TEXT: War For Haven
  War For Haven
  War For Haven
  War For Haven    
  111   
  Introduction
  Introduction
  Introduction
  Introduction
  Introduction
  Introduction
  Introduction
  Introduction
  Introduction
  Introduction
  Introduction
  Introduction            
  In the three years that Etherscope has been in print we 
  have received a lot of feedback from players, referees, 
  fans and other publishers about the game. Likewise, we 
  ourselves have had play and design experience that has 
  impacted upon how we look at Etherscope. While firmly 
  believing the game is strong as it stands, we have devel-
  oped a number of rules variants, in relation to feedback 
  and experience, that we feel enhance the Etherscope sys-
  tem and capture our design goals better. Further we be-
  lieve these variants allow players to more fully explore 
  and enjoy the themes and experiences of the Etherscope 
  world. These rule variants are presented below. Note the 
  use of any or all these rules is optional, it’s your world 
  and group that count but these changes will included in 
  the new rules and character classes in this and future 
  support. 
  Alternative Skill Rules
  Alternative Skill Rules
  Alternative Skill Rules
  Alternative Skill Rules
  Alternative Skill Rules
  Alternative Skill Rules
  Alternative Skill Rules
  Alternative Skill Rules
  Alternative Skill Rules
  Alternative Skill Rules
  Alternative Skill Rules
  Alternative Skill Rules            
  One common complaint amongst Etherscope
  Etherscope
  Etherscope
  Etherscope players is 
  that you just don’t get enough skill points to create your 
  characters. Some of this is probably due to the D20 Sys-
  tem legacy the game comes from. Since the writing of 
  Etherscope
  Etherscope
  Etherscope
  Etherscope, other OGL publishers have done more radical 
  things with the skill system, so we think we can afford to 
  make some changes to maximise your characters’ skill 
  potential.  
  AAADDITIONAL
  DDITIONAL
  DDITIONAL S S
   SKILL
  KILL
  KILL P P
   POINTS
  OINTS
  OINTS   
  All classes gain an additional 4 skill points at 1st level 
  and receive 1 skill point extra at each level. 
  CCCONSOLIDATED
  ONSOLIDATED
  ONSOLIDATED S S
   SKILLS
  KILLS
  KILLS   
  The listed pairs of skills have been consolidated into the 
  following single skills. These new skills enable the char-
  acter to use the applications of both previous skills 
  through the new one. Likewise, the new skill is used for 
  any ability, class feature or requirement, fighting tech-
  nique or talent that required the previous skill(s). 
  Acrobatics: 
  Acrobatics: 
  Acrobatics: 
  Acrobatics: Balance and Tumble 
  Athletics:
  Athletics:
  Athletics:
  Athletics: Climb and Jump 
  Deception:
  Deception:
  Deception:
  Deception: Bluff and Disguise 
  Notice:
  Notice:
  Notice:
  Notice: Listen and Spot 
  Stealth:
  Stealth:
  Stealth:
  Stealth: Hide and Move Silently 
  In addition the Creative Art skill is removed and its 
  applications are usable through Knowledge (art). 
  FFFEAT
  EAT
  EAT A
   A
   ADJUSTMENTS
  DJUSTMENTS
  DJUSTMENTS   
  The following feats have changed game mechanics 
  as a result of the skill consolidations listed above. 
  Acrobat:
  Acrobat:
  Acrobat:
  Acrobat:    provides a +2 bonus to all acrobatics and 
  athletics skill checks. 
  Alertness:
  Alertness:
  Alertness:
  Alertness:    provides a +2 bonus to all notice and 
  sense motive skill checks. 
  Deceptive:
  Deceptive:
  Deceptive:
  Deceptive:    provides a +2 bonus to all deception and 
  forgery skill checks. 
  Stealthy:
  Stealthy:
  Stealthy:
  Stealthy: provides a +2 bonus to all stealth and 
  sleight of hand skill checks 
  Errata
  Errata
  Errata
  Errata
  Errata
  Errata
  Errata
  Errata
  Errata
  Errata
  Errata
  Errata            
  Following feedback and further playtesting we have 
  found the following rules that need changing:  
  Degrade Programme Talent: 
  Degrade Programme Talent: 
  Degrade Programme Talent: 
  Degrade Programme Talent: The degrade programme ap-
  plication of the Scope Use (immersed) skill (see CRB p.78) 
  takes 1 full action per complexity level of the programme 
  being degraded. Note, the Scoundrel’s Immersed Hacking 
  talent still allows the degrade programme application to 
  be used as a single full round action (see CRB p.47).  
  Cybernaughtics: 
  Cybernaughtics: 
  Cybernaughtics: 
  Cybernaughtics: Aesthetic grade cybernaughtics no longer 
  reduce the minimum Con requirement for the app by -2. 
  Likewise, Street grade cybernaughtics no longer increase 
  the minimum Con requirement for the app by +2. 
  Massive Damage Saving Throw: 
  Massive Damage Saving Throw: 
  Massive Damage Saving Throw: 
  Massive Damage Saving Throw: The massive damage sav-
  ing throw (see CRB p.171) is set at DC 5 + half the dam-
  age inflicted. All other rules relating to massive damage 
  remain the same. 
  Social Templates: 
  Social Templates: 
  Social Templates: 
  Social Templates: The following social templates (CRB p. 
  27) are changed as follows; 
  Adventurer: for Cross Template Influences choose three 
  from Academic, High Society, Occult and Traveller. 
  
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  Disenfranchised: for Cross Template Influences choose 
  one from Crime and Traveller. 
  Professional: for Template influence choose any one ex-
  cept Traveller. 
  New Rules and Character Options
  New Rules and Character Options
  New Rules and Character Options
  New Rules and Character Options
  New Rules and Character Options
  New Rules and Character Options
  New Rules and Character Options
  New Rules and Character Options
  New Rules and Character Options
  New Rules and Character Options
  New Rules and Character Options
  New Rules and Character Options            
  This next section covers some new rules options, feats 
  and fighting techniques now available to Etherscope 
  Etherscope 
  Etherscope 
  Etherscope char-
  acters. 
  CCCOOO---OPERATIVE
  OPERATIVE
  OPERATIVE P P
   PROGRAMME
  ROGRAMME
  ROGRAMME B B
   BUILDING
  UILDING
  UILDING   
  Characters who possess at least 5 ranks in either Scope 
  Use (immersed) or Scope Use (remote) can use an aid an-
  other action to assist another character in increasing the 
  maximum complexity level of the programme they are 
  creating. This action is used instead of using the standard 
  aiding another action to add a bonus to the other charac-
  ter’s skill check (see CRB p.55). Note acting characters can 
  receive both types of aid to their programming task but 
  each type must come from separate sources. In order to 
  grant the +1 complexity level bonus the character must 
  make a DC 20 Scope Use (immersed) or Scope Use 
  (remote) skill check, as appropriate and must be the same 
  skill as the acting character is using, which takes the 
  same amount of time to perform as it takes the acting 
  character to create the programme. The programmes 
  maximum complexity can be increased beyond the acting 
  character’s normal maximum by an amount equal acting 
  character’s normal maximum programme complexity mi-
  nus two. In order to aid characters using Immersed Pro-
  gramme Crafting talent to create a programme as a single 
  full round action (see CRB p.43) the aiding character must 
  also possess this talent. 
  NNNEW
  EW
  EW F F
   FEAT
  EAT
  EAT: S
  : S
  : SHAMAN
  HAMAN
  HAMAN   
  Traveller cultures and primitive peoples are far more in 
  tune with the natural world, including the world of the 
  ether beyond this one.  Of your entire cultural group you 
  are particularly adept at entering the other world and 
  manipulating it for the good of your people.  
  Prerequisites:  
  Prerequisites:  
  Prerequisites:  
  Prerequisites:  Influence: Traveller 5 ranks, with an appro-
  priate group, 1 rank in any Occult Skill. 
  Benefit:  
  Benefit:  
  Benefit:  
  Benefit:  You gain Dreamwalk as a permanent class skill.  
  Dreamwalk is based on Wisdom, but otherwise functions 
  exactly like Scope Use (immersed).  Through the use of 
  the Dreamwalk skill you may place yourself in a medita-
  tive trance (DC 15).  Entering this trance typically takes 
  an hour and requires the use of a sacred space, ritual 
  movements, and possibly even ingesting special sub-
  stances; however, in functions similarly to dropping a 
  Scope Tab.  Once in the trance you enter into a special 
  Scope Point known as the Dreamworld.  The Dreamworld, 
  a Class B environment, is a unique place in etherspace 
  created by the collective will of your ancestors for cen-
  turies of human existence or the beliefs of your cul-
  tural group.  In many ways it resembles the Prime 
  Reality you are familiar with, but is inhabited by 
  strange creatures including talking animals, the 
  etheric echoes of your ancestors’ spirits, and other 
  denizens of the ‘scope.  Your culture believes that 
  by interacting with this environment you can gain 
  special knowledge, prevent harm, cure illness, and 
  many other miraculous effects.  As some afflictions 
  are caused by small etheric parasites, not to men-
  tion more hostile etheric entities and enemy sha-
  man that are capable of affecting the Prime Real-
  ity, this is likely true.  Civilization’s understanding 
  of this world is extremely limited, and your cul-
  ture’s explanation of it is wrapped in superstition 
  and ritualistic language.  If knowledge of the two 
  cultures could be combined, the impact on man’s 
  understanding of etherspace would be immense.  
  Special: 
  Special: 
  Special: 
  Special: You are capable of using Scope Awareness 
  and Scope Resilience in the Dreamscape as normal. 
  This feat does not, however, make those skills class 
  skill nor does it provide you any bonus to their use.  
  Dreamwalk can allow a character to operate in the 
  ‘scope as if it was Scope Use (immersed), but doing im-
  poses a –3 circumstance penalty to Dreamwalk skill 
  checks.  Scope Use checks also suffer a –3 circumstance 
  penalty in the Dreamscape.  The subjective distance be-
  tween the Dreamscape and other Scope Points is great, 
  but theoretically they are connected and a user of one 
  could access the other. 
  New Fighting Technique: 
  New Fighting Technique: 
  New Fighting Technique: 
  New Fighting Technique: 
  New Fighting Technique: 
  New Fighting Technique: 
  New Fighting Technique: 
  New Fighting Technique: 
  New Fighting Technique: 
  New Fighting Technique: 
  New Fighting Technique: 
  New Fighting Technique:             
  ATAC (A
  ATAC (A
  ATAC (ADVANCED
  DVANCED
  DVANCED T T
   TACTICAL
  ACTICAL
  ACTICAL A
   A
   AUTO
  UTO
  UTO   PISTOL
  PISTOL
  PISTOL C C
   COMBAT
  OMBAT
  OMBAT)))   
  Developed by scope combatants to combine the utility of 
  the auto pistol with the unique actions an immersed 
  scope user can perform. ATAC has become an increas-
  ingly popular among those who see their fair share of 
  combat in Etherspace, especially among Scope Warriors 
  and Soldiers who appreciate its’ effectiveness, the devas-
  tating power it grants to the use of auto pistols, a popular 
  weapon among scope using groups for reasons of con-
  cealability, availability and ease of programming, when 
  compared to longarms and heavy weapons, and the fact it 
  builds upon the tactical knowledge and experience these 
  individuals already possess.  The style teaches uses to use 
  
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  333   
  the flow of currents in the scope to assess their oppo-
  nents’ actions and movements and then apply the opti-
  mum response in their own response. These responses 
  come from a knowledge and study of multiple gun battles 
  and the rote leaning of firing and defensive positions 
  until they become instinctual. Despite the styles complex-
  ity and the in-depth level of knowledge necessary to per-
  form the most advanced techniques the style offers; even 
  the use of upload tabs requires the user to be a skilled 
  uploader to gain the levels in the skill to truly utilize it 
  effectively. In combat ATAC is truly unique to see as the 
  practitioner uses minimal adjustments of body movement 
  and position to avoid enemy fire while pivoting the hips 
  and positioning their arms to launch optimised attacks 
  and counter-attacks against opponents. Most in the scope 
  community know that a master of the ATAC style is an 
  adversary who should never be underestimated. 
  Primary Ability: 
  Primary Ability: 
  Primary Ability: 
  Primary Ability: Intelligence. 
  Entry Feats: 
  Entry Feats: 
  Entry Feats: 
  Entry Feats: Military Scientist, Personal Firearms Profi-
  ciency. 
  Weapon Restriction: 
  Weapon Restriction: 
  Weapon Restriction: 
  Weapon Restriction: Single or paired autopistols. 
  Skill Synergy: 
  Skill Synergy: 
  Skill Synergy: 
  Skill Synergy: Knowledge (tactics). 
  Stance: 
  Stance: 
  Stance: 
  Stance: Body is held straight and rigid with arms forward 
  straight down and slightly away from the torso, legs are 
  straight. The fighter once engaged constantly adjusts their 
  firing position but uses minimum amounts of movement. 
  Special: 
  Special: 
  Special: 
  Special: This combat style cannot be used outside of Eth-
  erspace due to its integration of an immersed scope 
  user’s unconscious attunement to the currents of Ether-
  space. Whilst you can develop ranks in the skill as nor-
  mal, you can only the stance and manoeuvres with your 
  scope avatar. 
  BBBALLISTIC
  ALLISTIC
  ALLISTIC P P
   PLOTTING
  LOTTING
  LOTTING   
  The core teaching of the entire style this technique 
  teaches the practitioner to sense, anticipate and 
  react to their opponents’ attacks and avoid being 
  hit by simply not being where the attack will hit. 
  DC: 
  C: 
  C: 
  C: 20 
  Use: 
  Use: 
  Use: 
  Use: When you enter your stance make a fighting 
  technique skill check.  
  Effect: 
  Effect: 
  Effect: 
  Effect: If unsuccessful you a +1 defensive bonus 
  against ranged attacks that can be applied to a 
  number of opponents equal to your Int modifier. 
  You may change which opponents you apply the 
  bonus to as a free action at the beginning of each 
  of your turns. 
  CCCLOSE
  LOSE
  LOSE C C
   COMBAT
  OMBAT
  OMBAT   
  The focus and dedication ATAC requires that few of its 
  practitioners study advanced unarmed combat tech-
  niques and usually have guns in their hands anyway. In-
  deed some ATAC masters are actively dismissive of the 
  value of unarmed techniques. This can be somewhat un-
  derstood as ATAC fighters learn to fire their weapons 
  without danger to themselves in even the closest of quar-
  ters 
  DC: 
  DC: 
  DC: 
  DC: 25 
  Use: 
  Use: 
  Use: 
  Use: Make a fighting technique skill check when making 
  a ranged attack when threatened by an opponent or op-
  ponents.  
  Effect: 
  ect: 
  ect: 
  ect: If unsuccessful the attack is resolved as a normal.  
  If successful you do not create an attack for opportunity 
  for the opponent or opponents. 
  CCCOUNTER
  OUNTER
  OUNTER F F
   FIRE
  IRE
  IRE   
  The techniques of a skilled ATAC practitioner not only 
  allow them to avoid attacks but also to take advantage of 
  the weaknesses in their defences opponents create when 
  attempting to hit him 
  DC: 
  DC: 
  DC: 
  DC: 30 
  ATAC F
  ATAC F
  ATAC FEAT
  EAT
  EAT   AND
  AND
  AND M
   M
   MANOEUVRE
  ANOEUVRE
  ANOEUVRE T T
   TABLES
  ABLES
  ABLES   
  Fighting Technique Skill Ranks
  Fighting Technique Skill Ranks
  Fighting Technique Skill Ranks
  Fighting Technique Skill Ranks 
  Stance Feat
  Stance Feat
  Stance Feat
  Stance Feat 
  3 
  Precise Shot 
  8 
  Elusive Target 
  13 
  Combat Reflexes 
  18 
  Skip Shot 
  23 
  Improved Initiative 
  Fighting technique Check DC
  Fighting technique Check DC
  Fighting technique Check DC
  Fighting technique Check DC 
  Manoeuvre
  Manoeuvre
  Manoeuvre
  Manoeuvre 
  20 
  Ballistic Plotting 
  25 
  Close Combat 
  30 
  Counter Fire 
  35 
  Death Blossom 
  
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  Use: 
  Use: 
  Use: 
  Use: When an opponent’s ranged attack misses you by an 
  amount equal to or less than your Int modifier make a 
  fighting technique check. 
  Effect: 
  Effect: 
  Effect: 
  Effect: If successful you gain an immediate attack of op-
  portunity against that opponent. This counts against the 
  character’s normal limit of attacks of opportunity in a 
  round 
  DDDEATH
  EATH
  EATH B B
   BLOSSOM
  LOSSOM
  LOSSOM   
  Spectacular to behold, devastating in effect and extremely 
  difficult to master the Death Blossom is the ultimate ex-
  pression of the ATAC masters art. The master enters a 
  momentary almost trance like state and delivers a barrage 
  of almost instantaneous attacks against multiple enemies 
  within range. 
  DC: 
  DC: 
  DC: 
  DC: 35 
  Use: 
  Use: 
  Use: 
  Use: The character uses a full round action to make a 
  fighting technique check. 
  Effect: 
  Effect: 
  Effect: 
  Effect: If successful you make a single attack roll at your 
  highest attack bonus against all opponents within two 
  range increments and a 180 degree line of sight firing 
  arc. If using two weapons two such arcs are creatable and 
  these may overlap or cover separate areas, note your 
  highest two weapon fighting penalties applies to your 
  attack roll. If unsuccessful you merely resolve an attack 
  against one randomly determined opponent in the firing 
  arc however an amount of ammunition equalling the 
  original number of potential targets is still expended. 
  Credits
  Credits
  Credits
  Credits
  Credits
  Credits
  Credits
  Credits
  Credits
  Credits
  Credits
  Credits            
  Designed by Nigel McClelland, Ben Redmond and Scott 
  Carter 
  Written by Nigel McClelland and Scott Carter 
  Layout by Ben Redmond 
  Etherscope is copyright Goodman Games and is used with permission. 
  
SOURCE: textdata/thevault/Etherscope/Etherscope Rules Variants.pdf