CY - Threats

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A

variety of cybernetically enhanced


creatures, demons, monsters, and agents
of the Cyberchurch can be found in the
Cyberpapacy, both in the Flesh and in the GodNet.
Particularly dangerous foes are noted with a (β)
to mark that a group below Beta Clearance may
not be ready to face such a threat and may need
to get particularly creative or flee depending on
the situation. Similar markers exist for (γ) Gamma
Clearance, (Δ) Delta Clearance, and finally (Ω)
Omega Clearance.
THREATS
GOSPOG OF THE
CYBERPAPACY
Gospog are undead combinations of plants and
corpses, provided to the High Lords as a gift from
the Gaunt Man. Gospog are created by planting a
special seed in a grave, along with a corpse, and
these graves are usually grouped together in a
flat area called a gospog field. The fields can be
replanted after each harvest, which increases the
"level" of planting. The higher the planting, the
fewer gospog are created, and the longer it takes
for the seed to germinate. But those gospog that are
grown are more powerful. Gospog fields planted
in Mixed Zones can only yield First Planting
Gospog. To yield higher level plantings, a field in a
Dominant or Pure Zone is required.
When Fourth Planting Gospog are sowed, if the
corpse was reality-rated, the gospog is as well.
Fifth Planting Gospog must be germinated in the
corpse of a Storm Knight or Stormer (the High
Lords aren’t picky).
Initially, Cyberpope Malraux refused the Gaunt
Man’s gift of gospog seeds, believing them to be
gifts from the Devil. At Ebenuscrux’s suggestion
however, he relented, rationalizing he could use
these unholy creatures to solidify his hold on
the populace and demonstrate the truth of his
teachings—through fear. Additionally, gospog are
excellent fodder for dealing with the Resistance
who use the tunnels of the Underground or the
catacombs of Paris to hide and escape the Church’s
clutches.
Malraux doesn’t use gospog as troops or laborers.
The masses supply plenty of both. Instead he

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directed the Cabal to use them as part of their false can spread the infections to others and must be
flag operations. Gospog are created and then used quarantined. Inquisitors have been known to raze
against the innocent population to stoke fear into entire villages that are heavily infected, saying they
them, and then Church Police save them. The result lacked the faith to overcome.
is a thankful and grateful citizenry. Attributes: Charisma 6, Dexterity 8, Mind 7,
Because first planting gospog aren’t used in Spirit 8, Strength 9
large numbers, the Cabal only actually have a few Skills: Dodge 10, faith 9, find 12, intimidation 11,
gospog fields, planted in secret. Here, first planting maneuver 10, stealth 10, tracking 12, unarmed
gospog are used to assist planting the fields, so only combat 11
members of the Cabal witness the unholy rites, and Move: 8; Tough: 9; Shock: —; Wounds: —
any excess first planting gospog are either used as Equipment: —
cannon fodder for their operations or are simply Perks: —
eliminated in place. Possibilities: Never
Higher planting gospog are used in a similar Special Abilities:
fashion, though they do require better equipped • Claws: Damage Strength +2 (11).
and skilled soldiers to defeat. Often Hospitalers are • Fear: The first time a character encounters a
used for this purpose. The higher planting gospog second planting gospog in an act, he must
are utilized in areas the Church has determined make a willpower or Spirit test or become Very
has a higher-than-normal heresy rate, especially Stymied.
if they believe members of the Resistance or the • Infection: When a gospog is defeated, any
Delphi Council are acting there. This tactic has beings engaged with it must test for Defeat.
proven quite successful at shaking out Resistance On a failure, a reality-rated victim becomes ill
cells from hiding as fearful parishioners try to save and suffers an Injury that lasts until the end
the lives of their families. of the next scene. An Ord becomes infected
with a sickness, or on a Mishap, a serious
What little information the Delphi Council has illness like smallpox or plague.
gathered regarding the planting schedule of • Mindless: Gospog are immune to intimidation
Cyberpapacy gospog indicates the number and and taunt interactions.
germination time of the various plantings is based • Relentless: Gospog ignore Shock.
in Cyberchurch theology. The germination times in • Undead: Gospog are immune to poison and
the Cyberpapacy are significantly faster than other other effects that require breathing, eating, or
realities, but the yield is also significantly smaller, other "living" processes.
at least for the first three plantings.
GOSPOG OF THE
GOSPOG OF THE THIRD PLANTING
SECOND PLANTING Third planting gospog are manifestations of the
Reminiscent of one of the four Horsemen of the Horseman, War. They are tall humanoids with
Apocalypse, Pestilence, Gospog of the Second dead eyes and sharp teeth, barely visible under
Planting appear to be ivory skinned human their helms. Their full plate is colored dark red, as
zombies, covered in boils and sores, and infested if splashed with the blood of hundreds. They wield
with flies, gnats, and worms. A close examination, electric, two-handed swords which are capable of
for those with the stomach to do so, reveals their firing bolts of lightning. Despite the heavy armor,
plant-like nature. When destroyed they collapse these gospog move with an unnatural agility.
into putrid and infectious-smelling pools of mucus Small vines wiggle in the gaps of the armor.
and slime.
Attributes: Charisma 6, Dexterity 10, Mind 8,
Ords exposed to the diseases this creature Spirit 10, Strength 11
incubates (which sometimes include smallpox,
typhoid fever, influenza, and bubonic plague)

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Gospog of the 2nd, 3rd, 4th, and 5th plantings

Skills: Dodge 12, energy weapons 13, faith 12, make a willpower or Spirit test or become Very
find 9, intimidation 14, melee weapons 14, Stymied.
unarmed combat 12 • Mindless: Gospog are immune to intimidation
Move: 10; Tough: 15(4); Shock: —; Wounds: — and taunt interactions.
Equipment: Two-handed sword • Relentless: Gospog ignore Shock.
Perks: — • Undead: Gospog are immune to poison and
Possibilities: Never other effects that require breathing, eating, or
Special Abilities: other "living" processes.
• Armor: Blood Armor +4
• Two-handed sword: Damage Strength +4 GOSPOG OF THE
(15). FOURTH PLANTING
• Berserk Rage (Attack Approved): When
Manifestations of the Horseman, Famine, gospog
Attack is an Approved Action, Gospog of the
of the Fourth Planting are more whispered about
Third Planting may make an All-Out Attack
than witnessed, at least by the masses. The first
without becoming Very Vulnerable.
sign they are in an area is the sudden rotting of
• Lightning Bolt: Damage 13, AP 2, range 25
crops and the disappearance of animals, including
meters, uses energy weapons.
dogs, birds, and livestock. Within days, people
• Fear: The first time a character encounters,
start to disappear. At the end of the seventh day,
a third planting gospog in an act, he must
locals who are not "faithful" enough are discovered

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dead in their beds, wasted away as if they’d starved grim reaper. Armed with a scythe, these creatures
over a period of many months. have gaunt skin covering their body, and their face
These gospog appear to be obsidian skinned almost hidden in shadow.
humanoids without eyes or ears, but with huge You cannot run away from Death.
mouths filled with sharp teeth. In the dark they are The Cabal reserves these gospog for attacking the
incredibly difficult to see, and they are quieter than most troublesome members of the Resistance, as
a mouse. well as Storm Knights, and many promising agents
Attributes: Charisma 8, Dexterity 12, Mind 9, have found their souls torn asunder when they are
Spirit 12, Strength 10 sliced into by the grim reaper’s ethereal weapon.
Skills: Dodge 17, faith 15, find 12, intimidation Attributes: Charisma 9, Dexterity 11, Mind 10,
15, maneuver 15, reality 14, stealth 17, taunt (10), Spirit 13, Strength 12
trick 12, unarmed combat 16, willpower 14 Skills: Beast riding 16, dodge 14, evidence
Move: 10; Tough: 10; Shock: —; Wounds: 3 analysis 13, faith 17, find 15, intimidation
Equipment: — 18, maneuver 14, melee weapons 16, reality
Perks: — 16, stealth 14, taunt 12, tracking 18, trick 13,
Possibilities: Common (3) willpower 18
Special Abilities: Move: 11; Tough: 16(4); Shock: —; Wounds: 5
• Bite: Damage Strength +3 (13) Equipment: —
• Cloak of Darkness: The gospog gains a Perks: Hard to Kill, Whirlwind
bonus to Toughness equal to the visibility Possibilities: 3
penalty of the darkness they are in. Special Abilities:
• Creatures of Shadow: When in any kind of • Armor: Unholy Aura +4
darkness, find tests to see fourth planting • Scythe: Damage Strength +4 (16). Ignores
gospog are Disfavored. armor. Cannot be disarmed.
• Dread: While a fourth planting gospog • Dread: While a fifth planting gospog is
is present, any Standard Scene counts as present, any Standard Scene counts as
Dramatic instead. Dramatic instead.
• Fear (–2): The first time a character encounters • Ethereal: The gospog may move through
a fourth planting gospog in an act, he must walls and solid objects, and is immune to
make a willpower or Spirit test at –2 or physical attacks unless the weapon is magical
become Very Stymied. or has a property that allows it to affect
• Mindless: Gospog are immune to intimidation ethereal beings. Magic, miracles, and psionic
and taunt interactions. powers affect ethereal beings normally.
• Ravenous Aura: These fell beings emit an • Fear (–4): The first time a character encounters
aura that causes nearby living creatures to a fifth planting gospog in an act, he must
become ravenously hungry. Creatures who make a willpower or Spirit test at –4 or become
are engaged with a fourth planting gospog Very Stymied.
are Stymied and Vulnerable. • Flight: Flight speed of 13. In Chases the fifth
• Relentless: Gospog ignore Shock. planting gospog has a speed value of 13 and
• Undead: Gospog are immune to poison and MR 0.
other effects that require breathing, eating, or • Gloater: Anytime taunt or intimidation are
other "living" processes. Approved Actions, fifth planting gospog may
affect the entire party of player characters
(Β) GOSPOG OF THE without incurring any Multi-Target penalties.
FIFTH PLANTING A success results in the interaction affect and
Manifesting as the Horseman, Death, the Gospog takes a Destiny card at random from each of
of the Fifth Planting appears as a centaur-like their hands.
creature, a winged horse merged with a cloaked

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• Large: 5th planting gospog are the size of a BOOSTER DOG
horse and , and attacks against it gain a +2
Booster dogs are cybernetically enhanced hounds
bonus.
the Church uses to guard installations. Inquisitors
• Relentless: Gospog ignore Shock.
also use booster dogs to track those who attempt
• Undead: Gospog are immune to poison and
to escape "God’s wrath," as well as for keeping
other effects that require breathing, eating, or
the flock in line. Booster dogs can have different
other "living" processes.
outlays of cyberware, according to their intended
role.
CREATURES Some booster dogs are actually a variation of
cartagras (see below) and are directly controlled by
AENGEL a Jackpriest.
Aengels are hard hologram tech constructs related Attributes: Charisma 5, Dexterity 12, Mind 5,
to the Host, but are only semi-sentient. They are Spirit 8, Strength 8
most frequently encountered in the GodNet under Skills: Dodge 13, find 8, intimidation 10,
the command of a jackpriest, though an aengel maneuver 13, taunt (8), tracking 11, unarmed
host will also obey the commands of other Church combat 14
agents such as cyberknights, Hospitalers, and Move: 12; Tough: 11(3); Shock: 8; Wounds: —
Inquisitors. Equipment: —
Although aengels manifest in the Flesh just as the Perks: Cyberware (see below)
Host can, when such an action is necessary, it's Possibilities: Never
simply more efficient (with regards to hologram Special Abilities:
emitters) to assign a more powerful Host. • Cybernetic Fangs: Damage Strength +3 (11)
• Armor: HallowMesh +3
Aengels appear similar to the Host, but are slightly • Cyberware Package: Booster dogs are
smaller in stature and are armed only with a sword granted one of the following three cyberware
and a trumpet. outlays:
Attributes: Charisma 7, Dexterity 9, Mind 8, Guard Dog: The dog can see and hear
Spirit 12, Strength 10 electromagnetic and sound frequencies beyond
Skills: Dodge 11, faith 15, find 11, intimidation 14, human ability and ignore 4 points of Darkness
maneuver 11, melee weapons 11, taunt (10), penalties. Evidence analysis, find, and tracking
trick (10), willpower 13 tests are Favored. Counts as two cyberware
Move: 6; Tough: 13 (3); Shock: 12; Wounds: — installs.
Equipment: — Attack Dog: Compte’s Stabiliza, Compte
Perks: — Adrenal Booster, TSE Clamp
Possibilities: Never
Special Abilities: Tracking Dog: Belleview 20-20, TSE
• Armor: Protected core +3. Bloodhound
• Energy Sword: Strength +3 (13) damage. • Pack Tactics: Apply any bonus from a
• Flight: Move 12 in the air. Combined Action to damage as well as the
• Tech Construct: Aengels are immune attack itself when multiple booster dogs attack
to poison and other effects that require a single target.
breathing, eating, or other "living" processes.
• Trumpet Call: Once per scene, as a Combined CARTAGRAS
action, a group of Aengels may blow their Cartagras are humans who had their souls
trumpets. This acts as an intimidation attack ripped from their body, willingly or otherwise.
against all enemies who can hear it (even All cartagras are equipped with SpiritChips and
remotely) without taking Multi-Targeting ActChips, which provide the skills and instructions
penalties.

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on tasks they must perform. The attributes given • Armor: Metal frame +3
below are for cartagras utilized as expendable • Bite/Claws: Damage Strength +3 (16).
troops. • Camouflage: Cygoyles gain a +5 to
Cyberpriests may directly control cartagras stealth when they remain still in an urban
through the use of a drone controller. Up to 10 environment.
cartagras may be controlled in this manner, and • Fear: If a motionless cygoyle suddenly
they are able to make synchronized attacks. activates and begins moving, a witnessing
hero must test Spirit or willpower or become
Cartagras can have a variety of cyberware Very Stymied.
according to their function. • Flight: Move 10 in the air.
Attributes: Charisma 5, Dexterity 7, Mind 5, • Mindless: Cygoyles are programmed
Spirit 13, Strength 7 machines, and are immune to intimidation,
Skills: Dodge 9, energy weapons 9, melee taunt, and telepathy.
weapons 9, trick (7) • Relentless: Cygoyles ignore Shock.
Move: 12; Tough: 7; Shock: 13; Wounds: — • Tech Construct: Cygoyles are immune
Equipment: Riot Stick (Strength +3/10, Non- to poison and other effects that require
Lethal, Painful), GodLight Laser (Damage 14) breathing, eating, or other "living" processes.
Perks: Cyberware (SpiritChip, ActChip x3)
Possibilities: Never HELLHOUND
Special Abilities: Often plaguing small towns and villages,
• Drone Coordination: Apply any bonus hellhounds are extremely large dogs with black
from a Combined Action to damage as well fur that radiates intense heat, glowing red eyes and
as the attack itself when multiple cartagras the smell of brimstone. Often called the "bearers of
controlled by a cyberpriest attack a single death," few people encounter packs of hellhounds
target. and survive.
• Mindless: Cartagras are immune to intimidate
and taunt interactions and telepathic powers. Almost every hellhound pack is led by an alpha
leader that is possessed by a reality-rated demon.
CYGOYLE Attributes: Charisma 5, Dexterity 10, Mind 8,
Also known as "cybergoyles," cygoyles are Spirit 10, Strength 13
mechanical constructs, pure robot with a projected Skills: Dodge 11, find 10, intimidation 12, stealth 10,
"skin" of stone. The type of stone varies, but most tracking 10, trick 13, unarmed combat 13
appear gray or obsidian. Rare specimens show Move: 10; Tough: 15 (2); Shock: —; Wounds: 1
chrome trim along their wings, claws, and teeth— Equipment: —
their true metallic frame showing through. As a Perks: —
cygoyles suffers damage, more of its projected Possibilities: Never but see Demonic Pack Leader
skin fades. They all have wings, and their faces below.
resemble snarling beasts. Cygoyles can speak but Special Abilities:
usually remain eerily quiet. • Armor: Thick Hide +2
• Bite: Damage Strength +2 (15).
Attributes: Charisma 5, Dexterity 10, Mind 8, • Demonic Pack Leader: One hellhound in
Spirit 10, Strength 13 a pack is reality rated, and has 3 Wounds,
Skills: Dodge 11, find 10, intimidation 12, stealth 10, reality 12, and 3 Possibilities. The Pack
tracking 10, trick 13, unarmed combat 13 Leader may spend 1 Possibility to counter
Move: 10; Tough: 16 (3); Shock: —; Wounds: 1 any Disadvantage affecting its side on the
Equipment: — Conflict Line.
Perks: Cyberware (Belleview 20-20 Cyber Eye) • Fear: The first time a character encounters
Possibilities: Never hellhounds in an act, they must test Spirit or
Special Abilities: willpower or become Very Stymied.

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• Heat Aura: When a character engaged with affecting his party on the current Drama
a hellhound becomes Fatigued, they take 1 card’s Conflict Line. This completely negates
extra Shock. the Conflict Line for his side.
• Pack Tactics: Apply any bonus from a • Cyberware (Sensor Package): The Inqusitor
Combined Action to damage as well as the can see and hear electromagnetic and sound
attack itself when multiple hellhounds attack frequencies beyond human ability and ignore
a single target. 4 points of Darkness penalties. Evidence
• Unholy Growl (Intimidation Approved): analysis, find, and tracking tests are Favored.
When intimidation is an Approved Action, Counts as two cyberware installs.
intimidation tests are Favored. • J’accuse!: Anytime taunt or intimidation are
Approved Actions, the inquisitor may affect
HUMANS the entire party of player characters without
incurring any Multi-Target penalties. A
success results in the interaction affect and
INQUISITOR takes a Destiny card at random from each of
Inquisitors are representatives of the Church sent their hands.
to investigate reports of heresy and, if necessary, • Minions: When the inquisitor is injured
judge and execute the accused. Though encountered by an attack, he may make a reality test.
within the cities, they are most often found in the If successful, the attack is transferred to a
countryside and wilderness, dealing with reports nearby lackey instead. This has no effect if
of witchcraft and demon worship. there are no minions within a few meters.
Inquisitors have the right to deputize members of (B) BABEL MONITOR
the public, even members of the Church, and those
who prove their worth join his retinue. Retinues More than the Host, more than an entire squad of
commonly include Church Police, cyberpriests, jackpriests, nothing invokes fear within a nodder
drone jockeys, and Hospitalers. Inquisitors as a Babel Monitor. Called "Monitors" in shorthand,
frequently customize their cyberware, with this these exceptionally pious jackpriests have fully
example focusing on tracking heathens down. embraced their role as the guardian warriors
of the GodNet and have uploaded their souls
Attributes: Charisma 9, Dexterity 10, Mind 9, permanently to the network, becoming GodNet
Spirit 12, Strength 10 entities like the Host. Consequently, through a
Skills: Computers 12, dodge 14, energy secretive ritual their souls are bound to the GodNet
weapons 14, evidence analysis 14, faith 17, (and indirectly, Ebenuscrux). Their former bodies
find 14, fire combat 14, intimidation 17, land become cartagras for use in whatever way the
vehicles 13, lockpicking 12, maneuver 13, melee Church deems necessary.
weapons 15, missile weapons 13, persuasion 13,
reality 15, scholar 13, science 10, stealth 12, Monitors are dispatched when a particularly
streetwise 11, survival 12, taunt 12, tracking 13, infamous decker or nodder coven is detected,
trick 12, unarmed combat 13, willpower 16 especially if jackpriests determine the nodders are
Move: 10; Tough: 14 (4); Shock: 12; Wounds: 3 Storm Knights. Monitors have no avatars of their
Equipment: Armor of God, Power Sword own. They are, essentially, discorporated spirits
(Strength +4/ AP 2) even within the GodNet. When they are activated
Perks: Bolster, Cyberware, Miracles (first strike, (often in pairs or threes), they may take over any
rood awakening, strength of the righteous) avatar connected through sanctioned devices
Possibilities: Common (5) (usually the closest to their target).
Special Abilities: The avatar changes form to that of the Monitor—
• Armor: Armor of God +4 (Fatigues) a humanoid entirely made of circuit-infused metal.
• Bolster: The inquisitor may spend a If a Monitor is Defeated, it returns to Babel Central,
Possibility to counter any Disadvantage and the possessed avatar returns to its original form.

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The feedback damage to the avatar may injure or time a character encounters a Monitor in an
kill the avatar’s owner in the Flesh. If they survive, act in the GodNet, he must make a willpower
they do not recall anything that happened while or Spirit test at –4 or become Very Stymied.
possessed by the Monitor. Groups of Monitors are • Fleet of Foot: Tests to succeed at Steps in a
in constant communication with each other. Chase while in the GodNet are Favored.
Nearly all Storm Knights are advised to flee when • Flurry of Blows (Attack): When attack is
encountering a Babel Monitor. Shooting a Monitor an Approved Action, the Monitor gets a +4
is nearly pointless, due to their unearthly ability bonus to unarmed attacks.
to dodge incoming fire. Fighting in close combat • Immunity: Monitors are immune to mind
is also not a recommended option, as Monitors control attacks. They are also immune to the
are immensely strong. Fleeing from a Monitor is a effects of EMP when possessing a cartagras
Chase (see Bugging Out on page 70). or person with a SpiritChip. Their holy
connection to the GodNet prevents such
Even jacking out does not guarantee escape interference from heretics.
from a Monitor, for they can also take over a • In The Flesh: Once per act as an action,
body in the Flesh that has a SpiritChip installed. the Monitor may take over a cartagras, or
Monitors choose the healthiest body closest to its any person in the Flesh with a SpiritChip
prey, even if that body houses a soul. When this installed. The Monitor’s Dexterity, Strength,
occurs, the victim’s soul is destroyed, and once the and Toughness are determined by the body
Monitor returns to the GodNet, the body is used he possesses.
as a cartagras. The Monitor cannot be banished or • Possess: As an action, the Monitor possess
exorcised, and even an EMP will not force them any avatar in the GodNet who has jacked in
back into the GodNet. via sanctioned TempTrodes or a neural jack.
Monitors are essentially immortal, so long as the He may move freely after this is done and do
GodNet exists, they will as well. other actions as a Multi-Action. This changes
The below statistics represent a "typical" Babel the avatar’s form to match that of the Monitor.
Monitor, but specific individuals may have • Reboot: If KO’ed or Defeated the Monitor’s
additional special abilities. soul returns to Babel Central and recovers.
They immediately lose one step of any Chase
Attributes: Charisma 11, Dexterity 13, Mind 10, in progress in the GodNet.
Spirit 13, Strength 15 • Repent! (Taunt or Intimidation): Anytime
Skills: Computers 15, dodge 18, energy weapons 15, taunt or intimidation is an Approved Action
faith 21, find 13, fire combat 16, intimidation 18, and the Monitor succeeds, he discards a
land vehicles 14, maneuver 16, melee weapons 16, random Destiny card from each of the affected
reality 18, taunt 16, tracking 15, trick 13, unarmed player characters’ Action Pools. On a Good or
combat 21, willpower 21 Outstanding Success he may choose the card.
Move: 13; Tough: 15; Shock: 13; Wounds: 5 • Soulslam: Babel Monitors are capable of
Equipment: — inflicting lethal damage to a nodder’s body
Perks: Brawler in the Flesh.
Possibilities: 5
Special Abilities: CYBERKNIGHT
• Fist: Damage Strength +2 (17) Cyberknights are effectively the "special forces"
• Holy Flame: Damage 15, range 100 meters, of the CyberChurch, frequently encountered in
uses energy weapons. Attacks vs. flying targets other realms, either individually or in command of
are Favored. small groups of operatives. They are specialized in
• Dread: While a Monitor is present any infiltration but are also deadly combatants. Unlike
Standard Scene counts as Dramatic instead. many in the Cyberpapacy, cyberknights hide their
• Fear (–4): There are few threats a nodder faces cyberware, knowing it interferes with their ability to
more dangerous than a Monitor. The first pass unseen or unnoticed in foreign realms or cosms.

139
Attributes: Charisma 9, Dexterity 11, Mind 10, Police are are always accompanied by at least
Spirit 11, Strength 11 one cyberpriest who knows the cybercommunion
Skills: Computers 13, dodge 14, energy miracle, who invokes it periodically.
weapons 14, evidence analysis 13, faith 15, Attributes: Charisma 8, Dexterity 9, Mind 8,
find 13, fire combat 14, intimidation 14, land Spirit 10, Strength 9
vehicles 13, lockpicking 14, maneuver 14, melee Skills: Computers 10, dodge 12, energy
weapons 16, missile weapons 13, reality 14, weapons 13, evidence analysis 11, faith 13,
stealth 14, streetwise 11, survival 11, taunt 11, find 10, fire combat 13, heavy weapons 11,
tracking 11, trick 12, unarmed combat 14, intimidation 13, land vehicles 11, maneuver 11,
willpower 14 melee weapons 12, missile weapons 11,
Move: 11; Tough: 15 (4); Shock: 11; Wounds: 3 streetwise 9, taunt 10, trick 11, unarmed
Equipment: GWI GodLight Laser (Damage 14, combat 11, willpower 15
Range 50/100/500), projection clothing. Move: 9; Tough: 13 (4); Shock: 10; Wounds: —
Perks: Champion of God (Helmet of Justice, Equipment: Armor of God (+4), GodSmite
Sword of the Spirit, Belt of Truth), Cyberware (Damage 15, Range 10/25/40, Short Burst, ammo
Possibilities: 3 30), riot stick (Strength +3/12 damage, non-
Special Abilities: lethal), reality focus (Expeditionary Police Ords)
• Breastplate of Righteousness: +4 armor, Full Possibilities: Common (2)
Body, reduces AP by 2. Perks: Cyberware
• Sword of the Spirit: Damage Strength +4 (15) Special Abilities:
AP 2. • Cyberware (Combat Package): Immune
• Cyberware (Sensor Package): The cyber- to surprise, Flat Footed, and poison. 1/day
knight can see and hear electromagnetic and recover all Shock and then immune to Shock
sound frequencies beyond human ability for 30 seconds. Counts as two cyberware
and ignore 4 points of Darkness penalties. installs.
Evidence analysis, find, and tracking tests are • Wandering the Wilderness: If the Paragon
Favored. Counts as two cyberware installs. is an Ord, and has gone at least one scene
• Belt of Truth: +1 to defenses against inter- without communing with the GodNet they
action attacks, and the cyberknight resists "wander" (see Wandering the Wilderness on
being forced to move from their location page 129).
with Strength +10 (21).
FORSWORN
CHURCH POLICE PARAGON
The Forsworn, also known as warlocks are witches
The most loyal Church Police are selected for who use Black magic, form pacts with demons and
elite training. The most common branches of the are able to channel them in nefarious ways. When
Paragons are the Church Police TAC units (known clothed they do not appear any different than any
also as "Gargoyles"), responsible for dealing with other person on the street, but their skin is often
extremely dangerous rebels and heretics, and the tattooed or scarred with magic symbols.
Expeditionary Police who accompany Cyberpapal
agents on missions in other realms. Forsworn often combine their skills when casting
spells.
In addition to additional training, Paragons are
supplied with better equipment and cyberware. Members of the Sicarius Maleficarum and the
They can be commanded by Hospitalers, Children of the Fallen are considered Forsworn by
cyberknights, or members of the Inquisition or cyberwitches and white witches
clergy. Attributes: Charisma 8, Dexterity 7, Mind 10,
Paragons are surprisingly resistant to mental Spirit 11, Strength 7
attacks, but this resistance comes at the cost of being Skills: Alteration 14, apportation 13, conjuration
prone to "wandering the wilderness." Expeditionary 14, divination 12, dodge 9, energy weapons 8,

140
fire combat 8, intimidation 15, land vehicles 8, there, and more relevant to Storm Knights, to serve as
maneuver 8, melee weapons 8, reality 14, stealth frontline forces in dealing with nodders. Jackpriests
10, streetwise 11, taunt 10, trick 13, unarmed monitor the sectors of the GodNet from Babel
combat 9, willpower 14 Central, looking for blips, and when an incursion is
Move: 7; Tough: 10 (3); Shock: 11; Wounds: — detected, jackpriests (often accompanied by aengels)
Equipment: Hallowmesh (Armor +3) are sent to deal with them. When in battle, they use
Perks: Spellcaster (diminish, fear, fireball) programs from their Penitence IV cyberdecks to
Possibilities: Common (3) manifest weapons and armor.
Special Abilities: Jackpriests however, only serve in the GodNet,
• Damned Coven: When casting spells, they don’t live there. Most of the jackpriests in the
Forsworn may do a Combined Action with Cyberpapacy are physically located in the Flesh
the bonus determined by double the number in Avignon, although small groups are located
of participants, up to 13. throughout the Cyberpapacy, primarily in the cities.
HOSPITALER Some jackpriests, all of whom are reality-rated,
are trained as Sentinels and serve as Reliquary
Hospitalers often accompany Church Police units, guards, keeping nosy nodders out...and heretical
although they are not officially in command of them, knowledge in.
and are not part of the Church Police organization.
They also serve as guards for cyberpriests, especially Attributes: Charisma 8, Dexterity 7, Mind 11,
when on missions in other realms. Spirit 9, Strength 7
Skills: Computers 14, dodge 10, energy
They have a martial tradition and are skilled and weapons 10, evidence analysis 14, faith 11,
well-armed combatants. find 16, fire combat 8, intimidation 10, melee
Attributes: Charisma 8, Dexterity 9, Mind 8, weapons 10, land vehicles 8, maneuver 8,
Spirit 10, Strength 10 scholar 12, taunt 9, tracking 14, trick 13,
Skills: Computers 10, dodge 12, faith 13, unarmed combat 8, willpower 10
find 10, fire combat 13, heavy weapons 11, Move: 7; Tough: 10 (3); Shock: 9; Wounds: —
intimidation 13, land vehicles 11, maneuver 12, Equipment: —
melee weapons 13, missile weapons 11, Perks: Cyberware (Neural jack, BelleView 20-20
streetwise 9, taunt 10, trick 11, unarmed Cyber Eye, CyberHam Scanner, ActChip (melee
combat 12, willpower 13 weapons, energy weapons, tracking), Spirit Bane
Move: 9; Tough: 15 (4); Shock: 10; Wounds: 1 Possibilities: Rare (2); Sentinel Always (3)
Equipment: Godmeeter (Damage 15, Range Special Abilities:
10/25/40), Sword of David (Damage Strength • Armor: Holy armor +3
+4/14 AP 2), Armor of God (+4, Full Body, • Holy Shield: Acts as medium shield (+2 to
Fatigues) dodge and melee defenses).
Perks: Bodyguard, Cyberware, Double Tap • Holy Sword: Damage Strength +4 (11)
Possibilities: Common (3) • Holy Flame: Damage 15, range 100 meters,
Special Abilities: uses energy weapons.
• Cyberware (Combat Package): Immune to • Penitence IV: The jackpriest can manifest and
surprise, Flat Footed, and poison. 1/day recover switch armor and weapons as free actions.
all Shock and then immune to Shock for 30 • Sentinel: While within a Reliquary, all tests
seconds. Counts as two cyberware installs. are Favored, and the Sentinel also gains a +2
bonus to all defenses.
JACKPRIEST • Soulslam: Reality-rated jackpriests are
Jackpriests are cyberpriests who are trained to serve capable of inflicting lethal damage to a
the Church within the GodNet. Their primary jobs nodder’s body in the Flesh.
are to sermonize and preach to the pious masses
on the Mountain, to maintain the constructs found

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