates to a character. For example, if a character has a high
Might score, does that mean he’s big, strong but fat, or lean and muscular
like a high endurance athlete? Tags give us a way of picturing our character
and separating them from others with similar Attribute values, and they
are used in game play to help describe how a character achieves their goals.
to hobbies or sports. For the tag, write down a few words or a short phrase
that describes how that Attribute value relates to your character, i.e. how
they display that Attribute. The only rule is one of the tags assigned to the
character must be negative. Let’s look at the different kinds of tag in more
detail.
Descriptive Tags
S o, your character has a high Might Attribute. Is that because they
are big, obese, extremely muscular, or whippet-thin with a toned
runner’s physique? This kind of tag can include negative tags (see below)
if appropriate.
A character with a high Might Attribute might be tall, stocky, and mus-
40 cular or toned.
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Negative Tags
A negative tag doesn’t mean a useless tag; it just means something that
most people would say was a negative point. For example, a negative
Wit tag might be ‘ignorant’, meaning a bigoted, stuck-in-your-ways kind
of attitude. Although negative tags might not seem that useful, they are –
Players can use negative tags when another character tries to influence or
affect them in some way. Also, they are useful for the Narrator when they
are describing how and why a character failed to do something.
For Greg’s character Alex, he has the negative Charm trait ‘bigoted’ list-
Game Creation
ed. This certainly isn’t going to help him appreciate other world views, but
if the leader of a rival group of Adepts was trying to persuade him to
join them and Alex doesn’t want to do this, Greg can point out that Alex
is bigoted and hates strangers as he considers them untrustworthy. The
Narrator would then allow Greg to use Alex’s bigoted tag in the conflict.
Greg now wants Alex to befriend a police officer who wants to search the
Cabal’s temple, but he failed the roll to persuade the stranger. Looking
over his tags, the Narrator states that the conflict failed because the police
officer is Asian and Alex couldn’t hide his bigoted nature.
poigam ,hturt terces eht si siht
A one-time doctor could have a ‘calm demeanour’ tag next to the Charm
Attribute, an old soldier could have an ‘tough’ tag next to the Might At-
tribute, and a social worker might have the ‘talk down’ tag next to their
Charm Attribute. 41
this
Hobby or Sports Tags
G ive your character a tag that tells us something about what they do
or did in their spare time. This might come in useful, and also serves
to flesh out the character and give them a little depth.
Might 1D+2 – Kane wasn’t in good shape after leaving university, he’s
pretty puny. Might tag (negative) - weakling
Agility 2D – however Kane was pretty quick and agile, with quick fin-
gers. Agility tag – dexterous.
Wit 2D+1 – Kane was always good at school, and stuck to his studies.
Wit tag – clinical and precise mind-set.
Charm 2D – most people find Kane pretty easy going, if rather forgetful.
Charm tag – chatty.
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w .
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Skill Specialisations
S pecialisations represent just that – an area of specialisation within
the general area of a Skill. For example, Pilot specializations might
include aircraft and hover craft. They are narrower areas of expertise.
I n character creation one Skill dice can be spent to gain three specialty
dice for any Skill the Adept has, except combat Skills such as
brawling, melee, pistol and rifle, which don’t have specialisations. For ease,
Specialisations are listed as separate Skills from the root Skill but are of
course related, so a character is still limited to the 2D maximum spend on
to each Skill, i.e. you can allocate an 1D to Specialisations and 1D to the
base Skill.
Game Creation
A character with an Agility of 3D focuses on the Running Speciality of
Athletics.
He spends one Skill dice on it, but records it as Running 6D on his Adept
sheet. He still has an Athletics of only 3D and that is what he rolls for
any tasks that don’t involve running.
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this
Might Skills
◊ Brawling – the Adept’s ability to throw a punch or to kick in an
unarmed fight.
◊ Lift – the ability to lift heavy objects and weights and to successfully
manipulate them.
Agility Skills
◊ Athletics – the Adept’s Skill in performing adroit physical manoeu-
vres such as gymnastics.
◊
◊ Drive – the physical Skill of the host in operating ground vehicles
such as cars and trucks.
◊ Pistol – the Skill of the Adept in hitting targets with small hand-
held pistols.
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ing use of cover to remain unseen.
Wit Skills
◊ Bureaucracy – the Adept has developed an understanding of the
sometimes complex and Byzantine workings of human bureaucra-
cies, such as those of the government or police forces.
◊ History – the Adept has knowledge of the history of the world, and
Game Creation
more typically of the place where they live.
◊ Language – the Adept has knowledge of, and ability to read, write
and speak fluently the various languages of the world. For every D
assigned to this Skill the Adept may gain a rudimentary understand-
ing of another language aside from their native language. 2D repre-
sents a higher level of competency, 3D represents fluency. Characters
may split their dice as they like, for example 3D could be assigned as
fluency in one language or rudimentary knowledge of three.
◊ Survival – the Adept understands how to make the best use of avail-
able equipment to survive in hostile environments.
straint.
James needs to select Skills for Kane, a geeky university type straight
from school. He has 7D to split between his Skills, and comes up with
the following:
Static Defences
Game Creation
I n the combat system Adepts calculate their static defences of dodge,
block, and parry prior to the game. To calculate each, simply multiply
the number of dice a Adept has in the relevant Skill by 3 and add any pips
to the total. Use the associated Attribute if the character does not have
the Skill.
z x
49
this
Perks and Complications
P erks and Complications are facets of the Adept that will either help
or hinder them as they interact with the Secret World. Unspent
Skill points can be used to purchase Perks, with the cost of each Perk in
Skill points being listed after its name. Up to two Complications can be
bought during Adept creation; these don’t cost or award Skill points but
instead award something called character points (CPs) when they come
into play – we’ll discuss what CPs are later.
represent the Adept characters they want to play in the best way possible.
Generally, tags offer a way of affecting die rolls, whereas Perks and
Complications grant specialist abilities.
Perks
◊ Good looking (1): The Adept is exceptionally good looking. During
every gaming session, they can double the number of dice rolled for
any task that might involve appearance as a key component at the
Narrator’s discretion. Examples include persuasion and seduction.
◊ Uncaring (2): The Adept cannot grasp the concept of their mor-
52 tality, and sometimes they enter situations that more considerate
individuals would avoid. Once per round of combat per session, the
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Adept may double the number of Might dice rolled in a physical
attack, but their reckless nature means that when they do, their
dodge, block, and parry static resistances are all reduced by half for
the rest of the round.
◊ Destiny (2): Adepts with destiny acutely feel more than most that
they transcend the physical world and are destined for something
greater. Once per game session, the Adept may declare a task they
attempted but failed as being directly related to their destiny and
can immediately attempt the task a second time. These results are
final.
◊ Lucky (2): The Adept considers they are lucky. Once per session,
the Adept can state that they feel lucky and then double the result
of their next roll.
Game Creation
◊ Observant (2): The Adept is very aware of their surroundings.
Once per session, their Player may announce that they are giving an
object or person very close scrutiny. The Narrator may then reveal
something secret or hidden from the rest of the Adepts. If nothing
is revealed, this Perk may be reused.
◊ Memory (1): The Adept recalls things of the real world with crys-
tal clarity. Once per session, the Player may ask the Narrator to
recall a scene or event that the Adept has witnessed. The Narrator
then describes the details of the scene as closely as possible.
poigam ,hturt terces eht si siht
◊ High class (1): The Adept obviously comes from a high class back-
ground, mixes well with those of a similar social class, and either
impresses or annoys those from a more moderate background.
Complications
◊ Age: The Adept is either really old or really young. In addition to
all the issues that may be caused by age, the Narrator might choose
to impose a penalty to an action. Whenever your age causes you
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great difficulty, you receive one character point which may be spent
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as described later.
◊ Crazy: The Adept has trouble associating with the world since the
Event; it could be that they are really paranoid, or maybe just a
touch psychopathic. A fear of almost everything could also be a
problem. The Adept earns one character point any time their psy-
chosis really gets in the way.
◊ Enemies: Someone doesn’t like the Adept at all. And they are a cred-
ible threat. Maybe they have more friends than you. Maybe they’re
just bigger and meaner. Either way, you have your own personal
bully. The Adept earns a bonus character point every time the ene-
my complicates things.
◊ Gremlins: The Adept has a gift – specifically the kind that breaks
Game Creation
machines. They are no good with engines, electronics, or machines.
The Adept earns one character point whenever this Complication
makes life difficult.
◊ Personal Code: The Adept lives by a creed and they will not cross
that line. Maybe they won’t fight an unarmed opponent or maybe
they will never tell a lie. No matter how it is defined; the code has
to mean something. The Adept earns one character point whenever
the code complicates their success.
◊ Low social class: The Adept comes from a low social class and it
shows. Any time the Adept’s background inhibits their interactions poigam ,hturt terces eht si siht
with middle or higher class characters, they earn a character point.
◊ Poor: The Adept comes from a poor background. They get by, but
still obviously have little that they can call their own. Any time an
Adept’s obvious poverty makes like difficult for them, they earn a
character point.
Next, James picks some Perks for his character Kane. He decides that as
Kane is rather reckless, so daredevil is a good Perk at a cost of 2 Skill
points (i.e. 2D of Skills). He has enough Skill points left over to pay for
this.
B efore the secrets of the Veil were revealed to Adepts, they were just
ordinary people going about a normal life. Here we’ll look at how
knowledge of the Secret World has given Adepts access to powers and
abilities beyond normal humanity.
This ability is expressed as the Arts, three abilities that Adepts have that
allow them to influence the mundane world. The Arts are Domination,
o
Mastery and Insight.
Domination
D omination is the ability to impose your influence on others,
dominate minds and bend weaker personalities to your will.
Amongst Adepts Dominate is the principle Art of Magicians, who seek to
force their personalities onto brittle minds.
this is the secret truth, magiop
Mastery
M astery is the ability to master and control one’s own body and
mind, to push yourself beyond the norm for humans and become
something greater. Mastery is the principle Art of the Ascetic, whose
knowledge of themselves helps them to influence the world around them.
Insight
56 I nsight is the ability to gain knowledge of something beyond one’s
experience or understanding. The Veil that shrouds the greater reality
can be pierced and shifted, and some understanding that escapes ordinary
man can be gained by those who know the Art of Insight.
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E ach Adept has some ability in the three Arts. At character creation,
1D, 2D and 3D are assigned to the three Arts respectively. Players
are free to assign the values any way they like, however below are listed
some examples of different types of Adept archetypes that Players may
choose for their characters as a guide.
Adept Archetypes
A n Adept archetype gives an indication of how the occult abilities of
the Adept manifest. Each gives a suggestion of how dice should be
assigned to the three Arts at character creation. The following examples
Game Creation
of Adept Archetypes are only suggestions however, Players can also create
their own Archetypes and assign dice as they desire. Each Archetype also
has a refresh listed - this is what’s needed to refresh the Arts for reuse,
more on this later.
Magician
◊ Domination 3D, Mastery 2D, Insight 1D
◊ Refresh: study a tome of magic uninterrupted for at least two hours. poigam ,hturt terces eht si siht
Ascetic
◊ Domination 1D, Mastery 3D, Insight 2D
Psychic
◊ Domination 2D, Mastery 1D, Insight 3D
◊ Refresh: Spend two hours training your mind with a crystal ball or
similar device
Conduit
◊ Domination 1D, Mastery 2D, Insight 3D
T he Conduit opens their body to the energies beyond the Veil, and
acts as a conduit to otherworldly powers. The Conduit might be
a priest, a seer or a mystic, but their connection to the other remains the
same.
Sorcerer
◊ Domination 3D, Mastery 1D, Insight 2D
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want within weaker minds.
Reveals
O nce values have been assigned to the Arts, a Reveal must be chosen.
Reveals are subtle manifestations of the use of power. They are
never visible to the target of an action or conflict, but they are visible to
Game Creation
everyone else who is close enough to see or hear. Reveals are uncanny and
otherworldly and anyone who witnesses them knows that they have seen
something they cannot easily explain.
E ach Adept has a single Reveal which occurs when they use Arts –
Players should think up something suitable with the help of the
Narrator to fit their vision of their adept.
poigam ,hturt terces eht si siht
For Kane, James decides that his Reveal is a soft glow or radiance that
seems to come from around his hands.
Kane was initiated into the Circle of the Sun by a work acquaintance who
recognised his potential. During the initiation, the Veil was revealed by the
master of the Circle.
In Esoterica we call these inner groups of Adepts Cabals. Once Adepts have
been created, it is time to create the organisation that the group belongs
to – typically a larger, generally secret, society.
i
62
Name
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W hat is the group called? Secret mystical societies might be Orders,
Temples or Fraternities. Try and think up a name which suits the
organisation to which your Cabal belongs.
…Order of Black Light, the Path of the Sublime, St. Thomas and Mi-
rabas, The Gold and Bronze, the Order of Subtle truth, the Metaphysi-
cal Society, Magicas, Asentis Aurum…
Members
Game Creation
A re there any members outside of the Cabal? Perhaps some lay
members or servants? Or is (as is most likely) the Cabal the sole
representation of the society?
Sign or Sigil
T he society usually has a sign or image to which it is associated.
Think up your sign and draw it! You might get inspiration for the
various mystical signs that are placed throughout this book... poigam ,hturt terces eht si siht
Temple
E ach organisation has a meeting place which might be called a
Temple, Lodge or something else entirely. Where is it and how is
it kept hidden? Is it disguised as something else, hidden from view, or
part of something greater like the cellars of a private mansion? How is it
defended?
Belief
F inally, Cabals all have some kind of belief or what lies beyond the
Veil, where they will go when they Ascend. This could be a view
or paradise, belief that aliens will pick them up, that they will return to
another dimension, anything. Talk with the other Players to come up with
a belief that you can all work with for your Adepts.
James decides (along with the other Players) that Kane and the other
Adepts are part of the Order of the Sun, a secret society with around
ten members besides the Cabal. Their sign is an open eye placed within a
burning sun. They meet in an abandoned church on the outskirts of town,
and have no public front to speak of. The belief is that when they Ascend
they will pass through the heart of the sun to a paradise.
this is the secret truth, magiop
Equipment
E soterica isn’t the sort of game where we rigidly define what Adepts
own, how much they can carry, and the like. After all, they are not
really concerned with the mundane articles of this world. All Adepts start
with a selection of suitable clothes and equipment. In Esoterica, we define
special items that characters own as either Possessions or Gear. Think
about how your Adept is going to be presented to the world. Is there
something that helps to define them?
Gear
G ear is the name given to equipment that has a physical effect in
the game. Typically we define gear as small bits of equipment that
the Adept often has to hand - after all these are people existing in the
real world, with access to all the possessions that mark our society. As
described later in the rules, such items reduce the difficulty of tests or even
negate the need for a test completely. In character creation, each character
Game Creation
gets three points to spend on Gear. The cost of Gear is defined below.
◊ Three points – any special item that isn’t covered by one or two point
Gear would be a three point item, as agreed with the Narrator.
h 65
this
Signature Gear
T he Adept’s Gear from character creation can be considered
‘signature Gear’ – it’s what makes the character what they are. The
Gear should also be personalised in some way to make it more interesting
and to allow it to fit into the Adept’s back story. For this reason, their own
signature Gear should stay with them, and if it’s lost it should be replaced
with something similar in the unfolding story of their adventures.
world, and the variety of cultures, most Gear could take pretty much any
form. The Player and Narrator should work together to come up with a
description of the item, and what makes it special or unique such that it
becomes part of the Adept’s story.
Sarah has a rifle that she got from her father, with a carved stock. She
loses this when she’s arrested (don’t ask). The Narrator agrees that in
next session Sarah turns up with a new rifle, this one an antique stolen
from another Adept.
this is the secret truth, magiop
We’re Done!
O nce we’ve gone through these steps, our Adept is complete and
ready for adventure in the Secret World. Before we look at how to
actually play the game, let’s consider some points to bear in mind when
creating Adepts.
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responsible for creating Adepts, but they do have an important part to play
in the process; the Players turn to the Narrator for advice and adjudications
when creating their Adept. Here is some advice for the Narrator in helping
Players create Adepts that shine in the setting.
Creating a Picture
T he Narrator should try their best to make sure the Players really
focus on their Adept first and foremost. Picturing them in the mind
makes all the other choices easy, giving a smooth, hassle-free creation
process. Some Players will be better at this than others, so the Narrator is
encouraged to put a little work in here where needed, offering suggestions
and options to reticent Players.
Game Creation
Choosing Appropriate Values
A ssigning Attributes, Skills and mystical abilities can be a little tricky
if you don’t have an image of your character in your mind. The
Narrator needs to remind Players of the image they came up with at the
start of the process so that interesting and enjoyable Adepts can be created
ready for play.
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67
this
The Cabal
U nless you have a single Player joining the Narrator for a game of
Esoterica, you’ll have a party of Adepts known as a Cabal. Initiating
the dynamic for the group is an integral part of the Narrator’s job in
character creation, and is vital to a fun and fulfilling game. Try to make
sure that the relationship between the Adepts is established, and if possible
work it into the back story of the characters. It will be more fun that way.
probably because they don’t understand exactly what they have to do. It’s
the Narrator’s job to make sure this doesn’t happen.
this is the secret truth, magiop
k
68
Core Rules
Core Rules of
this is th
Esoterica
I n common with most role-playing games, Esoterica uses dice to
resolve situations during play. This introduces a level of uncertainty
to the game. Essentially, dice are rolled when Adepts attempt to impose
themselves on the environment or on other characters. From uncertainty
comes tension, and from tension comes drama – a requirement of any story.
In this chapter we’ll look at how to use dice to resolve actions and conflicts,
and how the numbers listed on the character sheet are used in play.
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W
this is the secret trutagitrep
Scenes
P lay is divided into scenes, just like in a novel or film. Each scene
describes a different circumstance in which the Adepts find themselves.
Scenes can be further divided into action scenes and linking scenes. Any
scene that involves rolling dice to resolve actions and conflicts is called an
action scene. A linking scene provides colour, no dice are rolled, and the
scene is used simply to connect action scenes together. Action scenes are
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the heart of the game.
Timing
A s we have said, play takes place in scenes, and each scene describes
a different circumstance in which the Adepts find themselves. How
much fictional time passes in a scene depends greatly on the nature of
those circumstances. A fight may be over in a matter of minutes. A scene
where a party is foraging for supplies in a warehouse might represent
several hours (for example, trying to find a particular item). A journey to
another country might take days or weeks. The Narrator will determine
71
how much passage of time is appropriate for any given scene, although the
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Players should feel free to suggest that time slows down for parts they’re
particularly interested in, or speeds up for parts they’d rather skip through
quickly.
Intent
T he first step in resolving an action or conflict is for a Player to state
what they are trying to get their Adept to do. What is the path of
success? This is called the intent, or in other words what the character
intends to happen if they succeed.
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to give an intent that doesn’t bear any resemblance to what’s going on. The
intent must also be a single goal and shouldn’t include multiple objectives.
At its most basic, the intent of an action should make sense in the context
of the story being created.
A n effective technique is to ask the Player, “How are you doing that?”
as many times as necessary. This will help to break a large or long
project into several steps (or sub-steps) each of which can be a scene, task
and roll by themselves. For example, an intent to “infiltrate the settlement”
might be broken down into separate scenes and rolls for “finding a contact”,
“gaining their confidence”, “meeting the headman”, or possibly even an
entire adventure trying to make it work. Or, if that part of the story is
fast-forwarding through several months of time with a single scene, the
Narrator can also decide that “infiltrating the settlement” is a perfectly
reasonable intent on that scale. The most important standards are: what
makes sense within the fiction, and keeping all of the characters (those
controlled by the Narrator and Players alike) operating on about the same
scale within each scene.
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this is th
T he Narrator has the final judgement on what is or is not acceptable
as a valid intent.
In a debate between Jason’s Adept and the leader of a rival Cabal, a poor
choice of intent would be persuading the woman to allow him into the
Temple, show him to the store and leave him to there for fifteen minutes. It
has too many objectives for a single conflict.
In a debate between Jason’s Adept and the leader of a Cabal, a good choice
of intent would be persuading the woman to let him into the Temple.
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His intent is to kill the being, so this is a combat encounter. Only when the
dice are rolled will the extent of the damage be known should he succeed.
Consequence
T he Narrator then describes what happens if the task is unsuccessful.
What is the path of failure? This is called the consequence; what
will happen if the character fails?
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responsibility of the Narrator in the game – describing fairly what the
outcome of a situation might be. However, the Players may contribute to
the scene by suggesting to the Narrator possible consequences for Adepts
involved in actions and conflicts.
75
Standard Tasks
this is th
I◊
n tasks, difficulty is assessed as being at one of five levels:
Very Easy: Nearly everyone can do it. These checks should only be
made if a success is critical to the scenario at hand.
◊ Very Difficult: Challenges of this level fall into the domain of mas-
this is the secret trutagitrep
ters in the Skill being used; few others will succeed at them.
T he difficulty must reflect the intent – the more unlikely the intent is
to happen, the higher the difficulty. The Narrator should consider
the character and their abilities and try to assess how likely it is that they
will achieve their intent.
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this is th
Tools and Difficulties
E soterica doesn’t use lots of detailed rules for pieces of equipment,
instead they can be considered as tools that help a character perform
a task. When the Narrator is assigning difficulties, any tools the character
has should also be considered when assessing the difficulty level. Generally,
if the tool will be a significant aid to the task, the difficulty level will be
reduced by one step i.e. a difficult task would become a moderate task.
an automatic success. For example, trying to put a nail into a piece of wood
would be a very difficult task, unless you had a hammer, in which case the
task would be an automatic success.
Reconsidering Intents in
Standard tasks
78
T he Player involved in the standard task now has a choice: they can
accept the difficulty assigned by the Narrator, or they can reconsider
their intent if they think the standard task is too hard or the consequences
too harsh. Only when they have accepted the difficulty that the Narrator
has assigned is their intent final. If a Player reconsiders their intent, the
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Narrator or other Players involved in the conflict can reconsider theirs;
this can be done several times back and forth until everyone is happy with
the decisions.
After the Narrator told Jane how difficult it would be for her character
Jennifer to hit the window, she changes her intent. Now she’s just going
to try and approach the window without being seen. The Narrator con-
siders the new situation, - Jennifer can now reach the window, it’s now
about whether she is seen. The narrator considers the darkness and smoke
and decides that the difficulty level of staying hidden is Moderate.
Core Rules
he Player attempting the task then looks at their Attributes and
Skills and selects which are most appropriate for the standard task
in hand.
F irst consider any of the Skills listed. If possible, pick one that
describes how the character is attempting to achieve their intent.
If there isn’t a Skill on the character’s sheet that adequately describes the
task, pick an Attribute instead.
Rolling Dice
Core Rules
T hen it’s time to roll dice. If the character is using an Attribute with
no Skill, then we’ll roll dice based on the Attribute. If they have
an appropriate Skill, we’ll use those dice. A Skilled character always has
a better chance of success than a character relying on an Attribute alone.
one dice that is a different colour. This is called the Wild die. If this comes
up with a 6, roll another dice and add this to the result. If the added die
comes up a 6, roll another die and add it on to the total. Keep on rolling and
adding dice until a result other than 6 is obtained. Finally, add any ‘pips’.
The final result is a single value, the higher the better.
Simonetta is trying to infiltrate the facility, and she has the security Skill
at 3D+1, so she rolls three dice. One is a different colour to the rest – this
is the wild dice.
She obtains a 2, a 4 and a 6 on the wild dice, for a total of 12. She picks
up another die and rolls it, obtaining a 3, and adds this to the result for
e
15. Finally, she adds the +1 pip for a total of 16.
80
C ompare the result to the value below associated with the difficulty of
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the standard task:
Very Easy: 5
Easy: 10
Moderate: 15
Difficult: 20
Very Difficult: 30+
I f the result equals or exceeds the value associated with the difficulty
of the standard task, the task has been successfully accomplished. If
the result is less than the required value, the task has failed.
I f the Adept achieves their intent, their Player gets to describe the next
sequence of events, relating how the character achieved their goal and
tying in the quality and various tags used. If the Adept fails to achieve
their intent, the Narrator describes the consequences of the failure.
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Attribute Tags
W hen a Player attempts a task with their Adept, they should have
a look at the character sheet and consider the tags listed with
the Attribute associated with the Skill selected. In consultation with the
Narrator, they can pick one that seems to help describe how the character
is attempting to achieve their intent. If the character doesn’t have a tag pertigaturt terces eht si siht
that would help, ignore the listed tags.
Benefit of Tags
I f the Player and Narrator can pick a tag which they agree matches the
task the Adept is attempting, then the Player can pick up any die except 81
this is th the Wild die and re-roll it before the die values are added up and the task
is resolved. However, the re-rolled value is final, even if it’s worse than
the original value, and dice showing a 6 or 1 can’t be re-rolled. Generally
this gives Adepts a slightly better chance at achieving their goals, and also
allows the Players and Narrator to visualise just how the Adept achieved
their goal.
Beth’s Adept Cherise is attempting to lift a heavy Soul Jar and get it
out of the building. This is a Difficult Lift test with a target number
of twenty, and she has a Might Lift Skill of 4D+1. She also has a tag
‘weight lifter’, which the Narrator agrees makes a lot of sense in this
situation. Beth describes how Cherise approaches the ornate plinth like a
dead lift, stretching her muscles as she does. Rolling the dice, Cherise gets
2, 4, 5, 5 with the +1 to make a total of 17, so she’s failed. But as her tag
was involved, she re-rolls one of the dice, the one that came up 2, and gets
a 5. Now her total is 20, and she manages to lift the Jar… just!
Core Rules
However, if a character really doesn’t have a useful tag that will contribute,
then don’t try and shoehorn something in just for the sake of the numbers.
Help
S ome things are a lot easier with a little help. In certain instances,
another person can help a character achieve their intent by helping.
If one character elects to help another, look to reduce the Difficulty of the
task in accordance with the help offered.
Mark, a friend, finds Jennifer before her enemies and offers to help her
to break through the door to escape. This makes the task easier, Moderate
84 instead of Difficult.
H elping another makes the assisting character vulnerable to the
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consequences of failure. This will of course depend on the action or
conflict that is taking place, but often failure means both characters suffer
the consequences. The narrator should make this clear to the players of
both characters if a shared consequence is likely. This is the risk of helping
– you might succeed in helping a character achieve their intent, but you
might also have to suffer the consequences of their failure.
Mark is helping Jennifer to force the door. The narrator has ruled that
the consequence of failure is that the door won’t give and the characters
will reveal their location to their pursuers. In this case, the consequence is
shared regardless of whether Mark assists Jennifer – they are standing
together and anything that locates Jennifer through her actions is going
to find Mark as well.
S ome actions and conflicts won’t benefit from help. The narrator must
rule when help is appropriate and when it isn’t. Also, the narrator
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and player should decide if it’s appropriate for another character to lend a
hand. The number of players that can help is limited to one. In bigger tasks
that require several pairs of hands – if it is dramatically important to roll
dice – split the task into several smaller sub-tasks.
Jim and Tom are playing Adepts that are arguing over the best route
Core Rules
to take through an ancient city, and Tom’s pushing Jim to resolve the
argument as a conflict. Jim could agree and roll the dice but instead he
concedes, giving Tom the victory and agreeing with his argument.
Brace is wrestling with a guard. Brace’s intent is to force off the guard
with his nightstick, while his opponent’s intent is to knock Brace over and
pin him down. For Brace, failure in the conflict means being pinned by his
opponent. For the guard, failure in the conflict means being clubbed back
by Brace.
86
P hysical damage is often the result of a conflict. We’ll talk more
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about this later.
Re-initiating Conflicts
G enerally, a lot of conflicts that don’t involve physical combat can
be resolved by a single dice roll, as often one participant achieving
their intent ends the matter.
Core Rules
Markus is having an argument with a mercenary over the command of
a squad of soldiers. At the end of the conflict Markus shouted the mer-
cenary down, and the conflict is over – Markus is in charge. However,
Markus’s Player wants to really finish the upstart mercenary so he starts
another conflict, this time to eject the guy from the group. In response to
Markus’s attack, the Narrator expresses the mercenary’s intent to fight
Markus. Markus’s Player decides this is fair and changes his intent to
beat up the mercenary, and a new conflict begins.
pertigaturt terces eht si siht
Interrupting Conflicts
I f an outside party interrupts a conflict before sufficient time has passed
for it to be concluded – for example by shooting at one participant in
an argument – the conflict is cancelled and all intents are ignored. Assume
that they didn’t get a chance to finish what they started. A conflict can
only be interrupted before dice are rolled; after the dice are on the table,
the conflict is considered too close to resolution to stop.
Three Adepts, Tom, Bette and Rob, are trying to convince a museum’s
director to help them find a lost relic in the vaults, but the director is
reluctant to do so; he doesn’t trust people he doesn’t know well. The di-
rector’s intent is to get the Adepts to leave the museum immediately. After 87
the Narrator tells Rob’s Player that it’s going to be very hard to convince
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the director to help them out, Rob’s Player changes his intent to persuad-
ing the director to lend him some books from the library. The Narrator
says this will still be a difficult, resisted task, and changes the director’s
intent to getting the Players to accept that he has nothing to give them.
Everyone agrees this makes sense.
However, before the dice are rolled, Tom’s Player says, “Forget this, I’m
just shoving the jerk!” which interrupts the negotiation. Bette’s Player
reacts to this, saying, “No way, I’m going to try and get control of Tom
secretly so that no one notices the disturbance and the negotiations can
continue.” This conflict – controlling Tom before he can step in – is the
first in the narrative, and must be resolved first. The participants – Tom
and Bette – declare their intents: Bette wants to get hold of Tom, he
notices her trying, the Narrator assigns the difficulty levels, and the con-
flict is resolved. If Bette failed to hold Tom, he’d now be in a position to
interrupt the conflict with the director, therefore that conflict – shoving
the blabbermouth – is resolved next, and the initial attempt by Rob to
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persuade the director to help them is abandoned.
Timing
I n many conflicts, it’s not important who acts first. In an argument for
example, both sides will have their say before the conflict is decided. In
some conflicts, however, it is important who acts first. In a gun fight, it’s
pertigaturt terces eht si siht
often the first to fire who wins the day. In play, situations where timing is
important are divided into rounds. Individuals involved in the conflict will
then act in a certain order during each round until the conflict is resolved.
F irst, during each turn, participants in the conflict declare their intent
and actions planned for the round. Then, the order in which each
participant acts is determined – their turn – is measured by their initiative.
Initiative is determined by each participant rolling their Agility Attribute, 89
this is th the participant with the highest total acting first, and the other participants
acting in descending order of initiative. For simplicity’s sake the order of
initiative from round to round remains the same.
D uring their turn in the round, participants make rolls for the actions
they declared at the start of the round.
round to act.
Multiple Actions
A depts may attempt to do more than one thing during a turn by
withholding one dice from every action they attempt for each
action beyond the first (i.e. reducing their Skill or Attribute values by one
D during that round). For instance, if a character tries to shoot twice, he
will subtract one dice from each attempt. Both actions may happen at the
same time, or the second may be later in the round - the Narrator should
adjudicate this using common sense.
90 B
Resisted Tasks in Conflicts
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I n resisted tasks, one participant is performing a task in an attempt to
affect another. One participant is active, the other passive. The passive
participant is resisting the active participant; if they weren’t, it would not
be a conflict. Often, this resistance takes the form of a Skill or Attribute
roll; this is how the passive participant is ‘resisting’ the active participant.
The Narrator must determine, with the help of the Players, which Skill or
Attribute is most appropriate using common sense.
Toby’s Adept, Mera, is trying to persuade a trader to let him have some
books ‘on tab’. In this conflict, Mera, the active participant, is using her
persuade Skill. The Narrator and Players agree that the trader will use
his Wit Attribute to resist.
Core Rules
Determining the Outcome of Resisted
Tasks
W hen a task is resisted, the active participant doesn’t compare their
rolled result with a difficulty level as in a standard task. Instead,
the target number required to succeed in the task is the rolled result of the
resisting Skill or Attribute. pertigaturt terces eht si siht
Continuing the example above, Mera has a persuade Skill of 4D, and the
trader a Wit of 2D+1. The Narrator rolls his dice for the trader, and
gets a result of 9. This is the target number for Mera – if Toby gets 9 or
more for his roll, Mera will succeed at his task.
T he conflict only ends when one of the participants gains his intent
through action, or his opponent concedes.
Unbalanced Conflicts
I t can sometimes happen that a conflict is unbalanced, for example
if one of the sides in a conflict overwhelms the other with superior 91
this is th numbers. In this situation the Narrator needs to assess if the conflict is
skewed toward one participant. If it is, then the Narrator can award the
participant with the advantage a bonus dice (+1D) to roll in the conflict.
Violence in Esoterica
92 A s you’ll see this book contains reasonably detailed rules for violence,
damage and wounds. However, whether you choose to make violence
a significant part of your game depends on the tone you want to set. Below
are a couple of options of how you could present violence in a game of
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Esoterica.
Minimal Violence
I n this tone of game, violence is very rare, instead it is the potential
threat of violence that takes its place. Such a game is set in an occult
version of our real world, where inflicting harm on another person is a
very serious act indeed. In these games fighting, wounding or killing is
going to have major repercussions, and is a life changing event. Instead
it is the potential of violence that is displayed, with Adepts getting their
way by for example using a gun as part of an intimidation attempt rather
than actually firing it. Adepts might own a gun, but the chances of them
using it in anger against another person is very low. The Narrator can
make violence even more chilling by increasing the damage statistics of
weapons (these are discussed later in this chapter), making violence that
Core Rules
bit more deadly.
I n this kind of game, why do we need combat rules at all? One word:
Hungers. Although Adepts might not come into violent conflict
with other people, Hungers are a different matter – many are essentially
unthinking monsters intent on feeding (more on Hungers later in this
book). This juxtaposition between the real-world abhorrence of violence
and the almost psychopathic violence of some Hungers can add a real
tension to the game, and make a conflict with Hungers all the more
memorable.
pertigaturt terces eht si siht
Pulpy Violence
I n this kind of game, armed clashes with Adepts, government agents
and other foes are more common but the repercussions are turned
down, just like in a pulpy film such as an Indiana Jones movie. Violence
is still terrible, but the bad guys deserve what they get, and the rules for
combat are likely to be used a lot more than in a more realistic game (if you
can say that about a game of warring magical Adepts!). Still, in Esoterica
as written combat should always be a last resort of Adepts, not the default
‘go to’ action. But it is your game, so play it how you want!
hk 93
Resolving Violence
this is th
Static Resistances
T he three static resistances are listed below, with details of how they
are used. The method of determining these values is described in
the character creation section and shown on the next page.
◊ Dodge: used for resisting ranged attacks by diving for cover, dodging
around and generally making it hard to be hit.
I f they have already acted during that round, then invoking a static
resistance is considered a special instance of multiple actions during
the round, and 3 is subtracted from the value of the static resistance. Note
that if a character invokes a static resistance to resist an attack, they may
then resist all attacks of that type until their next turn on the following
round. For example, a character who dodges an attack is considered to be
dodging all in-coming attacks until the next act. This does not count as
using multiple actions.
94
Attacking a Target
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T he target number required to successfully hit the target is based on
the appropriate static resistance. It is possible to use tags in combat
if the Narrator agrees they make sense.
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◊ Ranged combat: Works in a similar way to melee combat, except we
add the range modifier to the dodge static resistance in all cases:
◊ If the target isn’t dodging, then the modifier for the range of the at-
tack is considered in the difficulty of the standard task. For example, pertigaturt terces eht si siht
hitting a small target with a pistol and close range might be a mod-
erate standard task; doing it at long range might be very difficult.
The Narrator should judge these difficulties based on common sense.
◊ Cover: If the target is behind cover, this also adds to their static re-
sistance:
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Ammunition and Jamming
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I n Esoterica we track the use of ammunition, with each ‘shot’, either
a single round or a burst on a semi-automatic weapon being noted. If
during a combat Skill test over half the dice rounding up that a character
rolls (i.e. one dice for a Skill of 1D or 2D, two dice for a Skill of 3D or
4D) come up with values of 1, then the weapon has jammed or broken
down and may not be used until it is fixed – if the proper tools to do so are
available. Note that this mean characters with higher Sills are less likely to
suffer weapon malfunctions – this is intentional, representing the fact that
unskilled characters are less likely to look after their weapons properly!
Aiming
U p to three rounds may be spent aiming prior to making a ranged
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attack. Each round grants a +1D Skill bonus to the attacker. This
assumes that the target remains in sight and isn’t actively dodging (in
which case they are moving too quickly to be aimed at)
Grenades
I n the unlikely event that an Adept has access to grenades, these rules
may be applied. If the thrower can’t see the target, increase the difficulty
by +5-10. If the roll misses, roll 1D for direction, 1-3 means a deviation
pertigaturt terces eht si siht
beyond the target, 4 to the left of target, 5 to the right, and 6 behind the
target (nearer the thrower). For distance off-target roll 1D/range level.
Damage is based on blast radius; all characters in the blast radius are hit
and can take damage. However, grenades can be dodged. They can either
explode on contact or be timed, allowing for re-throws.
Suppressing Fire
W ith automatic weapons, it is possible to attempt suppressing
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fire, where the aim is not to injure the target, but to fix them
in position. A weapon fired in suppression mode has the dodge static
resistance of the target (and therefore the difficulty of the test) decreased
by 5, and it is possible to target three characters in a single attack, as long
as they are separated by no more than a meter. However, the wound value
of the attack (i.e. the result of the damage roll for the weapon minus the
targets Soak, see below) is halved (round down). Damage is rolled once and
applied to each target individually. Additionally, if any dice rolled in the
attack (not half as usual) come up with a 1, then the weapon runs out of
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ammunition or charge.
98
u
Movement
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P articipants in conflicts may move up to fifteen feet as a free action, or
move thirty feet at the cost of one action. If a character wishes to
run faster, they may attempt an athletic Skill standard task with a difficulty
based on the environment – if they are successful, they may add their
total rolled value to their movement. If the only action taken in a round is
running, the total move is doubled.
Full Dodge
I f a passive participant does nothing except dodge until their next
turn, they will add 10 to their dodge static resistance, and apply range
and cover as usual. This result is useful against any number of attacks.
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Damage
W hen a target has been hit, the attacker rolls damage dice and sums
them based on the weapon they are using, following the same
procedure as with Attribute and Skill dice.
Damage = sum of damage roll for the weapon, pertigaturt terces eht si siht
+2D if fired on automatic
99
this is th Damage Typical Shots
Crossbow 4D+1 1
Light Pistol 3D+2 6
Heavy Pistol 4D 8
Rifle 5D 5
Shotgun 4D+2 3
Machine gun 6D 10
Grenade 5D -
combat damage (3D after ignoring pips, halved to 1.5D, then rounded down
to one). Melee weapons will add to this base damage value as shown below
Staff +1D+2
Sword +2D+2
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the world are given below:
Biker leathers +2
Riot shield +4
Bullet proof Vest +3
SWAT body armour +5
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R emember that the damage value of a suppressing fire attack is
halved (round down) before determining the wound level.
N ote **A character is Severely Wounded if the wound value is pertigaturt terces eht si siht
between 4 and 8 and they are already at the Wounded level.
◊ Stunned: -1D for all remaining actions this round and next round.
◊ Incapacitated: The character is out of the fight and in a bad way. As 103
this is th a free action before losing consciousness, they may try to stay up by
succeeding at a moderate Stamina standard task. If successful, they
may continue to act, but with a -3D penalty. If they fail, they are
knocked out for 10D minutes.
Scaling
N ot all objects are on the same scale. Humans and horses may be
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Scale Modifier
Character, Animals None
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Dangers
A s well as combat and violence, there are other sources of injury in
Esoterica. Some of the more common dangers that might be faced
are described below.
104 i
Asphyxiation
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A ssuming a character has a requirement to breathe, they may ‘hold
their breath’ for a number of turns equal to the ‘D’ number of
their Might Attribute multiplied by 2. After this time, they will begin to
asphyxiate. Every turn thereafter, the character will suffer damage equal to
the number of turns they have been asphyxiating (1D for the first round,
2D for the second etc.).
Falling
A falling character suffers damage equal to the number of meters
fallen divided by two, rounding up (1D for up to two meters, 2D for
two to four meters etc.). The effects of high-pressure environments such
as deep underwater can be modelled in the same manner, with meters of
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descent equating to meters fallen for the purposes of the calculation.
Healing
C haracters may heal any physical damage they receive. pertigaturt terces eht si siht
◊ Assisted Healing: Adepts with the medicine Skill can attempt to help
others heal more quickly. A medicine standard task may be attempt-
ed a maximum of once per day for each patient treated. On a suc- 105
this is th cessful roll, the patient heals one wound level. The higher Diffculty
represents how difficult accelerating healing with medicine can be.
Vehicles
A ll vehicles from cars to planes are defined by a common set of
statistics, much like Adepts. The following rules are used to resolve
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actions related to vehicles, including combat and chases. These rules are
fairly light and narrative, but they should be enough for a Narrator to
handle using vehicles in their games.
◊ Scale: The size of the vehicle, used as a bonus when comparing ob-
jects of different sizes.
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vehicle can carry.
Vehicle Movement
M ove dice represent the relative speed between vehicles of similar
types. Vehicles are divided into four broad categories including:
Primitive Craft/Muscle Powered, Motorized Ground and Water Craft and
Aircraft. If vehicles of different categories must compare speed – such as
a car chasing a tank – the faster vehicle is granted bonus move dice based
on the difference in speed factors in the following chart:
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Motorized Ground / Water Craft 2D
Aircraft 5D
Vehicle Combat
S ome vehicles have weapons; unless specified in their descriptions,
they are considered to be of the same scale as the vehicle. Attacks are
resolved in the same manner as character versus character combat with the
pertigaturt terces eht si siht
only difference being that the character rolls their drive/pilot Skill in place
of the dodge static resistance to avoid being hit.
Damage to Vehicles
S cale is another factor that must be borne in mind, as most vehicles are
considerably larger than humans.
k q
that the part is completely destroyed and must be replaced.
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this is th Damage Rolled Effect
Damage Roll ≥ Body Roll Temporary Effect (one round)
Damage Roll ≥ 2 x Body Roll Permanent Effect (repair)
Damage Roll ≥ 3 x Body Roll Permanent Effect (destroyed)
Roll 1D Effect
1 Lose 1D from Manoeuvrability
2 – 3 Random System Damaged
4 – 6 Structural Damage
Effects of Damage
T
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g
combined. Each doubling of the number of weapons combined increases
the damage by one pip.
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Chases
this is th
Ramming
W hen vehicles are at short range, a pursuer may try to ram. To
successfully ram, the pilot needs to roll higher than the target’s
pilot Skill check. If successful, both vehicles suffer damage equal to the
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body of the attacking vehicle plus the difference in the move dice Attribute
of the two vehicles.
Repairing Vehicles
A depts may repair damage to their vehicles using the repair Skill,
assuming they have the required parts. The difficulty is determined
this is the secret trutagitrep
as shown below.
T his assumes that the character attempting the repair has access to
suitable tools and parts. Without these, the repair will be much more
difficult and time consuming and, at the Narrator’s discretion, may not
even be possible. Sample Modern Vehicles are shown on the page opposite.
w
110
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Car Sports Car
Motorcycle Tank
Core Rules
Body: 1D+2 Body: 6D
Move: 2D+2 Move: 2D
Crew: 1 Crew: 3
Psg: 1 Psg: 1
Cargo: None Cargo: 500 lbs
Weapons: Machine gun; Main
Gun (6D), range: 1/2 mile / 1
mile / 2 miles.
pertigaturt terces eht si siht
i r i 111
Adepts
this is th
A depts have a few special rules that only apply to them. These include
the ability to improve their capabilities as the game progresses –
after all, they are the heroes of the story – and the effect of their special
powers on play.
Experience
D uring play Adepts and their Players are rewarded for the contribution
to the game by gaining experience, which can improve Attributes
and Skills. This is discussed in detail below.
A t the end of each session the Narrator awards each Adept a number
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T iers are used to indicate the level an Adept has in two key parameters
that determine the mystical abilities of an Adept - Power and
Corruption. All Adept characters start at Tier zero in both, and progress to
higher Tiers during play. The aim of the game for an Adept is to reach Tier
5 in their Power – at this point they are ready to Ascend. However, higher
Tiers in Corruption are very bad, and should an Adept ever reach Tier 5 in
Corruption they are consumed by the very powers that they wield.
I n play seven points of Essence gains you one Tier of Power, and Seven
points of Stains gains you one Tier of Corruption, as discussed later.
Core Rules
14-20 2
21-27 3
28-34 4
35+ 5
Arts
A depts can use their Arts to affect their reality – this is reflected
in the game of Esoterica by using the dice assigned to the Arts.
Whenever an Adept is attempting a task or resolving a conflict, they may
choose to use their Arts. They are free to assign any number of the dice
from a single Art to the roll – these are called ‘Arts dice’. To do so, they 115
must first explain how the use of a particular Art reflects the goal of the
action. This is typically fairly obvious, remembering that Domination is a
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power over others, Mastery a power over one’s self, and Insight a deeper
understanding of reality. The Player and Narrator should discuss and
agree whether an Art is appropriate for an action.
Domination
T his Art is used when trying to get others to see your way, when
pushing people around, commanding them or intimidating
them. Most Skill tests that involve Charm Skills could be influenced by
Domination, and this is the most obvious of the Arts.
Black Taylor the Magician is trying to persuade a police officer to let him
enter the Temple of the Order of Typhus. He needs to get in, so he uses
his Dominate ability, assigning 2D of a possible 3D to the task, which
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along with his Persuade Skill of 2D+1 means he’s rolling a total of
4D+1 to compete the task.
Mastery
M astery is the Art of pushing one’s body to the limits and beyond,
achieving almost the miraculous. Most tasks or conflicts that
involve the Adept using Might or Agility could be affected by Mastery,
pertigaturt terces eht si siht
Once inside the Temple, Black Taylor attempts to force the door into the
inner chamber. This is a Might task using his physical prowess, so he
assigns 1D of his Mastery to the task, which with his Might of 1D+2
gives him a total of 2D+2 to roll.
b
117
this is th
Insight
I f the task or conflict requires knowledge or understanding the Adept
does not possess, or involves a reliance on things in the physical world
rather than the Adepts body, then Insight may be the best Art – seeking
knowledge from beyond the Veil. Insight is a subtle power. Importantly, the
desired outcome must have some possibility of occurring before it can be
attempted even with the Art. Things that are outright impossible cannot
be attempted no matter the power of the Adept.
agrees that this makes sense, and so Black Taylor uses his insight to assess
the lock.
Black Taylor can attempt to leap between two roofs using his Mastery Art
as the leap is theoretically possible, but he cannot use any of his Arts to fly
to the top of a tall tower, as that is impossible.
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6s). Note that is it not possible to re-roll dice showing 1 or 6 with Tags.
◊ If at least one of the dice rolled had a value of 6 including the orig-
inal Wild die result, then the Essence of the Adept increases by one,
unless...
I t is only possible to gain one point of Essence from the use of Arts,
but it is possible to gain multiple Stains, and Essence and Stains cannot
be acquired during the same roll. Increased Essence represents the Adept
gaining occult strength, a good thing for the Adept. Stains are a reflection
of the influence of otherworldly power on the mortal form, damaging the
soul of the Adept, making the Adept more visible to those beyond the Veil
and more susceptible to the influence of Hungers. Assigning more Arts
dice to a task or conflict increases the chance of success and the chance of
Core Rules
gaining Power, but at a greater risk of acquiring Stains, and the higher the
Skill or Attribute before booting with Arts, the more likely Power or Stains
will be acquired.
Black Taylor is attempting to persuade the police officer using his Persua-
sion Skill of 2D+1. He has boosted this with 2D of Dominate. Rolling
the dice, he gets a 6, 1, 3 and a 6 on the Wild die which he re-rolls getting
a 1. That sums to 6+1+3+6+1+1 pip = 18. As he rolled at least one 6 pertigaturt terces eht si siht
normally his Essence would increase by 1, but as he obtained two 1s on the
other dice he gains no Essence and instead his Stain value increases by 2.
Reveals
A s well as Attribute Tags, Adepts have a Reveal tied to their Arts. This
is a manifestation of their power as previously described. Any time
that Arts are used in tasks or conflicts, the Reveal also occurs. Importantly,
any target of the Art does not witness the Reveal. Only those outside the
Adept’s influence experience the Reveal. This makes overt use of Arts in
crowded areas dangerous, as the Adept will be marked out by their use of
power.
119
this is th
Arts and other Adepts
A rts may be used on other Adepts, they are in no way immune. Adepts
are not able to recognise each other unless a Reveal comes into play
or Corruption is evident – much game play in Esoterica may be devoted to
identifying rival Adepts.
Persuading a guard to let you past could involve the Dominate Art. Pull-
ing off a great shot could be done with Mastery, coding a computer
without programming knowledge could not – if you don’t know how
this is the secret trutagitrep
coding works, mastery won’t tell you. However, pulling on your Insight
to help you understand how to code is possible, but once the work is done
you’ll struggle to remember how you did it.
120
Refreshing Arts
ht si siht
E ach die in the Arts may only be used once a day at most, so an Adept
with 3D in Domination may use that to add 3D to one task, 2D and
1D to two tasks, or 1D to three tasks in one day. However, in order for the
dice to be available the next day, the Arts dice must also be refreshed. In
other words, Arts dice must be refreshed to use them again, but each dice
can only be used a maximum of once a day. Each Adept Archetype shows
what the character must do to refresh their Arts dice. If you are making
up your own Archetypes, then discuss with the Narrator how you want to
refresh those dice. In general, you’ll need to perform some activity that
matches with the nature of your Archetype.
Core Rules
action of their Archetype to refresh the Art.
Mysteries
T he unique and miraculous powers of Adepts as they increase in Tier
pertigaturt terces eht si siht
are known as Mysteries. Each Mystery is a miraculous ability that
an Adept who knows it may perform once between each night’s sleep. The
first Mystery is gained at Tier 1, and then each time an Adepts gain a new
Tier they may select a new Mystery.
M ysteries are miraculous powers that result from the Adepts tearing
away the Veil. They are powerful and dangerous…
…for around five minutes, your hands glow with an unearthly pale radi-
ance, enough to light a small room… 121
…you can blend into the surroundings and become inconspicuous for a
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few minutes…
..you can see in total darkness as if it were day for five minutes…
…you can create a small fire by sight within a few feet, similar to a can-
dle being knocked over, which will easily light combustible materials. The
fire itself will not cause damage to a person unless their clothing catches
light…
…you can move vertically around fifteen feet, appearing to drift upwards
or slither up a surface. Can also be used to land safely from a fall…
… you have the ability to disappear in shadows for five minutes, becom-
ing nearly invisible unless others are aware of your presence and actively
searching for you…
…you can cause excruciating pain in a target within sight. This is effec-
Core Rules
tively a stunned combat result that lasts for five rounds…
…you can converse with another person in the same building for around
five minutes…
…you can instantly move approximately one mile as if you had walked
the distance…
- a great roll!
and Corruption (either in a single Mystery use or over multiple uses), they
must be refreshed before Mysteries can be used again. This requires a
night of uninterrupted meditation on the nature of the Veil in either the
company of the entire Cabal or in the Adept’s Temple. Once this has been
done, the Adept has access to their Mysteries once more.
124
Defining Mysteries
ht si siht
E very Mystery can be used at different levels of Force, which
represents how powerful the effect is. Generally, each Mystery is
first defined as a ‘Force 1’ ability. The effect of the Mystery can then be
increased by adding Force to reduce some of the limitations of the ability or
to increase the Mystery’s scope. As Mysteries can be pretty much anything
extraordinary that Players and the Narrator agree on, some discussion and
common sense must be applied to their creation and the assignment of
Force to a Mystery. Below are what could be called ‘baseline’ parameters for
a Mystery – extensions beyond these limitations could require application
of additional Force.
Core Rules
◊ Effect – minor change to reality, otherworldly manifestation of a
natural effect
Atrophy
The Adept is able to age materials that they come into contact with. This
can weaken materials or even decay them, depending on the nature of the
material. The Mystery does not work on living beings.
Force 1 – The Adept can age a material that they are touching by around
one hundred years. The area affected is approximately the size of a din-
ner plate.
Aura Reading
Core Rules
The ability to perceive the energy fields that surround people and other
living creatures, and determine something of their nature.
Force 1 – The Adept can detect the basic mood of a person they talk to
face to face, even if on the surface to mundane eyes they are hiding their
feelings well. The effect lasts five minutes and effects a maximum of
three people chosen by the Adept.
Channelling
The ability to communicate with spirits. This ability can be used to divine
a piece of hidden information, something that cannot be gained from the
Insight Art.
Force 1 – The Adept is able to ask the spirit a simple yes/no question, and
the Narrator decides upon the response. Typically the answer must be use-
ful but may be ambiguous or limited in scope and open to interpretation.
Force 1 – The Adept can seek targets in the same building, and can spend
five minutes looking as per astral projection. The Adept gains knowledge
of the general status of the target.
Deaden Senses
The ability to deaden and weaken the senses of a target. This could be
sight, hearing, taste, touch or smell. The sense isn’t completely shut off,
instead it is reduced such that the target won’t sense something unless
it is very pronounced. The target is unaware that their senses have been
deadened.
Force 1 – The Adept can deaden a single sense of a target that they touch
for a minute. The dampening effect is powerful, for example a target with
this is the secret trutagitrep
their hearing deadened would hear the sound of a gun going off in the
same room as a click rather than a bang.
Deathless Sleep
Using this ability the Adept is able to drift into a voluntary deathlike
state. During this time, the Adept does not need to eat or sleep, but they
must be able to breath. They have a fleeting understanding of what goes
on around them (i.e. they could tell when they were alone, but not who
was with them), and are able to recover back to full consciousness at will.
Force 1 – The Adept can feign death for up to a day, during which they
do not move at all. If investigated, they would pass all but the most strin-
128 gent exam as dead.
Increased duration to one week +1 Force.
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Increased duration to a month +2 Force.
Increased effect such that the Adept is fully aware of what occurs in their
presence +1 Force.
Drowse
The Adept has the ability to make a target drift into a ‘waking sleep’, los-
ing the ability to concentrate or pay attention to their surroundings. After
the target recovers, they have little memory of what occurred during the
drowse unless it was shocking or very much out of the ordinary, but they
know that something strange happened to them.
Force 1 – The drowse lasts around five minutes, and only affects one tar-
get who must be in the same room as the Adept.
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Increased effect to include another target +1 Force.
Encrypt
The Adept is able to write in an encrypted form, which cannot be deci-
phered. When writing, the Adept must nominate a target who can read
the script. The script exists until it is destroyed, and the target is always
able to read the script.
pertigaturt terces eht si siht
Force 1 – The Adept is able to write a message approximately one page
long, which one target is able to read.
Energy Medicine
The ability to repair physical damage using astral energy and coercion.
129
this is th Forget
This Mystery allows the Adept to selectively ‘wipe’ memories from a tar-
get. Short, precise memories can be removed, such as the memory of a
person walking past, a short conversation, or the presence of a vehicle. It
is not possible to wipe a deeper or more established memory (such as the
face of a partner or the fact that you have children).
Force 1 – The Adept can wipe the memory of a short event or happening
from one target. The memory must be something which at the time is in-
consequential to the target, i.e. something that the target is only casually
interested in.
Levitation
An Adept may levitate themselves upwards and effectively fly by mystical
Core Rules
means.
Force 1 – The Adept can levitate for a total of a minute, and may move
at running speed. They may not be burdened by heavy weight when they
do so.
Mask
The Adept is able to either change the physical appearance of their face or
cloud the mind of a viewer so that they appear to be someone else.
Force 1 – The Adept can cause pain in a single target in the same room,
and the effect lasts five minutes during which the Adept must concentrate
on the target and may not perform any other complex action, or the pain
dissipates.
Precognition
Core Rules
Force 1 – The Adept is able to ask the Narrator what is the most likely
outcome of an action they are taking. The outcome should cover the next
few minutes, i.e. the direct outcome, not something that may happen in the
next days or might rely on other influences.
Ask the Narrator the alternative most likely outcomes of doing/not do-
this is the secret trutagitrep
Psychokinesis
The ability to manipulate, move or remove an object. The Adept must
be familiar with the object, and the Mystery does not work on psychi-
cally charged objects like Soul Jars. The object can be manipulated as
if the Adept were handling it themselves, and moved at walking speed,
although it can be thrown.
Force 1 – A small object up to the size of a book in the same room may be
moved through the air or temporarily vanished, for a maximum of five
minutes or as long as the Adept concentrates, whichever is shorter.
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The ability to manipulate, shape and control fire.
Force 1 – The Adept is able to start small fires by touch which will set
flammable substances on fire, similar to touching something with a light-
ed candle.
Read
The Adept is able to read foreign languages, perhaps even obscure or
invented languages. The Adept chooses one appropriate language when
they activate the mystery. The Adept is not able to speak the language or
understand spoken words, only read them, to a level similar to an accom-
Core Rules
plished, technical reader. Only one language can be understood per use
of this Mystery, and only one instance of this Mystery may be in play
at any time.
Force 1 – The Adept is able to read one of the common languages spoken
of the world, and the effect lasts for around an hour.
Root
The Adept has the ability to root a target to the spot, paralysing them in
place. The target cannot move any part of their body, but they are aware
of their surroundings and what is occurring around them.
Force 1 – The Adept may target one individual in the same room as them,
and they are paralysed for one minute. The target has no idea what has
happened to them or what might have caused it. The target may be moved
by others, and in this sense is similar to a body gripped by rigor mortis.
They are unable to speak but they can see and hear.
Force 1 – The servant will work for the Adept for the duration of one
task or twenty four hours, whichever comes first. The adept must touch the
animal to get the effect to work.
Storm
Core Rules
With this Mystery the Adept can create a powerful storm that builds and
releases on their location with preternatural speed. The storm is a natural
one, but its appearance will baffle those who understand how weather
systems work.
Telepathy
The ability to transfer thoughts mentally with a target through extra-
sensory perception. This is akin to having a conversation with a target.
The Adept and their target do not have to know each other, the Adept can
locate them by name alone.
Timeless
The Adept is able to ‘freeze time’, allowing them to move while events
around them have ceased. Others in the presence of the Adept are able to
perceive them moving (or more like disappearing). The Adept is not able
to interact with objects not on their person when the Mystery takes effect,
as these are also frozen in time (so the Adept could not pick an object up,
but they could cover it with a cloth they were originally holding).
Force 1 – The effect lasts one minute, and the Adept is able to act as nor-
mal in that time.
Tongues
The Adept is able to speak and understand a foreign language, perhaps
even an obscure or invented language. The Adept is not able to read this
language, only speak and understand it. They have the accent and in-
tonation of a nature of whatever region they are in, and sound like
this is the secret trutagitrep
a native speaker. Only one language can be understood per use of this
Mystery, and only one Mystery may be in play at any time.
Force 1 – The Adept is able to understand and speak one of the common
languages spoken in the world selected when the Mystery activates, and
the effect lasts for five minutes.
Increased duration to one hour +1 Force.
Increased complexity of language to obscure or dead languages +2 Force.
Transference
The Adept is able to transfer their consciousness into a host body, effec-
tively taking it over. For the duration the Adept can act as they like in
the host’s body. While the Adept’s consciousness is elsewhere, they have
no idea what is happening to their own body, which lies in a seeming
slumber from which it cannot be awoken. After the transference ends, the
136 Adept’s consciousness rushes back to its own body. The target recalls the
events that took place while they were host, and that they had no control
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over their actions.
Force 1 – The Adept can transfer into a host that they are touching, and
the effect lasts for one minute.
Watcher
This ability allows the Adept to place a watcher or ward in a room. The
object that they use for this purpose must be something connected to them,
such as a painting of them or an object they made. The watcher keeps a
vigil over the location and alerts the Adept should something unexpected
occur, such as a person entering a usually quiet room. At this point the
Mystery ends.
Core Rules
Force 1 – The Adept is alerted that something has happened, but not
what has occurred. The Adept must stay in the ‘same city’ as the watcher,
and can only have a single watch active at any time.
Worm
This ability allows the Adept to enter extremely constricted spaces, such
as pipes and openings. During this transition the Adept is in a trance-like
state, oblivious to their surroundings.
Force 1 – The Adept can pass through a shallow opening approximately
thirty centimetres in diameter, taking around five minutes to do so.
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this is th
Adding Flavour to Mysteries
M ysteries are the most obviously supernatural abilities of Adepts,
and represent the powers unlocked by a communion with the
realm beyond the Veil. As such, it is worth Players and the Narrator
spending some time thinking about these abilities, and considering how
to make them unique and flavourful. The easiest way to add flavour to a
Mystery is to add a secondary sensory effect (i.e. effecting the senses of
witnesses) that occurs when the Mystery manifests, something perhaps
related to the Adept’s Reveal, but much less obvious and unique to the
Mystery. Remember when designing such an effect that Mysteries don’t
trigger Reveals and may be very difficult for witnesses to spot, depending
on the nature of the Mystery. Adding a secondary sensory effect makes the
Mystery unique to that Adept.
the Adept, or a high pitched keening sound is heard as the Adept rises.
Mystery – the ability to telepathically talk to others in the same room. Sec-
ondary sensory effect – a shimmering of the air like a heat haze between
the two speakers.
Power
A s adepts use their abilities, they may gain Essence, the Essence value
increasing by one if at least one value of 6 is obtained on Arts or
Mystery dice. Essence results in gaining Tiers in Power. Adepts start the
game at Tier 0 in Power. Once an Adept reaches Tier 5 in Power, they are
h
ready to Ascend.
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A n increase in an Adept’s Power Tier leads to an increase in their
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abilities. At each Tier above 0, the Adept can assign an additional
1D to any of their Arts, illustrating their increased understanding of the
powers from beyond the Veil. The Adept has free choice of which Art
they assign their additional 1D to, it doesn’t have to be the predominant
Art of their Archetype if they chose one, or the same Art from Tier to
Tier. They are also able to select or define a new Mystery, increasing their
options in play.
Stains
Core Rules
A s well as gaining Power in play, Adepts will almost certainly gain a
great deal more Stains. Stains represent the damage to the mortal
form caused by the use of power, and are accompanied by an increased
awareness of the Adept by beings and forces that dwell beyond the
Veil. Stains are dangerous, as they have two effects. Firstly, they cause
Corruption, and secondly, the make the adept more susceptible to entities
from beyond the Veil, known as Hungers.
pertigaturt terces eht si siht
Corruption
A depts begin the game at Tier 0 in Corruption. Should an Adept
acquire 7 Stains, then they move to Corruption Tier 1 and acquire
a Corruption effect. This is a physical manifestation of the damage to their
mundane form and psyche resulting from their connection with the greater
reality. Typically, a Tier 1 Corruption effect is a small but permanent
illustration of the damage they have sustained. The Player and Narrator
together should design the Corruption effect for the Adept, something
that is unusual or unpleasant. Remember however that Corruption effect
at Tier 1 isn’t in and of itself something otherworldly, just something
strange and unsettling that effects the Adept.
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Tier 1 Corruption effect examples – A sore that won’t heal, bloodshot eyes,
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a twisted foot, a loss of front teeth, a lazy eye, a stooped back, twisted
fingers, a patch of blackened skin…
Tier 2 Corruption effect examples – An open sore on the face that won’t
heal, bloodshot and weeping eyes, a twisted leg, a loss of most teeth, a
blind eye, a twisted spine, a crippled hand, a large patch of broken skin
on the face…
Core Rules
and if the Adept gains sufficient Stains to reach Tier 5, they are consumed
by their physical corruption and die. If an Adept loses Stains (typically by
use of a Soul Jar), then they change Corruption Tiers as appropriate for
their new level of Stains, and any Corruption effects heal (even things like
lost teeth are recovered).
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Hungers
this is th
E ntities from the beyond the Veil of the mundane world are called
Hungers. They come in all shapes and sizes, being able to choose
a form when they pass through the Veil. Hungers seek one thing, to feed
on Power. They do this by targeting Adepts they become aware of and
draining their mystical energy. Corruption draws Hungers, as they mark
out Adepts to those that seek them beyond the Veil and form a mystical
link between the target and the Hunger. Some say that the Hunger is
nothing but a physical manifestation of the Adept’s greed for power, but
who can say for sure?
meaning a Hunger has been drawn from beyond the Veil. Importantly, the
Adept doesn’t know if they have drawn the attention of a Hunger until
they come face to face.
W hen they pass through the Veil, Hungers assume a mortal form.
This could be a human, a creature or some kind of demon or
monster, but always with a marked, inhuman intellect. Hungers, once
manifested, will then hunt the Adept, studying them, and attempting to
isolate them away from friends and support. This is when the Hunger will
strike.
142
Marcus moves from Tier 1 to Tier 2 in Corruption and draws the at-
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tention of a Hunger. The Narrator makes a note and later creates the
Hunger – in this case, the being manifests as a huge black hound with a
twisted, human face that drools blood.
H ungers have the same Attributes and Arts as the Adepts they
hunt – they are dark mirrors of those that dabble in forbidden
powers – this is why some scholars believe that Hungers are created by
the Adept’s desires made manifest. They have whatever Skills the Narrator
feels fit their form, including a combat Skill which is typically +2D over
the Attribute, with a Damage value of 4D, representing claws, teeth or an
inhuman ability to drain life from a target. They also have an equal number
of Mysteries as the Adept they hunt, although these will be unique and
will match the form they take. The Narrator doesn’t need to write down
all these Mysteries when the Hunger is summoned, instead they can create
them ‘on the fly’ as the hunt unfolds. These Mysteries are uncanny occult
abilities of the Hunger, and typically the Hunger may only use a Mystery
Core Rules
once in an encounter, and does not roll any dice for Power or Stains.
The Hunger that targets Marcus matches his Attributes and Arts, but has
unique Mysteries – the Narrator decides that she will note them down,
and decides that the being can move through walls at walking pace, and
its shriek is a physical attack using the Wit Attribute that can wound.
H
pertigaturt terces eht si siht
ungers attack their targets physically, attempting to wound them.
Remember that Adepts suffer a -1D to any die rolls for each current
Tier of Corruption then have when in conflict (for example fighting) a
Hunger. During combat, if the Hunger manages to incapacitate the Adept,
they lose a Tier of Power as the Hunger feeds. This is a permanent loss,
and can only be recovered by gaining Power in the usual way. When the
Power is lost the Mystery and extra Arts D that the Adept gained on
reaching that Tier are also lost.
O nce a Hunger is destroyed the Adept is free, at least until they gain
another Tier in Corruption and become a target once again.
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Soul Jars
this is the sijh
T he generic name for any mystical object that can contain Stains
is a Soul Jar. These items come in all shapes and sizes and in a
variety of forms – the mundane shape of a Soul Jar has no relevance to its
mystical capabilities. The ability to create Soul Jars was lost in the middle
ages, although some think that Soul Jars could never be created, but
instead naturally came about in items of mystical or occult significance.
Either way, no one knows how to create Soul Jars now.
S oul Jars are like simple containers, but they hold mystical energy from
beyond the Veil in the form of the Stains that Adepts acquire from
using their abilities. They store this energy until the death or Ascendance
of the Adept, at which point the energy dissipates back to the otherworld.
S oul Jars are so important to Adepts and those that seek to rise to the
greater reality that they are among the most valuable possessions
of a Cabal. Without sufficient Soul Jars, Adepts are likely to succumb to
Corruption before they can gain sufficient Power to Ascend. Soul Jars
Narrator Advice
S oul Jars are valuable and as such are often decorated to show this
value. They are often covered in mystical sign and symbols, and are
often stored under lock and key.
A ll Soul Jars have a rating which shows how many Stains the Jar may
contain at any one time, revealed when the Soul Jar is first prepared
for use by a Cabal using the Hallowing Ritual. Soul Jar ratings are always
the result of a D6 multiplied by the number of Adepts taking part in the
first Hallowing Ritual (X) and a value between 1 and 4 relating to the
occult power of the Jar. So a small personal Soul Jar might have a rating
of 1XD6, a more typical example might hold 2XD6, a rarer example
might be able to hold 3XD6 Stains, while the most valuable might be able
to contain 4XD6 or more Stains. The physical size of the Soul Jar doesn’t
reflect what it can hold, it is instead a measure of the occult value of
the object. Adepts are innately aware in a qualitative way of the general
capacity of a Soul Jar they encounter, and how full it is. This ability has
a range of a few feet and the Jar must be in the same room as the Adept.
Soul Jars kept under lock and key behind walls and doors are effectively
Narrator Advice
screened from Adepts that seek them.
Draining Ritual
S hould the Adepts acquire a Soul Jar from another source that is
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b
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Hallowing Ritual
I n order to use a Soul Jar, the Adepts of a Circle must perform a
Hallowing Ritual. This is a Force 1 ritual that takes a day and a night
to perform, in the Cabal’s Temple, and requires the Soul Jar to be present.
At least two Adepts must be present. The Adepts focus their Arts on the
Soul Jar so that it is able to accept Stains. At the end of the Ritual, all those
that took place can deposit Stains to the capacity of the Soul Jar. If the
Jar holds an unequal number of Stains, then the Adepts get to decide who
deposits any extra Stains, to a maximum of one each. Any Stains acquired
by performing the Ritual may also be deposited into the Soul Jar (see later
below for how Rituals work). If the Adepts want to deposit more Stains at
a later date, then another Hallowing Ritual must be performed.
N ote that during the first Hallowing Ritual the total capacity of
Stains the Soul Jar will hold for this particular Cabal is determined
- note it down for future use. This depends on the number of Adepts
involved in the first Hallowing Ritual, as discussed.
Narrator Advice
The four Adepts performed a Hallowing Ritual on a Soul Jar with a
capacity of 29. They each could deposit up to 7 Stains, and one Adept
could deposit a further Stain.
Rituals
A s Adepts move up in Tier, they have access to more Mysteries.
At each Tier a Player chooses or creates with the Narrator an
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appropriate Mystery – but these are the only Mysteries they can perform.
However, there is another way to create the same effects as Mysteries,
which is by using Rituals. A Ritual allows a group of Adepts to create and
use a new Mystery as a ‘one-shot’. Rituals are defined in the same way as
normal Mysteries, except for the following limitations and extensions.
◊ Force – Rituals performed with a Force that is equal or less than the
Cabal’s Power Tier (i.e. the average Power Tier of the members)
are treated like normal Mysteries – dice are rolled as determined by
the Force when determining acquisition of Power or Stains. If the 149
this is the sijh Force of the Ritual is greater than the Tier of the Cabal, twice as
many dice as normal are rolled - high Force Rituals are dangerous!.
◊ Stains – Stains generated from the Ritual are assigned to all partic-
ipants, i.e. if two Stains occur, every Adept who took part gets two
Stains. Rituals are dangerous!
◊ Duration – Mysteries can be ‘stored up’ and used later by any of the
Adepts that took part in the Ritual. For example, a Ritual to cause
a blinding flash of light can be performed and the effect ‘stored’. At
any time any of the Adepts involved could release the flash of light
as if they had just performed the Mystery. The Ritual can only be
Narrator Advice
R ituals must be learnt, they cannot be ‘made up’. This is the esoteric
knowledge that is found in old books and scrolls, items which may
also be Soul Jars. Adepts wishing to discern if a occult item contains a
Ritual need to use the Decipher Skill, with the Narrator setting the
difficulty of the test based on the nature of the item.
could state that they will have to research the Ritual in an occult book,
perhaps in a well-known library. Finding the right book and getting the
chance to read the Ritual could become an adventure all in itself !
e
150
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Adding Flavour to Rituals
R ituals allow groups of Adepts to perform Mysteries that they don’t
ordinarily have access to. Rituals represent secret rites dug from
grimoires, dusty tomes of magic, and are rare and potentially dangerous.
Extra flavour and uniqueness can be added to Rituals by including
secondary requirements that need fulfilling when the Ritual is performed.
Ingredients, actions and tools may all be introduced to add flavour to
the ceremony. Importantly the extra requirement shouldn’t as a rule be
so complex to do or perform that it makes the Ritual considerably more
difficult – the potential Stains are penalty enough. The requirement is
just in place to remind Players that they are performing an occult and
mysterious act, not just an exercise in dice rolling.
Narrator Advice
T hematically, these strange requirements represent the fact that
Rituals are not innate to the Adepts that are performing them,
but instead are imprecise, complex and esoteric instructions left by other
practitioners. After all if the Ritual notes say that the Adepts must slice
their forearms open and bleed into a goblet to power the words, who is to
say it’s not correct?
Researching Rituals
R ituals are generally discovered cyphered into grimoires, mystical
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tomes of magic that are also typically Soul Jars. Player Character
Adepts can uncover the Rituals they require by studying these books, and
below are some ideas for the Narrator of how this might be handled in
play. These examples presuppose that the Cabal have decided that they
wish to do something that is best described as a Mystery – i.e. they want
to achieve something that is impossible without supernatural intervention.
151
this is the sijh Mike, Jenny and Claire are discussing how their Adepts will steal a Soul
Jar from a rival Cabal called the Circle of Fire. The Adepts believe
that the Soul Jar is stored in the house of the head of the Circle, John
McMannus. They want to break into the house without setting off the
alarms. During the conversation, Jenny remarks that if they could pass
through the windows without breaking them, it would make their lives
easier. The Narrator, Tom, points out that a Mystery might be able to
achieve that, so perhaps there is a suitable Ritual. The Players agree their
Adepts will start researching the problem.
Rituals as Solutions
O ne way to make Rituals part of the game is for the Narrator to
occasionally suggest them as a possible solution to a particularly
tricky problem. Doing so allows the Players to consider something
supernatural in their list of solutions, and reinforces the supernatural
element of Esoterica. The Narrator shouldn’t overplay this option, but
if used sparingly it can add to the theme of the game. The Narrator can
do this by occasionally asking ‘do you think a Mystery might allow you to
Narrator Advice
do that?’ If the Players think yes, it’s possible a Mystery could help, that
leaves the Narrator a couple of options.
152
The Veil
E xamples of places and times when the Veil seems to wax or thicken
include:
E
Narrator Advice
xamples of places and times when the Veil appears to wane or thin
include:
When any dice are rolled which may generate Essence or Stains,
two values of 6 on separate dice are needed to acquire a point of Essence.
Similarly, one point of Stains is acquired for every two values of 1 obtained
on the dice.
156
Narrator
Advice
Narrator Advice
this is the sijh
Set Limits
E soterica as a game about the occult and horror can have some pretty
mature themes, and the last thing anyone wants is for a Player or the
Narrator to feel uncomfortable about something that comes up in play. It’s a
good idea before the game begins for everyone involved to have a chat about
this is the sefet
what they don’t want to see come up in the game, i.e. to set some boundaries
for play. This will hopefully ensure that everyone is on the same page when
play begins, and no one is going to feel uncomfortable about where the
game is heading.
c
158
The X Card
Narrator Advice
Esoterica an interesting and dynamic game; if you remove the mystery
then you take away part of the setting. You may choose to explore the
mystery of Esoterica in your games, for example by having them encounter
other Cabals with rival views, or you might ignore this aspect of the game
and simply deal with the System as it is. As always the choice remains with
the Narrator and Players to decide on the type of game they wish to play.
realm beyond, their destiny. To do this, they need to increase their Power,
weakening the Veil’s hold on them. This in turn is achieved by utilising
the Arts and Mysteries that mark Adepts as different to ordinary people.
However, as well as increasing in Power, using these abilities is much more
likely to generate Stains, manifestations of unworldly power, and in turn
Corruption, drawing the attention of the mundane world through physical
manifestations as well as potentially drawing the ghastly attention of
Hungers. The only way to remove these accumulated Stains is through
complex rituals involving the use of Soul Jars, mystical artefacts of lost
manufacture. Where are these Soul Jars? Typically either lost to antiquity,
159
or held by other Adepts and Cabals, who jealously hoard them for like
Narrator Advice
be Soul Jars before other Adepts can find them.
What is a scenario?
A t its simplest, a scenario is a story or plot line that describes a series
of events that will take place within the setting of the game. The
Adepts then take part in this plot and interact with the various elements
of the story. The difference between a scenario and the script of a film or
play is that nothing is set in stone – the Players get to decide how their 161
characters act during the story. The Narrator assesses and reacts to the
Scenario forms
O nce the themes have been established with reference to the ideas of
the Players at the start of play, and a suitable inspiration has been
considered, the Narrator can begin to create a scenario that features some
of the concepts outlined above. Scenario construction is key to playing
Narrator Advice
Esoterica and is worth considering in more detail.
well-constructed plot lines, which often means that no matter how much
time the Narrator has spent crafting their scenario, the story might end up
somewhere else completely. Also, it can be difficult not to railroad Players
when using scripted scenarios, restricting their choices and giving the
game a forced feel.
Facing Adversaries
A depts in Esoterica have a lot of adversaries – rival Cabalists intent
on their Soul Jars, government agents with their own agendas, and
Hungers from beyond the Veil who feed on Power. Fighting off moves
from these groups is another common scenario type in Esoterica. Such
adventures often form the interlude between the Cabal’s own quests for
Soul Jars, and act as a nice way to change the pace and show the Players
Narrator Advice
that they have to be wary.
A Note on Money
E soterica is set in the real world, so money is sadly important.
However, it isn’t that interesting. It’s assumed that the Adepts all
have sufficient funds from old jobs etc. to maintain a normal lifestyle, have
somewhere to live etc., and can get by without the Players and Narrator
having to track what they spend. However, if you want more resources to
be available, or to have an Adept at the other end of the social scale, you
can use the Rich Perk and Poor Complication respectively. It’s a good idea
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if you want to have adventures that include global travel in the hunt for
Soul Jars that at least one of the Adepts has the Rich Perk.
Themes of Esoterica
C onsidering the drive chain of play, there are several concepts which
are likely to be common in any game of Esoterica to a greater or
lesser extent, and play might focus on one or another in the game.
165
this is the sijh ◊ Secrets – Esoterica is about secrets. Secret knowledge of the Veil and
what it represents, the secret use of powers beyond mundane reck-
oning, secret Cabals, and the hunting of secret artefacts and hidden
relics of a past, more magical world. These secrets aren’t necessarily
answered or even explored in play, but they act as a backdrop to the
game, permeating everything that takes place.
◊ Magic – Esoterica is about magic. Not the fireballs and lightning bolts
of other games, but a subtle, secret power such as many attribute to
mystics from the ancient world and occultists from the present. Power
is omnipresent, but always hidden, and always has a cost. Reveal too
much, draw too much attention, and all is lost.
◊ Violence is not the answer – Adepts exist in the mundane world, our
world. Obvious acts of great violence or destruction will bring down
the wrath of the authorities, and deny an Adept access to their Cabal
and to Soul Jars, condemning them to remain in this world. Unlike in
many roleplaying games, in Esoterica violence is rarely the answer.
Subtly, secrecy and cunning are more likely to win out.
168
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Hungers in Play
T he threat of Hungers is a very real menace that drives Adepts to try
to limit their Corruption. Hungers feed off Power, so it is possible
for a Hunger to seriously reduce the advancement of Adepts toward
Ascension. They also inflict real, physical wounds, and can kill an Adept.
The Narrator should try to remind Players that too much Corruption is
very bad for them indeed.
Narrator Advice
Example Hungers include a man with a blackened, cracked face, who
always seems to be on the edge of the Adept’s vision; a dog with a shaggy
dark-red coat and one crippled, broken leg, that appears in the dark cor-
ners of rooms when an Adept is alone in their home at night; a winged
serpent whose leathery wings can sometimes be heard by the Adept when-
ever they are under an exposed sky.
presence? In some ways Hungers are the most overt expression of the
world beyond the Veil that occurs in play, and so their appearance should
be very memorable indeed.
169
this is the sijh
Other Otherworldly Entities
S imilarly, Hungers can also be used ‘outside’ of the framework of
Corruption. Perhaps otherworldly spirits or beings guard a Soul Jar
or can be summoned by a particular dusty tome. Hungers can be used in
this way too to add a sense of the supernatural to a game. However, they
should be used sparingly, as too much exposure weakens the impact these
creatures can have on Payers when they are revealed.
I deas for such creatures are presented later in this section and in the
section entitled ‘The Secret World’.
are not lost to history are jealously guarded by those that use them. This
means in play Adepts might plot to ‘relieve’ a Cabal of a Soul Jar, or might
uncover clues to the location of a possible Soul Jar hidden somewhere on
the globe. Seeking these artefacts is what drives Esoterica.
S oul Jars come in all shapes and sizes, but all are mystical, secret and
unique. Books, reliquaries, candlesticks, scrolls, tombs, weapons,
staffs, wands, chalices, sceptres, in fact any ancient object with a mystical
connection could be a Soul Jar.
Soul Jars could include the skull of Sarah More, a Magician, etched with
runes; the headstone of the grave of Thomas Batterly, a known war-
lock; the book of Nephus, a cryptic tome never deciphered; the Arbitellum,
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S oul Jars are the most valuable assets of Adepts, so they are guarded
well. Cabals keep them hidden under lock and key, only bringing
them out when they need to use them, and never store all of their Soul Jars
in the same location. Even if rival Adepts locate one of the Soul Jars of a
170 Cabal, it doesn’t mean they will find all of them. Learning what Soul Jars
a rival Cabal might have and where they are kept is a scenario all to itself.
T he number of Stains that a Soul Jar can hold is between 1XD6 and
F or more examples of Soul Jars, see the section entitled ‘The Secret
World’.
Rival Cabals
A s the player characters seek Ascension, so do all the other Adepts of
the world. And with only a limited number of Soul Jars to contain
Stains and combat Corruption, competition is fierce. Just as the player
characters are members of a Cabal that plots to acquire Soul Jars, so every
other Cabal looks to take them back. This mystical, secret war is reality for
Adepts, and trying to thwart the endeavours of other mystics is a constant
activity.
Narrator Advice
A rival Cabal sends agents to infiltrate the society around the players’ Ca-
bal, to see if they have access to Soul Jars; a rival Cabal locates a lost Soul
Jar at the same time as the player characters, and races them to its location;
a rival Cabal breaks into the players’ temple and steals a Soul Jar.
R ival Adepts work the same way as Player characters - they have Arts
and Mysteries, and roll dice in the same way. Don’t worry about
tracking Power gains and Stains however, these are long term elements of
play that are unlikely to manifest immediately. It’s absolutely OK to just
decide when a rival Adept gains a Tier of Power or Corruption as fits the
story you are telling.
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p 171
The Government
Player characters notice that a car seems to be following them when they
go about their business; a stranger enters the lodge building and asks to
see the fire records, demanding an immediate inspection; the player char-
acters learn that someone has been asking about their members.
Narrator Advice
Ascension
F inally, player character Adepts may find themselves with sufficient
Tiers of Power to Ascend, tearing aside the Veil sufficiently to pass
through and beyond. This requires a special ritual that takes around a day,
and involves the whole Cabal. It should be memorable and impressive,
perhaps requiring a special location. Finally, all Soul Jars that contain
some of the Ascending character’s Stains must be present, as they will be
drained of those Stains as the character departs. Of course, this makes the
Cabal especially vulnerable to other groups who may attempt to thwart
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W hen a Player’s Adept Ascends, they get to tell everyone else (the
Narrator included) a little of what is beyond the Veil as their
character sees it - a parting vision of what is to come. This is a key time
for a Player as they have achieved the goal of the game, so the Narrator
needs to give them some time in the limelight. Then it’s time to make up a
new character and continue play, or maybe switch to a new Cabal if that’s
what the group decides to do.
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Creating NPCs
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P art of the job of the Narrator is to create and play the part of the
various NPCs, non-Player characters, that are encountered in the
game. These range from mundane people, police and reporters, to Adepts,
Hungers, and all the other people that make up the world of Esoterica. We
can divide these characters into two types depending on their relevance to
the story being told.
Average Human
Scale: 0D
Might: 2D
Agility: 2D
Wit: 2D
Charm: 2D
Skills: Any three at +1D each.
Gear: As needed by the story
Static: Dodge 6, Soak 6
A lter up or down any Attributes that fit the mental image you have of
the character. For Skills, you can either assign them straight away
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or leave that bit blank, and just assign Skills as they come up in the story.
For example, if a Adept attacks an incidental character, it would be good
to know that they have a Melee Skill of 3D, but other Skills they might
feasibly have such as Repair aren’t really relevant to the scene. Remember
that you might have to adjust the Static resistances as you alter Attributes
and assign Skills.
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F inally, assign the incidental character any extra equipment or natural
abilities it may have, so that you can take these into account when
assigning difficulties.
F or Hungers, most encountered have the same Attributes as the
Shop keeper
Might: 2D
Agility: 2D+1
Wit: 3D+1
Charm: 3D+1
Skills: Dodge 3D+1, Bargain 5D+2, Persuasion 5D
Static: Block 6, Dodge 10, Parry 7, Soak 6
Police
Might: 2D+2
Agility: 2D+1
Wit: 2D
Charm: 2D
Skills: Brawling 3D, Pistol 3D, Search 3D
Gear: Bullet proof vest, light pistol, handcuffs.
Narrator Advice
Static: Block 9, Dodge 7, Parry 7, Soak 10 (including +2 from armour)
Ex-Soldier
Might: 3D+1
Agility: 2D+1
Wit: 2D
Charm: 2D
Skills: Dodge 3D+1, Rifle 4D+1
Gear: Bullet proof vest, rifle.
Static: Block 10, Dodge 10, Parry 7, Soak 12 (including +2 from ar-
mour)
Hunter
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Might: 2D+2
Agility: 2D+1
Wit: 1D+2
Charm: 1D+1
Skills: Brawling 3D, Pistol 3D
Gear: Crowbar, heavy pistol, ski mask.
Static: Block 9, Dodge 7, Parry 7, Soak 8
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this is the sijh Bear
Might: 5D+1
Agility: 2D
Wit: 0D+1
Charm: 1D
Skills: Brawling 6D (6D+1 damage)
Static: Block 18, Dodge 6, Parry 6, Soak 16
Elk
Might: 4D+2
Agility: 1D+2
Wit: 0D+1
Charm: 1D
Static: Block 14, Dodge 5, Parry 5, Soak 14
Elephant
Might: 5D+2
Agility: 1D
Wit: 0D+1
Charm: 1D
Static: Block 17, Dodge 3, Parry 3, Soak 17
Narrator Advice
Monkey
Might: 1D
Agility: 4D+2
Wit: 0D+1
Charm: 2D+1
Skills: Acrobatics 6D+2, Dodge 6D+2
Static: Block 3, Dodge 20, Parry 14, Soak 3
Horse
Might: 4D+2
Agility: 2D+2
Wit: 0D+1
Charm: 1D
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Tiger
Might: 4D
Agility: 3D+2
Wit: 0D+1
Charm: 1D
Skills: Brawling 5D+1 (6D+1 damage), Stealth 4D+2
Static: Block 16, Dodge 11, Parry 11, Soak 12
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Wolf
Dog
Might: 2D
Wit: 0D+1
Agility: 2D+1
Charm: 1D
Skills: Brawling 3D (3D damage)
Static: Block 9, Dodge 7, Parry 7, Soak 6
Snake
Might: 1D+2
Agility: 3D+1
Wit: 0D+1
Charm: 1D
Skills: Brawling 3D, Stealth 4D
Narrator Advice
Special: Target’s bitten by a snake must pass a Moderate Might task or
be poisoned. Poisoned victims suffer 2D to 4D damage.
Static: Block 9, Dodge 10, Parry 10, Soak 5
Adept NPCs
A dept NPCs are generally more persistent than incidental NPCs,
with access to occult abilities. This can be handled in two ways.
to go through the process step by step, and you can ignore the parts that
aren’t relevant. Also, for an Adept be sure to assign Arts and if greater
than Tier 0, Mysteries. In play these Adepts act like Player Adepts,
earning Essence and Stains as they use their abilities. This works well
for persistent antagonists in a game. If the Adept is less likely to be a
recurring character, quickly assign Attributes and Skills and then give
them Arts and Mysteries as fits their Tier. Don’t bother keeping track of
Essence and Stains, and assume that the Adept can use their Mysteries
once in any given scene. 179
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Playing in Other Time Periods
T he default time period for Esoterica is the modern age, but there’s
absolutely nothing in the rules that ties the game to that specific
period. It could just as easily be the Middle Ages, the Renaissance, or
the turn of the twentieth century. How much globe trotting etc. that the
Adepts do might change drastically in different eras, but that’s about it.
F eel free to discuss this with the Players - maybe they have a good
idea of a fun period in which to set the game. The only thing you as
the Narrator might have to do is modify the Skill list slightly (for example
replace the firearms Skills with bows and crossbows for a Renaissance
game), but that is easily done. As always, it’s your game so play as you
want.
Narrator Advice
ikewise, the default ‘mythos’ for Esoterica is the Western Hermetic
tradition. But there’s nothing tying the game there beyond the
flavour text of the Soul Jars. You can easily transport the game to another
mythos as long as the basic theme of the game is the same.
Esoterica in the
Cthulhu Mythos
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Narrator Advice
are power-hungry Adepts, more likely to be described as evil than good. In
this sense, Esoterica characters are more like the Cultists so prevalent in
Mythos games and stories than the heroes of those stories – people driven
by a hunger for power, in service to dark gods but at the same time wary
of the powers they serve.
minded individuals with the same goals and agenda. This is mainly because
roleplaying games are social affairs so larger groups of players are the
norm, and certainly surviving as a lone Adept would be difficult. Again in
this way the Adepts in Esoterica are more like Cultists than the traditional
Mythos protagonists.
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Horror
T he Mythos is built around the idea of invoking a particular type of
horror, encapsulated by the idea of the futility and insignificance
of humanity in a cruel and uncaring universe. This is a core theme of
Esoterica as well – the greater reality beyond the Veil is hidden and by
its very nature renders the mundane world insignificant. Adepts seek to
Ascend beyond the Veil, but they really don’t know what lies there, and
paradoxically the only beings they meet from that world are Hungers and
the supernatural beings that Adepts whisper of. Adapting these sources of
terror with a Lovecraftian re-skin is a very simple job, as discussed below.
Doomed Heroes
T he protagonists of most Lovecraft stories are doomed, either to
madness or a grizzly end. Of course in Esoterica Players want their
characters to succeed in their goals and Ascend, but in reality many will
succumb to Corruption, Horrors or any number of other dangers before
Narrator Advice
they do so. In this way Esoterica and the Mythos are very much in synch.
Nameless Horrors
H owever Lovecraft’s writings are now so popular and part of pop-
Culture that most of the major creatures and entities that he created
are very well known. However, the Mythos is at its most powerful when
the beings and monsters encountered are unknown. This is very much
the same with Hungers, which have no fixed form or nature. Remodelling
Hungers with a Mythos twist is a simple as thinking of an appropriate
concept or modelling an existing beast, as discussed later.
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Mythos Ascension
I
Narrator Advice
n a Mythos-themed game of Esoterica, Ascension works a little
differently. In the Esoterica standard setting, Ascension is the time
at which the Adept manages to break through the Veil into the beyond.
However, in the Mythos Ascension is something different. In these games,
the point of Ascension means that the Cultist has gained sufficient power
and knowledge to draw the attention of their patron and allow the entity
to break through the walls into our reality. What they do then is entirely
up to the Narrator and Player to decide – perhaps the entity takes the
Cultist through to their reality, or perhaps the being simply destroys all it
encounters in a short but devastating orgy of destruction. Let the Player
whose character is Ascending make the final decision on what the entity
does – after all, they earned the right.
Narrator Advice
years. Invoking Shub-Niggurath is a great opportunity for the Player
and Narrator to do what they like unshackled by previous descrip-
tions and attitudes.
Madness as Corruption
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nervous laughter at the strangest time, picking at the skin of the hand to
product sores, muttering in a weird language under your breath…
T his continues with their Madness getting worse and worse. A Tier
3 Madness is very hard to hide, a Tier 4 is impossible to hide and
if the Cultist gains sufficient Stains to reach Tier 5, they are consumed by
insanity and are no longer a playable character.
Mera has 14 Stains, giving her a Tier 2 Madness with a Madness effect
that she constantly blasphemes at wildly inappropriate times. Using a
Soul Jar, Mera removes 8 Stains. Her new Stains total is 6, so she moves
from Tier 2 to Tier 0 in Madness and loses the Madness effect.
Mythos Mysteries
S pells and magic (or is that some form of science?) are a staple of
the Mythos. So in games of Esoterica, Mysteries become spells and
incantations. They work in exactly the same way as in the core game,
only the name changes. In the Mythos, certainly in many popular-culture
derivatives, spells are often very destructive. This can be modelled in
Esoterica be replacing some of the more subtle Mysteries with more
overtly aggressive Spells that wither limbs, blind and otherwise directly
damage others. Other Mysteries relate to the Mythos beings themselves,
modelled in Esoterica as Hungers. Overleaf are some examples of
Mysteries that may be suitable for a Mythos inspired game.
Wither body
The Cultist touches an opponent and causes their flesh around the point
Narrator Advice
of contact to wither, crack and blister, causing excruciating pain.
Force 1 – An area of flesh the size of a dinner plate is effected, and the
target may suffer a secondary effect depending on the position of the
affected area (i.e. a person with a withered leg may limp heavily, a person
with a withered hand may not be able to hold anything). The pain is so
debilitating that the target suffers -1D to all die rolls (to a minimum of
1D) for a numbers of hours equal to the Power Tier of the Adept.
Withering Ritual – Works the same way, and allows one of the partici-
pants to ‘store’ the withering effect to unleash at a later date. The Ritual
requires the blood and sweat of a child in its preparation.
Force 1 – The Cultist touches the target to begin the communion, which
191
this is the sijh begins around five minutes later. At this point the target becomes distract-
ed and confused as the whispers begin. After half an hour the whispers
fade.
Make the whispers last a day, potentially unhinging the target +2 Force
Increase the number of people that may be effected to the Adept’s Power
Tier +1 Force
Communing Ritual – Works in the same manner, and like the withering
Ritual, may be stored for future use. Requires the Adept storing the Ritual
to drip hot wax into their ears during the ceremony.
Summon Hunger
The Adept is able to summon a creature from beyond, a Hunger. This
being takes a form determined by the Narrator. Its attitude to being sum-
moned is at the discretion of the Narrator.
Force 1 – The Hunger has Attributes of 2D and a couple of Skills at
3D (including the Attribute). They also have access to one Mystery. The
Hunger is not under the control of the Adept, and will manifest for
around five minutes.
Narrator Advice
Control the Hungers to obey a simple command (find, attack, carry) and
then disappear +2 Force
Summoning Ritual – Works in the same way, except that the summoning
cannot be stored for later use. Instead the Hunger may be contained with-
in a summoning circle, and will stay for a day and a night. In order for
the Ritual to work, each of the Adepts must injure themselves to supply
blood (equivalent of taking a Wound).
Mythos Hungers
T he Hungers are perhaps the easiest to recreate in a Mythos game,
Narrator Advice
Narrator Advice
I t is worth remembering that the invention of some kind of system
to the Mythos is almost entirely the work of others. In Lovecraft’s
writings there was no intent to impose order on the Mythos, so the
Narrator should follow the great man and not feel that they have to treat
their own creations or interpretations of Mythos classics according to
anything else apart from their own unique visions.
Other Antagonists
E soterica is about the subtle, hidden skirmish between Adepts
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Scaling Campaigns
I t is fairly easy to scale how long a campaign might take to play by
altering the amount of Essence needed to go up a Tier of Power. By
default this value is 7, but for a quicker campaign this number could be
reduced to 5 or 4. It is not recommended to go to 3 or below however, as
this would lead to a very truncated game experience.
T he Narrator has the task of taking the scenario, the scenes, the
location of the action and the participants, then tying it all together
to make a story with the aid of the Players. This might seem like a huge
task, but once you get the hang of it, it’s not too daunting. The main
advice for a novice Narrator is to let the story flow. Don’t inhibit the
Players’ creativity just because their desires don’t fit with the original plan
of the scenario. Instead, try to react to their actions and adapt the scenes
as required. Finally, remember that playing Esoterica is supposed to be fun
for the Narrator and the Players. As long as you keep that in mind, you
should be OK.
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The Secret
World
The Secret World
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Rival Cabals
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A mongst all the jaded new age mystics, fraternal societies, secret
political groups and countless conspiracy theorists and groups that
seek to keep their activities hidden, there are a few true Cabals of Adepts
200 that truly know of the Veil. These groups seek Ascension and use Soul Jars
to aid their efforts, just like the player characters. Locating and identifying
such groups amongst all the fakers is a major task for the player characters.
◊ Key Members: Alain Tailor, the grand master, Rebecca North, Estella
Colombine. Tailor has the ability to move through walls and to far see
distant locations, as long as he sees a photograph beforehand. Tailor
is in his eighties and rarely leaves the tower, whereas the other Cabal
members often travel on ‘company business’.
◊ Activities: The Seven seek knowledge, hoping to root out the location
of Soul Jars hidden in history. They actively search out such artefacts
and use all the resources available to secure them. Tailor himself is
ruthless. He has a long term cancer, and desperately seeks to Ascend
before his body dies. 201
this is ethis is thei ◊ Soul Jars: Fourteen Jars secreted about the city, including the Book
of Mist, the Amulet of Locan and the Spear known to medievalists
as Neezal.
Thesperous Society
T he Thesperous Society are to all appearances a new age study group,
benign and harmless. This hides a ruthless organisation that seeks
to steal Soul Jars from other Cabals.
◊ Size: Around thirty members, but only five in the inner Cabal. Some
lay members in other cities.
The Secret World
◊ Key Members: The group has two heads, a married couple called
Alfred and Alice Moreau. The society is to outward appearances a
study group, dedicated to typical ‘new age’ mumbo jumbo, but this
hides their secret goal – Ascension. The heads of the society scour
libraries and literature seeking clues to the whereabouts of Soul
Jars. Once located, they send the lay members to acquire them. Al-
fred and Alice are able to work shadows, melding them into illusions
and masking their movements.
◊ Resources: The society has three buildings under their control, and
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make revenue selling pamphlets and books on new age teaching. All
of the inner Cabal dedicate themselves to the society, and seek new
members in order to bolster their reach.
204 ◊ Activities: The society spends much of its time seeking out other
Cabals. Once it finds a potential target, the society sends ‘agents’ to
break in and rob, stealing Soul Jars in lightning raids. For the society,
◊ Soul Jars: The Thesperous society have six Soul Jars distributed
among the members, including a helmet once owned by a Templar
Knight called Julius Aquisus and a book of spells thought to have
been written in Salem.
People of Tomorrow
A new age group that preach escape to a new existence on the planet
◊ Size: Around one hundred members, ten in the Cabal, the rest as lay
members or aspirants seeking access to the ‘higher planes’.
◊ Key Members: The People are led by a ‘council’ – five Adepts that
form the inner circle. These are all members of the Richmond family,
from granddad down to youngest daughter. The organisation seems
like a democracy, but in reality Norman Richmond, the grandfather, is
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in charge. There are sixteen other lay members of the People, mainly
reformed addicts and the like who made the centre their home before
the People moved in.
◊ Resources: Under the floor of the centre in the cellar is the temple
proper, and here the People have their texts on alien civilisations, an-
205
this is ethis is thei cient Lemuria and such, and the clothing they use in their rituals.
The various members don’t have much money, except for the Rich-
mond family themselves, who come from ‘old money’.
◊ Soul Jars: The People of Tomorrow have access to three Soul Jars
– all stolen from museums over the last few years. The largest is a
book from the sixteenth century which purports to reveal the loca-
tion of a lost alien city. The Richmond family study this book in the
hope of finding the city and the lost wonders it is said to contain.
◊ Size: There are six members of the higher orders of the Hidden
Sun, the true Cabal. Around thirty lay members make up the Tem-
ple, mastering the ‘degrees’ of the ancient sect said to have been
passed down from Egypt.
◊ Activities: The Temple of the Hidden Sun keeps itself to itself, re-
lying on the powerful astral projection of Keller to locate new Soul
Jars. Still they are cautious in making moves against other Cabals.
◊ Cabals – the Temple is well aware that some of the other Adepts in
the world are much more ruthless in their acquisition of mystical
relics than Keller is comfortable with.
◊ Soul Jars: The Temple has three Soul Jars, including the Rod of Cy-
N otes: The Temple of the Hidden Sun is a secretive group that teaches
a form of ancient meditation as a cover for the activities of an all-
female Cabal. Carefully seeking new Soul Jars to continue their quest for
Ascension, the group follows the lead of the capable astral mystic Miranda
Keller. However her cautious approach, and tendency to demand payment
for her guidance from the other Cabal members, has begun to anger some
of her colleagues. Joanne Tate heads up this rising opposition, preaching
a more aggressive attitude to other Cabals, and the clash between her and
Keller is threatening to come to a head.
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207
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Government Agencies
A s well as rival Cabals, the player characters may well face government
agencies that seek what they have. The following groups all have an
interest in secret and mystical societies and the artefacts they hold. These
groups spend their time trying to weed out real Cabals from the charlatans,
imposters and fakes that litter the occult world, and infiltrating their
organisations. Their ultimate aims vary, but all work to their own agenda
which is naturally contrary to the needs and desires of true Cabals.
Agency 32
T he organisation known as Agency 32, or just the Agency, is charged
with rooting out secrets that the government may be able to adapt
to create new weapons. Unsurprisingly, the abilities of Adepts have been
noted by the Agency, and now Adepts, their Cabals and their Temples have
become the sole focus of the organisation. The Agency believes that to fully
use such resources, the Agency needs to understand them, and that means
infiltration and assessing.
The Secret World
T o further its plans, the Agency places agents into many of the
organisations that claim occult or other hidden knowledge, and
tries to move them into positions of influence. Some whisper that there are
nearly as many Agency representatives in Cabals as there are true Adepts.
Although as you need to display power to be considered for the inner circle
of a Cabal, the line between an agent and an Adept is increasingly blurred.
Operatives
T he Agents employed by Agency 32 are nearly always ex-military,
and very capable of handling themselves in most situations. They
generally act alone, with a ‘handler’ directing their operations and selecting
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their targets. Most Agency 32 operatives seek to enter secret societies from
the ‘ground up’ – joining as junior members and hoping that their keenness
and dedication makes it more likely that they will be admitted to higher
circles. Although a fair few do have some occult skills, many try to use their
military skills and willingness to do things that perhaps others would not
208 to advance. Agency 32 does try to operate within the law – theft is about
as severe an act they would officially recognise, but as their operatives are
The Secretariat
I t is unclear if the Secretariat is an individual or an organisation, and who
or what it reports to. What is known is that the Secretariat tenaciously
seeks out Adepts and Cabals and then marks them for assassination.
Unusually, the Secretariat announces the coming attack in a polite letter
to the individual Adept or Cabal in question. It seems that the Secretariat
does not seek Soul Jars, as these are often left in place, it just wishes to kill
Operatives
T he Secretariat employs operatives that work in pairs, known as twins.
Typically one of the twins is more suited to investigative work
such as locating true Cabalists among the many charlatans and digging up
information about their activities, while the other is much more focused on
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the final ‘wet work’ of the operation.
n 209
Headquarters and Leadership
Bureau Nineteen
U nlike the other government agencies, Bureau Nineteen is staffed
exclusively by Adepts. Supposedly working with other agencies to
control the spread of sedition and secret societies, in truth Bureau Nineteen
is really just a Cabal itself, albeit one with powerful backing. Why does the
government allow Bureau Nineteen to act in this way? Because if there are
such things as ascended masters, those in the government who understand
the secret world want to make sure our men and women are represented
and if possible, in control.
B ureau Nineteen seek out Soul Jars. But they have to be careful,
they don’t want too much exposure, as even most agencies in their
own governments would not look kindly on their activities. So they use
Operatives
B ureau Nineteen operatives work alone. Powerful Adepts, they realise
that most Cabalists would consider them rivals and so act to maintain
as discrete a profile as possible. They seek Soul Jars, just like other Adepts,
with the intention of putting as many of their operatives into the world
beyond as possible. Generally the Bureau works to avoid confrontation
with Adepts they know this could be dangerous and are keen not to reveal
themselves to the authorities.
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Hungers
H ungers represent the forces from beyond the Veil drawn into
mundane reality. This is most often due to the Corruption of Adepts,
but some Hungers have been known to cross the Veil for other reasons.
Many Hungers are as individual as the Adepts they seek, but others seem
to have common forms that have reoccurred in occult literature. In game
terms Hungers may match the Attributes of the Adepts they hunt, but
their forms are many and varied. Below are some examples of Hungers
that have been reported in occult literature throughout history, and may at
the Narrator’s discretion hunt player character Adepts.
The Hound
◊ Possible Mysteries: Able to shift through walls, able to walk on verti-
cal surfaces and upside down, able to spit acidic saliva.
The Secret World
Gore Snake
◊ Possible Mysteries: Able to enter the body of victims and use them
as hosts, able to exude sticky slime, able to burn as bright as the sun
for a few moments.
growths.
A mong the many people that an Adept may encounter, the Horned
People are Hungers of a most insidious nature. This Hunger is
seemingly an infection, a disease that transports itself between hosts,
rendering anyone that the Adept interacts with a possible Hunger. These 213
hosts are always apparently normal people going about their daily tasks,.
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T he presence of the Hunger is only evidenced by the small horn that
protrudes from some part of the persons head. This is how the
being hunts, moving from host to host, and closing in on the Adept until it
is ready to strike.
T he people that the Hunger uses as hosts mostly seem to survive the
encounter intact, with no memory that anything was wrong during
the time they carried the Hunger. However, they often befall strange
accidents not long after, as if the cosmos is working to remove the remains
of the Hunger’s influence from the mundane world.
The Flock
◊ Possible Mysteries: Able to swarm a target and blind them, able to
tear flesh with a hundred tiny beaks, able to force other birds to do
their bidding.
T here are stories from the late middle ages of a Hunger that appears
as a flock of individual bird-like creatures. They swirl through
the air like a twisting murmuration of birds, wheeling and diving in an
intertwining mesh of creatures, and appear quite normal from a distance.
Only when they finally descend on their victim does their nature become
The Secret World
apparent. Formed like crows, the heads of these ‘birds’ are bare of feathers
and beakless. Instead, each face is slashed with a jagged mouth replete with
teeth and a tiny, questing tongue.
Teeth
◊ Possible Mysteries: Able to speak the target’s tongue, able to exhale
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Otherworldly
Threats
T here are rumours among occult circles that not all the forces from
beyond are contained by the Veil. Hungers are known entities, drawn
by a lust for Power, but some say that other more powerful beings native
to beyond (i.e. not Ascended masters) sometimes deliberately cross the Veil
for reasons of their own. Needless to say, most Adepts try their very best
to avoid the attention of these beings, rightly believing that anything that
comes from beyond is best avoided.
M ost mystics believe that the Black King is a myth and no more, but
others aren’t so sure, and recent accounts from Western Germany
seem to give credence to the apparition.
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The Fire
T he dreadful entity known as the Fire is terrible to behold. Burning
with an iridescent, multicolour flame of furnace-like heat, the Fire
sweeps through buildings destroying all it can. When not active, the Fire
appears as a young girl around twelve years old. The Fire seems to want
to destroy Temples – not Adepts or Soul Jars as such, just Temples. Why
is anyone’s guess.
The Maker
T he Maker makes Soul Jars, and is therefore one of the most
interesting beings from the point of view of Adepts. Those that
believe in the Maker even go so far as to say that all Soul Jars are the
result of the its activities, though that is hard to prove. Either way, having
something capable of making Soul Jars as opposed to having to go out and
find them is a very attractive proposition indeed. There’s only one problem
– the Maker has a price, and it is usually terrible. What the Maker looks like
is the topic of much debate among those Adepts that believe in it, as all seek
to locate and bargain with this entity.
T
u
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218
Known Soul Jars
T o use the Ebon Knife as a Soul Jar, the Adept must slice the flesh
of their hand as part of the Hallowing Ritual. Sometimes the knife
seems blunt, forcing the Adept to push harder, until the edge suddenly
sharpens and the blade cuts deep. The Ebon knife is thought to be in the
United Kingdom under the care of the Bodleian Museum in Cambridge,
although it does not appear on any catalogues.
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/ 219
The Book of St. Lazarus
T o make use of the Soul Jar’s properties, the jaw of St. Nye must be
worn strapped to the face of one of the Adepts who takes part in the
Hallowing ritual. During the ceremony the jaw bone blackens and burns,
leaving a stain on the skin of the Adept that takes several weeks to fade.
The jawbone was last seen in the treasury of the Vatican.
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The Renishaw Scrolls
◊ Stain capacity: 2XD6
H idden in a tube carved from ivory, the Renishaw scrolls have been
an enigma since their discovery in the tomb of a Saxon king in
1923. Initial research by the archaeologist who discovered them, Simon
Renishaw, found them to be vellum sheets containing fantastical drawings
and descriptions of bizarre birds, animals and people, written in a tongue
that though indecipherable seemed similar to modern day Basque. What
was most intriguing was the names written in the margins. Here, in another
hand and in Latin, someone had transcribed seven names. These Renishaw
claimed were the names of the Ascended masters – those Ascended mystics
who now controlled the world. He was murdered in a street brawl three
days later, and the scrolls went missing.
writing. Her husband, one time head of the Church of Synos, used the claw
in ceremonies until 1945. He died of a wasting disease and the claw was
donated to the Smithsonian, where it can still be found.
of Westminster.
light sources such as full sunlight or a lamp. Scientists who studied the
Roswell incident believe that the cylinder is of unrelated origin, but they
have no further details.
224 T he cylinder when used as a Soul Jar becomes very cold, building up
a layer of frost by condensing moisture from the air no matter the
temperature. The cylinder is currently in the hands of the Secretariat,
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The Scroll of Magus Knut
◊ Stain capacity: 2XD6
T he pillar when used as a Soul Jar must be placed in the centre of the
Temple, and once Hallowed cannot be moved. It is very heavy, so
moving it is some feat in any regard. For many years the pillar was held
by the Freemasons, but during a fire in one of the lodges the pillar went
missing. Some scholars believe that a shadowy group called the Fathers
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The Helios Stone
◊ Stain capacity: 1XD6
C apturing the fires of the sun, the Helios stone burns with a bright
light like an inner flame, but only on certain occasions such as the
solstices. At other times the stone resembles a large piece of smooth,
clear amber, flecked with silver. There is some debate whether the stone
is a natural mineral or not – many scholars claim that it was created by
Paracelsus as part of his hermetical workings, others postulate that the
stone was discovered by Arabian tomb robbers in the ruins of Ur and
eventually sold to Paracelsus after making its way to Europe. The light
of the stone is said to be bright enough to read by, and quite beautiful to
behold.
M akalus was a king of Mali, credited with being one of the first
African kings to meet with Prester John. He was known as a
just and peaceful lord, and his realm prospered until his death, when his
children managed to wreck his legacy and lose the kingdom. The crown of
Makalus was fashioned from gold and silver, inlaid with gems and semi-
precious stones. The metalwork is inscribed with abstract sketches of
African animals, real and mythical. The crown of Makalus was taken from
Mali in the sixteenth century and brought to the Vatican as a gift for the
Pope, who considered that it must be European.
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bone crucible was lost for several centuries before coming to light after
the mysterious disappearance of Nathan Wright, the astral Magician at
the turn of the nineteenth century. Since then it has been sold to a private
collector from France and its location is again unknown.
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The Brass Mechanism
◊ Stain capacity: 1XD6
T he Talygas map is a relic out of time. Painted onto animal hide, this
large pictographic map shows the European continent in great and
surprising detail, especially considering its age. It has been noted by some
who have seen the map that the contours of Europe seem to change and
shift from one viewing to the next, but this has yet to be confirmed and
what these ‘alternative’ views represent is anyone’s guess. The map was
found in Iceland by the first Danish settlers, but according to them it was
already ancient when they discovered it. For many years the map changed
hands between the kings of Denmark and Sweden, either as spoils of war
or a marriage dowry, until it finally ended up in Copenhagen with the
Danish royal family, where it was hung above the throne on state occasions.
The map remained there until the infamous (in occult circles) Barghest
incident, where the map and several other relics were stolen.
W hen used as a Soul Jar the map must be laid out on a large table
during the Hallowing ritual. The noted occultist known as
Blackstaff, leader of the Brothers of Light is rumoured to have the map in
his Temple, but the whereabouts of the brothers remains a mystery.
The Secret World
The Occult
Underground
T he Secret World is known only to a select few, but there are many on
the periphery who dabble in the mysterious without ever knowing
the truth. These people make up the occult underground. They don’t know
the truth of the universe, but they can be useful to Adepts all the same as
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p
m 231
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Miriam’s Bizarre
M iriam is an old lady of Indian origin, small and slight. She runs the
Bizarre, a well-known shop of esoteric nick-knacks, books and all
sorts of strange paraphernalia. Most of Miriam’s clientele are everyday
people with some interest in old books and strange bits and pieces, but
some are Adepts. The Bizarre doesn’t really have any items of worth on
its shelves, but Miriam is a mine of knowledge about the occult world,
especially Cabals and Adepts of days gone by. She also knows a lot of lore
regarding Soul Jars. Miriam is in many respects like a favoured aunt – she’s
warm, kind and open, and just wants to see the best in people. She offers
her information for free to those she likes, which is why so many Adepts
know her. In a world of occult greed and in-fighting, Miriam is an example
of a better kind of person.
The Grotto
I n the basement of an old warehouse on the west side of the city is The
Grotto. Ostensibly a club, most of those that come throughout the
evening are here to relax and dance in the somewhat gothic atmosphere
that permeates the place. However, in the backrooms of The Grotto many
The Secret World
a shady deal is done, and The Grotto is seen by many Adepts as a kind of
‘neutral ground’ where they can meet and discuss without the cut-throat
occult aggression that typifies the Secret World. Items are traded in the
depths of The Grotto to the thumping beats of the dance floor. The
proprietor, Suzy Six, is well-known and somewhat fearsome – some say
she’s an Adept herself.
Four winds
T he Four winds is a bar. It’s clean and modern, and attracts a young
and hip demographic. It is also the primary hang out of occult
merchants from across the area, who come here to barter information and
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goods. Why they choose this place where they seem so incongruous is as
much a mystery as who really owns the bar. But it’s here that Adepts can
r
meet a wide number of traders in one go, and find out a little of what’s
going on in the occult underground, as long as they dress well and can
afford to buy a few drinks.
232
Occult Informants
Reginald Black
B lack is a scholar, a man of letters, or so he styles himself. In reality
he’s a gossip who loves a secret, and loves showing off how much
he knows to those he feels appreciate him, i.e. willing to pay his price. Tall,
thin and permanently dressed in black, Reginald spends his time studying
books and other repositories of ancient law, digging up what he can about
the occult underground. This he then sells to his clients, ‘consulting’ for
them. If you want to know the history of a Soul Jar, or where it might be
found, Black could be your man.
t
of one of Olsen’s studies.
k
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Jenny Coombe
W hen you think of occult informants, Jenny Coombe is about as far
away from the stereotype as you can imagine. In her mid-twenties,
bubbly, pretty and sociable, Coombe has zero interest in the information
she sells. What she is though is a great researcher, with a knack of finding
what she needs, especially online. The fact that she sells occult secrets is
just that the work pays quite well for what is required. A lot of Adepts like
Jenny for the lack of interest she has in their secrets – it can make her seem
a ‘safe’ partner. Don’t take advantage of her though, she has two brothers
who spent time inside and are not nice people.
Periodicals
T here are many occult periodicals, either in print or online. Most are
full of misinformed rubbish and are suitable only to the charlatans
and fools that make up most of the occult underground. Still, there are
some that provide genuine information about things that lie on the edge of
the Secret World.
The Raven
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The Ascended
Masters
The Secret World
S ome believe in the Ascended Masters, some do not. Those that believe
say that these great Adepts, once they have passed through the Veil,
cling on to some interest in what’s happening in the mundane world,
and send messages through dreams back to Adepts striving to Ascend.
Whether these are messages of hope and encouragement, practical
suggestions from those in the know, warnings or other acts of guidance
is a topic of hot debate. Some even suggest that the Ascended Masters
are in fact not Adepts but beings like the supernatural entities known to
walk the mundane world, and that their words are just lies that lead to
destruction or the fulfilment of whatever strange goals such beings might
have. Still, only a fool would completely discount the existence of dreams
.
and premonitions from some outside source. The question is, do you follow
their advice and guidance or ignore it?
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Wyrm
236 I t seems that many of those occultists who whisper of the Ascended
Masters speak of the Wyrm. This being, whatever it may be, often
seems to appear in the dreams of Adepts, manifesting as a shifting mass
Master of Keys
T he Master of Keys purports to help Adepts Ascend. In visions and
dreams the being appears as a bright light, vaguely human in shape,
with a whispering female voice. The Master tells Adepts secrets that might
help a listener to Ascend, such as the location of Soul Jars or the nature of
Rituals the Adept may find useful. However, just like in the mundane world,
everything has a price. Each helpful message comes with instructions that
must be followed before the Master will return. These tasks often start in a
very mundane but somewhat bizarre manner, such as ‘leave bread and wine
on your doorstep tonight’ or ‘leave money with a beggar today’. But they
soon change in tone and nature, moving through painful, difficult tasks
such as ‘kill your dog’ or ‘never speak to your brother again’ to downright
horrific acts such as ‘kill Jane Tillhurst’ or ‘cut off a finger’. The compulsion
to complete these tasks is hard to resist, and the Master’s gifts are valuable.
Thirteen
U nlike the other Ascended Masters, the being called Thirteen doesn’t
offer advice or secrets, it gives dire warnings against Ascension
itself. Some say that it is because the Masters don’t really want other Adepts
to follow in their footsteps, others whisper that Thirteen isn’t an Ascended
Master at all, but something else. However, all who believe in Thirteen
say one thing about the being – it is the best authority on supernatural
entities available in the mundane world, and unlike other Masters it is
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What’s Happening?
The Secret World
B efore Edward told the Adept of the book, he took it to a curio shop
to try and get a value for it. Unknown to Edward, the shop was run
by an Adept, Hillary Parker, from a Cabal called the Secret Voice. She tried
to buy the book off him, but he wouldn’t sell and left. When Hillary told
the rest of the Cabal about the find, they resolved to get the book by any
means … They did some leg work to find out where Edward lived, and
then turned up one evening when Edward was out and ransacked the place
in search of the book. When Edward later returned with the book, they
took the book and rather rashly him as well, as he recognised Hillary from
the shop. Now he’s at the shop, and the Cabal are wondering what to do
with him…
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Possible Scenes
238
E dward makes an appointment to meet the Adept at a place they both
know, but he doesn’t show. The Adept knows where he lives, so the
most likely action from this point is to check out Edward’s home. Back at
Edward’s place the door is ajar. Inside, the rooms have been ransacked,
T he expedition was a success and the fan is indeed a Soul Jar. Found
by Martha Pickering, it is due to return with her to the University
for conservation and study. However, the newspaper doesn’t reveal all
that happened on the expedition. Three members died, apparently from
dehydration, and an air of despondency hangs over the team when they
return…
What’s Happening?
T he fan and the other more mundane treasures of the tomb were
not left unguarded. An otherworldly being known as the Thirst was
bound by the priest of the original lord to watch over their dead master. Now
that entity is also being brought home, as it is bound to a small wooden box
originally used to hold incense which now makes up part of the collection.
The Thirst cannot manifest except in the dark, and opens the box when it
does so. When it is released, the Thirst drains the moisture from its victims,
engulfing them and effectively dehydrating them. The Thirst is bound to
The Secret World
ensure that all the grave good remain together – it only seeks victims if the
collection is broken up in some way. Currently it is dormant on the plane
with the rest of the team. Of course, the fact that other Cabalists may have
read the newspaper article is an added complication.
Possible Scenes
T his adventure could play out in a variety of ways. No doubt the
Player Characters would be keen to try and get to the University
and possibly see the fan and the rest of the collection before it goes on
show. Here they might hear details of the strange occurrences on the
expedition, and the pall of gloom that hangs over the team. During this
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What’s Happening?
T he Stone really is in the battlements of the castle, high above the
main entrance, and the castle is for sale. But the asking price of
£2.6 million is high. The reason is that the current occupant of the castle,
Lord Hugh McConnald, is seriously in debt to some rather unscrupulous
individuals and needs cash fast. Unfortunately, he’s not aware that one of
the remaining staff, the groundskeeper John Havelock, is an Adept, part of
the Thrice Blessed Brotherhood that use some of the abandoned cellars of
the castle as their lodge house. Needless to say Havelock and his associates
are not happy about the sale, and are pressuring McConnald to stop.
Possible Scenes
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T his adventure supposes that the Adepts make their way to Scotland
to try and secure the Stone of Ending. Assuming the travel is
242 uneventful, the opening scenes would involve the Adepts arriving in
the UK and making their way to Scotland. Certainly the easiest way to
see the Stone would be to enquire at the estate agents carrying the sale.
A t the castle, the Adepts are shown around the building but not up to
the battlements – McConnald says that they are not safe for causal
visitors. He also gets his groundskeeper Havelock to show the Adepts
around the estate. Havelock will do his best to dissuade the Adepts from
interest in the castle. He’ll also try and ascertain what their motives for
the ‘purchase’ are. At the end of the visit, the Adepts will be shown the
exit and escorted to the nearby village of Bothy. At this point, the Thrice
Blessed Brotherhood will set an animal servant to watch the Adepts.
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What’s Happening?
T he Auction has brought out a range of Adepts and their enemies.
Some wish to purchase the Fallen King, others wish to see who else
might be purchasing the Fallen King. At least two government agencies,
the Secretariat and Bureau Nineteen are in attendance, each pursuing their
own agendas. Finally the Dead Stars, Judd’s own Cabal, are also present,
annoyed that they didn’t manage to secure the Fallen King before Judd
Ascended, and knowing that some of their own Stains are present in the
Jar. How can the Player Characters profit from this collection of occultists?
Possible Scenes
I t is unlikely that the Player Characters have the wherewithal to purchase
the Fallen King – several of the other Cabalists present (which could
be any from the Secret World section of this book) could outbid them.
Instead, if they are present at the auction, they could see exactly who is
bidding. Importantly, others could note the Adept’s presence as well.
The Dark
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T he Adepts find out about another Cabal relatively near to them (an
on-going antagonist perhaps) that has been seemingly destroyed –
apparently the building that housed their temple was set on fire and the
occupants died of smoke inhalation. It seems that one survived the attack,
and the area has been shut off while the police do their work. There’s
245
this is ethis is thei no mention of what might have happened to any objects in the temple,
so perhaps they are still in situ... If the Adepts could get a chance to
investigate, maybe they would be able to find something…
What’s Happening?
U nbeknownst to the Player Characters, the rival Cabal was destroyed
by the Dark, a supernatural entity from beyond. It takes the shape
of a tall man in an old brown suit, who is able to change into a living,
moving black smoke at will, and it attacks by suffocating its victims. It
was drawn to the Cabal when they recovered the Scrolls of Baphomet, a
set of writings on the Templars from Malta. The Dark seeks out Templar
relics and hides them, trying to keep them from the eyes of Adepts – why
is not known. The Dark was inactive while the Scrolls were in the library
of the Yale University, but when they were stolen by the Cabal, the Dark
became active once more. If the Player Characters recover the Scrolls,
they will unwittingly become the focus of the Dark’s attention. But not all
the rival Cabalists died, and the police can’t understand why everyone died
of smoke inhalation but there appears to have been no fire…
Possible Scenes
The Secret World
T he first scene in the adventure is most likely to take place at the rival
Cabal’s headquarters as the Player Characters go to investigate.
They will find the structure surprisingly intact with no signs of fire
damage, although cordoned off by the police. Snooping around is likely
to draw the attention of the police who’ll want to know what the Adepts
are doing here. However they deal with the police, if they get inside the
building, they will find no Soul Jars except for a set of Scrolls (the others
were not stored here). These are the Scrolls of Baphomet, and the Adepts
will no doubt steal them.
O nce they do, they will become the focus of the Dark, which will
begin to hunt them. As it does, the Adepts will begin to snatch
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glimpses like waking dreams of the Dark, and eventually of the Scrolls.
The being is trying to communicate, and to tell the Adepts that they must
abandon the Scrolls. At the same time one of the rival Cabalists who
survived the attack, perhaps someone they have met before, will make their
move. They are unaware of the connection between the Scrolls and Dark,
246 assuming the entity was a Hunger, so they will seek to recover the Scrolls
themselves. The Dark has no intention of letting the Player Characters
keep the Scrolls. The Dark cannot handle the Scrolls, but it does not kill for
What’s Happening?
Possible Scenes
T his adventure could see the Player Characters making their way to
the desert to investigate the Pyramid. Perhaps an occult connection
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gives them the news of its discovery before the information becomes
widespread. Making their way to the reservation, the Adepts will first
be confronted with the locals. Taciturn in the extreme and downright
belligerent if the Pyramid is mentioned, the Native Americans will do
their best to get rid of the Adepts. They won’t resort to physical violence,
but they will threaten it. Assuming the Adepts get past these guards, they
247
this is ethis is thei can find a guide desperate enough for cash to take them across the desert.
O nce the Adepts have survived the traps and the Seekers, they’ll have
to get past the Spirit Snakes, the otherworldly guardians that seek
the souls of those who dare to disturb their slumber. Six of these beings
are present in the throne room of the Pyramid, and rise to attack the very
souls of those that would tresspass or deign to claim the staff.
I f the Adepts manage to best the rival Cabal, avoid the traps and then
the Spirit Snakes, they can claim the staff and escape. But once they
are outside, the Native Americans are waiting…
The Secret World
events related to the murder and the Nusku Blade. The Narrator can use
these details to flesh out their own adventure as the scenario progresses,
giving the Narrator great latitude to direct the adventure in response to
the actions and desires of the Players.
248
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The Story
T he scenario is presented as a number of characters, investigations,
locations and scenes that can be intermixed and linked as the
Narrator sees fit. Most relate to parties that have an interest in the Soul
Jar, or an interest in the kind of people that might do. The Nusku Blade, a
weapon reportedly made in ancient Assyria, has been for some considerable
time in the hands of the Brothers of the Silver Branch, a Cabal with just
three members. Just two weeks ago, one of those members Ascended, and
the other two in their shock have taken to bickering over their Cabal’s
goods. In a fight that resulted, one of the Adepts was killed with the Nusku
Blade. Now the police have the murderer, but the blade is missing, and no
one seems to know where it is.
the Nusku Blade, and while some of these might be evaded, that will mean
the players won’t discover the Soul Jar. Then we have the ‘secondary’
locations, characters and scenes, which are different encounters or
challenges that Player Characters will need to overcome and that might
help or harm them in the rest of the scenario. The secondary scenes are
not presented in any particular order and you don’t have to play them all
to complete the adventure; it’s up to you and your players to decide where
they are going next and how to tackle each challenge. So, every time you
play this scenario it can turn out differently.
Hooks
T here are a few ways the Adepts might get drawn into the scenario.
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T o use the Nusku Blade as a Soul Jar, the Adept must perform the
Hallowing Ritual when the stars are favourable. This occurs around
once a month, but relies on understanding celestial movements as well as
access to translated Assyrian star charts, first deciphered in the middle
p
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ages.
r 251
this is ethis is thei Where is the Nusku Blade now?
T he Nusku Blade is in the Temple of the Brothers of the Silver
Branch, underneath White’s house. The kicker is that the only
person that knows this is Daniel Carter, who picked up the knife after the
murder and rushed into the mansion to hide it. The scenario will culminate
with a scene at the Temple where the Nusku Blade will be revealed, but by
who? That depends on what the Player Characters do…
A small Cabal of four members, the Brothers were strange in that the
difference in power between the Cabalists was huge. One member,
Jonas White, was close to Ascending. The others, James Tomkins, Silas
Wayne, and Daniel Carter, were relatively weak. Two previous members
of the Cabal had died, one from Corruption, the other after running afoul
of another Cabal – he tried to steal a Soul Jar. So White was forced to
acquire some new members… When White Ascended, he left the rest of
the Cabal behind. Carter disappeared, and Tomkins and Wayne, leaderless
and somewhat terrified, were left to their own devices. In an argument in
their temple about what to do next, the violent and somewhat psychotic
Tomkins stabbed Wayne with the Nusku Blade. The wounded man ran
from the building out onto the road, clutching the Nusku Blade, before
collapsing and dying. Tomkins, in a state of shock, sat with the victim
and it wasn’t long before the police picked him up along with the body, and
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cordoned off the building. However, when the police arrived the Nusku
Blade was not discovered, and has gone missing.
D aniel Carter knows the Nusku Blade is a Soul Jar, but he has no idea
how to use it. However, he does know of the Temple and the hiding
place within, which is where he left the knife. He’s currently at his sister’s
house, plotting how to get back to White’s mansion. The temple is in the
basement, Carter thinks there’s a good chance the police will have missed it
and he can get back to search it. He has no idea that Sarah Hale of Bureau
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Nineteen is in the house, waiting for such a move. In this turn of events,
Carter is just like any other Adept – cunning, ruthless and dedicated to his
own advancement. It is possible the Player Characters could persuade or
coerce Carter to tell them of the Temple and the hiding place, depending
on how they interact with him.
253
this is ethis is thei Might 1D+2, Agility 2D, Wit 3D, Charm 1D+2; two key Skills: Tech-
nical 3D, Security 3D; Gear: knife; Static: Dodge 6, Block 5, Parry 6,
Soak 5, Arts: Dom 1D, Mas 2D, Ins 3D, Mystery: None
Finding Carter
T he easiest way to find Carter is by observing him checking out
White’s house. He can then be followed back to his sister’s place.
Failing that, the Player Characters could get tipped off by an associate in
the occult underground, giving them a debt that they’ll have to pay in later
adventures.
White’s House
T he house of Jonas White is large and grand. He was a well-heeled
banker who came late to the Secret World, and made the majority
of his money before he became an Adept. The house is pretty nondescript
inside and out – just another somewhat gentrified town house, furnished
in a style that suggests the owner was following instructions in a style
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magazine rather than their own sense of taste. White never married and
lived alone, so much of the house has an air of never being used.
256
S ince the murder the house has been cordoned off. The police have
been trying to locate White, but obviously with no success. They
have no idea what lies in the basement. Also in the house is Hale, trying to
stay out of sight and waiting for the Cabalists to return. If anyone other
H ale has been part of Bureau Nineteen for years, quietly collecting
Soul Jars for her official Cabal. When she heard about the murder
through her contacts she made her way to the house of White. The police
had already been to the scene and carried out their investigation, but they
didn’t find the Nusku Blade. After the murder Carter hid the Blade in
the house, in the hidden temple, before fleeing to his sister’s house. Hale
doesn’t know it, but the Soul Jar is hidden under the floorboards of the
Might 2D+2, Agility 2D, Wit 2D, Charm 1D+2; two key Skills (applies
to all): Seduce 3D, Persuade 3D; gear: knife; Static: Dodge 6, Block 8,
Parry 6, Soak 8, Arts: Dom 1D, Mas 3D, Ins 4D, Mystery: Narrator
choice
Might 1D+2, Agility 2D, Wit 1D, Charm 1D; two key Skills: Survival
3D, Pickpockets 3D; gear: none; Static: Dodge 6, Block 5, Parry 6, Soak
5
they will see that it is a fairly nice building that has been closed off by
the police. There are a few noticeable things about the place, depending on
what the Adepts do.
vacation. She’ll do everything she can to get the Adepts to leave, even
threatening to call the police.
258 I nside the house, a trail of blood leads from the back door down to the
cellar, where it stops. Hale hasn’t removed it in case the police show
up again (she doesn’t want to alert them that someone’s been in the place
since their last visit). However, unlike the last time the police were here,
The Newspapers
T he story from Tom Whittle is in the local paper – ‘man killed with
sacrificial knife’. It has most of the details right, but it doesn’t name
James Tomkins. Whittle saw the crime take place, but what happened to the
Nusku Blade after that depends on which of the alternatives the Narrator
has chosen. If the Adepts investigate at the newspaper office they can find
that the story came from a homeless person. Further investigation with
any of the homeless people lubricated with a little cash will reveal that
Tom Whittle was the man that sold the story.
l
r 259
this is ethis is thei
The Police Station
T he police station is going to be a tough place to get any information.
Tomkins is being held in a cell, but getting any access to him will
be difficult unless the Player Characters have access to a Mystery or Ritual
(unlikely if this is the first game of Esoterica). The only way that the
Player Characters are likely to get to see Tomkins is if they have a medical
or police background and can call in a few favours. Tomkins has little to
reveal in any case, as detailed in his description. Asking questions at the
police station is likely to draw the attention of Mary Tremell. She is not
going to push the Player Characters too hard, but she will want to know
what they are up to. One thing that is interesting at the police station is the
officer with a vivid red scar running down the side of his face. Any Adept
who sees this man will feel a little tingle of something down the back of
their neck.
his cheek. He won’t talk, just mutters to himself. The police are going
through the process of getting a psych evaluation for him. At the moment
he’s in the cells. Tomkins has a Mystery that allows him to insinuate
compulsive suggestions into the minds of others, but he’s saving it for
when it can be the most effective. It is possible for the Player Characters
to see Tomkins, especially if they have some kind of medical background.
They could also say that they know him, although that might be dangerous.
There are some suggestions later about how such an interaction might take
place. But when Tomkins escapes from custody, the situation will be very
different. Eventually Tomkins will break free using his Mystery, but at
that point the Scar will strike. How the scene plays out and where Tomkins
goes next, assuming he survives, depends on the actions of the Player
Characters.
this is e
Might 2D+2, Agility 3D+2, Wit 3D, Charm 1D+2; two key Skills (ap-
plies to all): Intimidate 3D, Persuasion 3D; Gear: none; Static: Dodge
11, Block 8, Parry 11, Soak 8, Arts: Dom 3D, Mas 2D, Ins 3D, Mystery:
Suggestion
260
ieht si sihte si siht
Mary Tremell, Police Investigator
T he investigating detective in the case is Mary Tremell. She’s
completely confused as to what’s going on. She has a psychotic who
apparently murdered an associate with some kind of antique knife, in the
house of a missing person. She has no idea how the three are linked, or
what the cause of the falling out may have been. She does think they are
working alone however, so she’s not expecting to find anyone else linked to
the murder. She’s hard working, conscientious and has a family.
Might 2D+2, Agility 3D+1, Wit 3D, Charm 1D; two key Skills: Pistol
4D, Search 3D; gear: pistol; Static: Dodge 10, Block 8, Parry 10, Soak 8
Might 2D+2, Agility 3D+2, Wit 3D, Charm 1D+2; key Skills Brawl-
ing 4D+1 (damage – 4D+2, terrible wounds); Static: Dodge 7, Block
13, Parry 7, Soak 8, Special: Tomkins at -2D in conflict with the Scar
The Transfer
A
e si siht
fter two days, the police will transfer Tomkins to another station.
If the Player Characters have been talking to the police, they’ll
mention this will happen. Otherwise the Adepts might miss this scene
and perhaps only hear about it afterwards from an occult underground
acquaintance. The police plan is to drive Tomkins in a van with two guards
to another station across the city. 261
this is ethis is thei
I t’s during this move that Tomkins will make his move to escape. He
will use his Mystery, the ability to implant powerful compulsions in
the mind of victims. He’ll use this ability to get the driver to stop the
vehicle and the guard to unlock him. He’ll then step out of the van, free. If
the Adepts witness this, they’ll see the guards apparently release the man
– however, a close look will show that the faces of the guards appear blank.
D epending on what the Players do when Tomkins goes free, the Scar
will strike. Another guard, previously unseen, will step from the
car. This man appears to be a normal police officer, except for a vivid
red scar running down his face. Any Adept who has been at the police
station will immediately know that this man is not the same scarred man
who they saw previously. He’ll walk up to Tomkins, very deliberately, and
attack by pushing his hands ‘into’ Tomkins’s back, and the former prisoner
will scream in pain, staggering forward. Clearly, this kind of attack is not
normal!
man. The Player Characters will probably want to leave the scene quickly
otherwise they risk being drawn in to the police investigation.
T omkins will then flee the scene, heading for White’s house. The
Narrator should allow him to escape, but reveal his possible
destination, setting up a scene at the Temple.
The Temple
this is e
D epending on how the adventure has panned out, the Adepts should
eventually find themselves in the Temple. When they arrive, they’ll
find the door open – Hale is inside, searching for the Nusku Blade. She’ll
find it eventually. Tomkins will also make his way here if he survives the
Scar’s attack – he’ll be wounded and bleeding, so if the Player Characters
work out he is on his way here, they’ll arrive as he enters the building. The
Scar will be close behind, wearing another body… Carter will also make
his way here, as he knows it is the place where he hid the Nusku Blade.
Finally, if the police see anyone enter the building, they will also be in
attendance…
T his is the chance for the Player Characters to seize the blade for
themselves. This scene should be more of a negotiation rather
than a fight. The Adepts will probably outnumber anyone else, so they
H ales will try and claim the Nusku Blade, but she’ll avoid conflict
if possible, instead slipping away if she can. The Adepts will have
made a powerful enemy here. Carter will also try to take the knife, but
the Adepts should be able to overpower him depending on their actions.
Tomkins, if he gets here, is in big trouble, and the Scar (maybe possessing
the police man who has been watching the place) is close behind…
of the Secret World, and the Players have hopefully had a taste of what an
adventure in Esoterica can be like!
263
Name: Sex:
Archetype: Height:
Weight:
Might: Agility:
Tag: Tag:
Skills: Skills:
Wit: Charm:
Tag: Tag:
Skills: Skills:
Arts Mysteries:
Dominate:
Mastery:
Insight:
Very Easy: 5
Easy: 10
Moderate: 15
Difficult: 20
Very Difficult: 30+
Stunned
Wounded
Serverely Wounded Perks:
Incapacitated
Mortally Wounded Complications:
Members: Temple:
h
y
Esoterica
Difficuly Target Rolling Dice
Numbers ◊ Roll all dice from Skill or Attribute, one
is Wild die
◊ Very Easy: 5 ◊ If Wild die shows a 6, roll and add an-
◊ Easy: 10 other die
◊ Moderate: 15 ◊ For each 6 add another die
◊ Difficult: 20 ◊ Tag allow re-rolls of dice, but not those
◊ Very Difficult: 30+ showing 6 or 1
Tiers Arts
Essence/Stains Tier ◊ Add Arts die to the dice from the
Skill or Attribute
0-6 0 ◊ Roll extra dice from Wild die
7-13 1 and use Tag re-rolls as normal
14-20 2 ◊ After rolliong dice, if any die
21-27 3 shows a 6, gain one point of
28-34 4 Essense, unless...
35+ 5 ◊ One or more dice show a 1, in
which case gain no Essence but
gain one Stain per 1 obtained
Rituals
◊ Determine Force for each use
with the Narator Mysteries
◊ To determine Essence and
Stains roll dice as in an Arts ◊ Determine Force for each use
test, rolling 3D for Force 1 + with the Narator
1D per extra point of Force ◊ To determine Essence and
◊ However if Force is greater Stains roll dice as in an Arts
than the average Cabal Pow- test, rolling, 3D for Force 1, +
er tier, double number of dice 1D per extra point of Force
rolled
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d j
o
Welcome to the Secret World
They seek to ascend through the Veil to a better life in the beyond, and to
this end have learnt to master some of the energies that permeate through the
barrier. But power comes at a great cost - a corruption of the mortal form.
Only Soul Jars, mystical objects imbued with power, can keep this corruption at
bay. But the secret of their construction is lost, so they must either be recovered
from the past or stolen from those that hoard them.