Etherscope: Core Rulebook (Etherscope Roleplaying Game) by Nigel Mcclellan, Ben Redmond

By Nigel Mcclellan, Ben Redmond

Input Etherspace In 1876, Harold Wallace came upon whatever that modified the realm: Etherspace. The may of Victorian drove ahead, breaking down the frontiers of know-how. Steam engines turned smaller, guns grew to become extra robust, and cybernaughtics changed limbs misplaced in bloody imperial wars. Then mankind realized to step into Etherspace itself. Cyberpunk Victoriana Now it truly is 1984. during this replacement international of out-of-control know-how, Etherspace is the recent frontier. Punk scope riders struggle evil industrialists whereas occult investigators battle opposed to Etherspace demons. Mysterious approach brokers lurk within the shadows as treasure hunters raid Lemurean ruins for misplaced secrets and techniques. Jack in, scope up, and prepare, as the thoughts for an Etherscope online game are never-ending! Etherscope is a whole OGL function enjoying online game containing every thing you want to create a personality, play an event, commence a crusade, and discover Etherspace!

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Additional info for Etherscope: Core Rulebook (Etherscope Roleplaying Game)

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Game Rule Information T he rules for playing a broker are described below. 30 Ability Scores T he broker’s primary concern is Charisma. He makes best use of the Charisma-based skills and find that he becomes much more proficient at developing his influence with a high Charisma score. Wisdom is useful to brokers as they unravel intrigues woven by their enemies. Intelligence is helpful in maintaining their knowledge of who’s who, and many find Dexterity useful in keeping them out of trouble. Hit Dice B rokers gain 1d6 hit points at each level, adding their Constitution modifier to the die roll.

Cybernaughtics rely heavily on the Constitution ability score, whereas those who wish to fight inside the Scope require high mental ability scores rather than the physical ones. Hit Dice C ombatants gain 1d8 hit points at each level, adding their Constitution modifier to the die roll. At 1st level, they gain a number of hit points equal to 8 plus their Constitution modifier. Scope Dice C ombatants gain 1d6 Scope hit points at each level, adding their Charisma modifier to the die roll. At 1st level, they gain a number of hit points equal to 6 plus their Charisma modifier.

Favours can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. You spend 1 excellence point, which represents your heroic spirit (see Chapter 2: Traits), to activate this talent. A favour check can be used to replace an influence check for an influence in which you have no ranks. Your character level and Charisma modifier are added as positive modifiers to this roll. The GM should carefully monitor a broker’s use of favours to ensure that this ability isn’t abused.

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