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  AEON ANGELUS NECRONOMICON 
  Version 2 – 26.03.2008 
   
   
  by 
  Luke Walker 
   
  with contributions by  
  Sam Walker 
   
   
   
   
   
   
   
   
   
   
   
   
   
  for 
   
  by  
   
   
  
   
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  2 
   
      
      
      
      
  CONTENTS 
   
  Introduction 
  pg 4 
  Rules  
  pg 6 
  Setting 
  pg 8 
  Background 
  pg 9 
  Story 
  pg 11 
  Theme 
  pg 12 
  Act One: The Gilgal Refaim 
  pg 14 
  Act Two: The Temple House 
  pg 19 
  Act Three: The Great Shrine 
  pg 24 
  NPC Statistics and Handouts 
  pg 30 
  Player Characters 
  pg 32 
   
  Winter 
  Dream 
  Reaver 
  Sapphire 
  pg 32 
  pg 33 
  pg 34 
  pg 35 
  Mecha Templates 
  pg 36 
   
  Gilgamesh 
  Orpheus 
  Leviathan 
  Kameni 
  Loki 
  pg 36 
  pg 37 
  pg 38 
  pg 39 
  pg 40 
   
   
  
   
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  INTRODUCTION 
      
  Aeon Angelus Necronomicon: Evolution is a scenario for CthulhuTech by Wildfire LLC. This 
  scenario is designed to be run in just three hours. No prior knowledge of Cthulhutech is 
  needed to play this scenario, though knowledge of the Neon Genesis Evangelion and the 
  works of H.P Lovecraft is helpful. 
    
  CthulhuTech, Framewerk, the Engels and all distinctive logos and terms are the 
  intellectual property, copyright or trade marks of Wildfire LLC. © 2007 All rights 
  reserved. This scenario may be printed and/or reproduced for personal use only, and 
  this copyright notice must be left intact. No part of this text may be reproduced without 
  permission of the publisher. 
   
  This scenario includes everything needed to play it, except some dice (ten sided dice).  
   
  The scenario is divided into four parts. The first two chapters start with the big picture of 
  CthulhuTech’s rules and setting. The next three chapters then focus on the scenario itself with 
  an overview of the scenario’s background, structure and themes. Finally, the last three 
  chapters detail the scenario’s 3 Acts which form the bulk of the story. The scenario then 
  finishes with the NPC statistics, handouts and PC sheets, including their mecha. 
   
  The Original Concept 
  This scenario is based upon my ideas for a full length campaign called Aeon Angelus 
  Necronomicon. Thematically, this campaign is my retelling of the Neon Genesis Evangelion 
  story through the lens of CthulhuTech. This story is very popular in anime and has been retold 
  a number of times, including in both RahXephon and Fafner.  
   
  Despite the seeming difficulty of retelling a story of this scope and scale in such a short period 
  of time, it is not unprecedented. This scenario forms part of the tradition that both Evangelion 
  and RahXephon established in retelling their entire story in a single movie, consisting of the 
  most important scenes edited together. Like those movies, the pace in this scenario will be 
  frantic and the players will be scrambling to keep up with the events. However, this is 
  intentional and both those movies help establish how this scenario is likely to feel in play. 
  Embrace the madness.  
   
  This scenario revolves around the three main Acts of what I envisaged to be the three stages 
  of the longer campaign. Should you wish to evolve this scenario into a three session mini-
  campaign or a three year mega epic, it should be relatively easy to do so with the material 
  provided. 
   
  Symbolism & Meaning 
  This scenario uses a lot of information that I gathered from my amateur “wikipedia style” 
  occult research. It would not be an exaggeration to say that every name, symbol and 
  reference made in this scenario is done so with specific purpose and that the meanings 
  behind them are connected to the others in some fashion through real world occult mythology. 
  I have done this to replicate the feeling of Evangelion where everything has a place or is a 
  part of a larger puzzle, which the players may spend time both during and after the scenario 
  attempting to understand what happened. However, as with Evangelion, the larger puzzle 
  itself isn’t what’s important as it does not really form a cohesive single picture. Instead, you 
  are left with an endless spiral of connections and symbols which you are left to decide their 
  ultimate meaning.  
   
   
   
   
  
   
  5 
   
      
      
      
      
  Presentation of Information 
  There is much more material in these pages than is needed for this one scenario. Though this 
  would normally be a problem, it shouldn’t be so here. In fact, the wealth of material can 
  actually be used to great effect in emulating both Evangelion and Lovecraft’s works. Both of 
  these stories deal with hidden knowledge and how discovery of these truths can lead to 
  madness.  
   
  The information is presented in a prosaic manner for ease of use by the GM. However, it 
  shouldn’t be presented in this manner to players. The GM should opt to “show” rather than 
  “tell” any background information, so that the players can feel as if their PCs are on the tip of 
  an iceberg of the events, conspiracies and other dimensional entities involved. As GM, 
  describe the immediate events from the perspective of the PC, and allow the players to piece 
  what they can of the larger picture. It is highly likely that after playing through this scenario the 
  players will know that their PCs have come into contact with the agents of powerful entities 
  beyond their comprehension, but they should not be aware that these entities are Hastur’s 
  Avatars or even Shub Niggurath herself. 
   
  This is especially true of the climax of the scenario. The finale is not a physical act such as 
  destroying the Great Shrine or stopping Ne’el’s ritual, or even a literal one. Instead, the 
  scenario ends with the PCs making a decision through a series of symbolic scenes which the 
  PCs experience in a fugue state whilst being one with Shub Niggurath. The PCs may not 
  understand the exact nature of the decision they just made. However, due to the symbolism 
  involved they should know that they have made a decision and that by doing so they have 
  done right (or wrong) by themselves and each other. 
   
  Acknowledgements 
  This scenario is derived from ideas, pictures and resources that I sourced from a number of 
  places, much of which is used without permission. I would like to thank everyone who 
  contributed in some way. In particular: 
   
  Aeon Angelus Necronmicon PbP: My players (Dahlia, WyzardWhatley, Skippster, and 
  Argent) of the PbP campaign version of this scenario for providing many of the names and 
  character details.  
  Playtesters: Sam, James, Conan and Nick who playtested this scenario. 
  Wildfire LLC: For creating the game that I have been trying to tell this story for, for quite a 
  few years, as well as the myriad of inspiration and resources. 
  Pagan Publishing and Arc Dream: The Great Shrine of Shub Niggurath from Delta Green: 
  Eyes Only provided me with the nexus which allowed this jumble of ideas to become a 
  coherent scenario.  
  Chaosium: I started my background research with the Nephilim RPG, and though not much 
  of what I used remains, it was inspirational. Also, for inspiration through the Call of Cthulhu 
  RPG.  
  www.deviantart.com: A splendid internet resource of anime and Cthulhutech style pictures. 
   
   
   
   
   
  
   
  6 
   
   
   
   
   
  RULES 
   
  CthulhuTech uses a rules system called Framewerk. This scenario contains a simplified 
  version of Framewerk that is suitable for use at conventions and with those who aren’t familiar 
  with the system at all. It lacks the depth and options of the full system, and I recommend that 
  if any of this is of interest you go check out the CthulhuTech rulebook. You will not be 
  disappointed. 
    
  Tests 
  All rolls (except damage and Insanity tests – see below) involve rolling a number of d10s 
  determined by your Skill. The result of this roll is the highest single die result, unless the dice 
  contain a straight or a match of 2 or more dice, in which case those dice may be added 
  together if that is a higher result. For example: 
   
  - 
  if you roll 1, 3, 7, 9, your result is 9. 
  - 
  if you roll 3, 4, and 6 your result is 3+4=7.  
  - 
  If you roll 2, 7, 7, 7, 10, your result is 7+7+7=21 
   
  If the PC does not have the appropriate Skill, roll one dice and half the result (rounded up). 
   
  This result is then modified by any applicable modifiers, such as Attributes (these have 
  already been added on the PC sheets), multiple action penalties and wound penalties. For 
  example, you make a Dodge Skill roll and you have a Dodge of 3 and an Agility of 8. This will 
  be notated on the PC sheet as 3d10+8. You roll 2, 5, and 5. You get a total of 18, being 10 
  (5+5) from the roll and 8 from your Attribute. 
   
  If the result equals or exceeds the Difficulty (Diff) set by the GM, the action succeeds.  
   
  The general guideline for setting Diffs are: 
   
  Easy = 8 
  Average = 12 
  Challenging = 16  
  Hard = 22 
  Very Hard = 28 
  Legendary = 34 
   
  Where two PCs and/or NPCs are contesting against each other then rather than using Diffs, 
  the winner is simply the one who rolls the highest.  
   
  Drama Points 
  Each PC has 10 drama points to spend during the scenario. Each drama point may be spent 
  after the PC has made a roll to add an extra dice, or before the GM makes a roll to subtract a 
  dice away. Drama points cannot be used on Insanity tests. 
   
  In addition, if a player describes an action in a particularly cool and exciting way that builds to 
  the scene for all involved, the GM may award them an immediate drama point to that roll. 
   
  Character Sheets 
  This scenario includes character sheets for 4 player characters. It also includes sheets for 
  their 5 mecha. The mecha sheets are in the same format as the PC sheets and include some 
  identical information. This should allow for players to flip between the PC and mecha sheets 
  with ease and fully utilise Framewerk’s verisimilitude between personal and mecha combat. 
   
    
   
  
   
  7 
   
   
   
   
   
  Combat 
  Combat presents a few additional complications to the above rules. Time is broken into 
  segments of time called turns. Each PC and NPC can take one action on their turn. Once all 
  actions are done, the turn starts again.   
   
  Should it be required to determine who acts first in a round, then I suggest for speed of play, 
  that the PCs and NPCs act in the following order: 
   
  1. All antagonists except for the Gug and Gibbering Horrors 
  2. Dream 
  3. Sapphire 
  4. Winter 
  5. Reaver 
  6. The Gug and Gibbering Horrors 
   
  Attacks and Dodges by PCs are performed like any other contested roll. If an Attack roll 
  succeeds, the attacker rolls the damage dice for the attack, plus 1d10 for each whole 
  increment that they beat the Dodge Skill roll by 5. The results of these damage dice are added 
  together and then any armour is subtracted from the total.  
   
  Damage suffered accumulates and the total damage also has an effect that applies to PCs 
  only, normally a penalty to future rolls. All damage is healed between Acts or per turn if the 
  PC or mecha has Damage Control listed on their sheet. 
   
  Insanity 
  Each PC begins with 1 Insanity point, due to their synthesis with their Engel or due to their 
  knowledge of sorcery. The PCs may gain more Insanity points as the scenario progresses. 
  The greater the number the more likely that PC will not be able to control himself or herself 
  when put under extreme stress, subject to disturbing scenes or when they cast spells. 
   
  When such a moment occurs, the PC must make a test against a Diff (normally 16) set by the 
  GM. The PC rolls 5 dice less 1 dice for each Insanity point they have. If the PC fails, the 
  player may decide that the PC either gains another Insanity point or is put under the GM 
  control for a temporary period of time. The length will be determined by the GM determined by 
  what is appropriate for the narrative but this loss of control should be expected to be a serious 
  inconvenience to the PC. 
   
  These rules differ significantly from the insanity rules in CthulhuTech. The reason behind 
  these different Insanity rules is that in a short scenario 1 Insanity point in not a real 
  inconvenience, where as temporary loss of control of the PC is for both the PC and player. As 
  such, the players are more likely to take Insanity points much more seriously.  
   
  Sorcery 
  Sapphire knows sorcery and has three spells. She may cast one per Act due to the extensive 
  preparations involved.  
   
  To cast a spell, the player must make two rolls. The first is an Insanity test and the second is 
  an Occult Skill roll. The Diff for both is listed on the PC sheet. If Sapphire fails the Insanity test 
  (or sometimes even when she succeeds with Craft Yog-Sothoth’s Guard) and the player 
  chooses to hand control of the PC to the GM, the spell goes awry in some way. If Sapphire 
  fails the Occult Skill roll, the spell simply fails. 
   
  It is expected that combined with her synthesis with her Engel and the use of Craft Yog-
  Sothoth’s Guard to save her life at least once, Sapphire is likely to go insane during this 
  scenario. 
   
   
  
   
  8 
   
   
   
   
   
  SETTING  
   
  The year is 2085. The stars are right. Humanity stands on the brink of extinction. All that 
  stands before this inevitable end are those who give up their own humanity to enable them to 
  fight back. Amongst these defenders, and perhaps the ones who have the most hope of 
  making a difference, are the Engel pilots: people whose psyche have synthesised with 
  monstrous biomechanical constructs which form the cutting edge of the New Earth 
  Government’s weaponry. 
   
  How did we get to this? 
   
  In the early 21st century, humanity discovered how to access the inexhaustible power of 
  dimensional energy by harnessing it through the technology of D-Engines. The human race 
  began to technologically advance at an alarming rate. 
   
  As a side effect of using this living energy, many users of D-Engines felt a bond develop with 
  the equipment that it powered. It was not long before this bond was utilised by the creation of 
  vehicles that had the same shape as its pilot or driver. Before long, mecha had become a 
  common sight on the battlefield. 
   
  Mankind’s advancement did not go unnoticed. The Migou feared that humanity’s folly would 
  bring on the End Times and acted to stop them. Their first plan was to genetically engineer a 
  seemingly interstellar army called the Nazzadi to attack Earth. This black skinned and red 
  eyed people seemed to be the stuff of nightmares, but in fact they were created from the 
  same genetic material as humans.  
   
  The First Arcanotech War caused devastation on a massive scale. However, the Nazzadi 
  began to feel that their enemy was actually kindred spirit. They rebelled against their Migou 
  masters and joined in rebuilding humanity instead. 
   
  The Migou refused to admit defeat and amassed for a second wave of attacks, this time 
  manned by their own race. However, when they arrived the situation was worse than they 
  expected. Hastur had already awakened and was engaging the NEG on a massive scale 
  through a wild and savage army called the Rapine Storm. Nyarlathotep was working through 
  the shadows and the followers of Cthulhu were once again in search of their ancient 
  slumbering god.  
   
  The Migou took control over Earth’s orbit and began their deadly assault. Humanity was 
  forced to fight a war on many fronts. This Second Arcanotech War quickly became the 
  deciding conflict of this Aeon - the Aeon War. All hope seemed lost. However, humanity led by 
  the NEG never gave up hope. 
    
  The NEG developed war machines of unprecedented power called Engels. Little is known 
  about how the Engels are constructed. What is known is that they are made from both 
  mechanical and biological components and that their pilots must be synthesised with them in 
  order to overcome any of the Engel’s own limited sentience and control. 
   
  The Engel Project fights on the forefront of humanity’s final battle. If the end is to be avoided 
  or even delayed, it is they who must forge it from blood. 
   
  
   
  9 
   
   
   
   
   
  BACKGROUND 
   
  It is 2085 and humanity is fighting for survival in the Aeon War. However, this is not the first 
  time widespread conflict has occurred to decide when this Aeon would end and what the new 
  one would be. The last Aeon War took place a time before the last ice age when the 
  advanced serpent sorcerers known as the Valusians were the dominant race on the Earth, 
  ruling from their magnificent city of Mu.  
   
  Order of the Black Star 
  During that time, the Order of the Black Star, a powerful 
  cult worshipping Shub Niggurath in the form of primordial 
  Earth Goddess Cybele, threatened to awaken the Old 
  Ones. The Order was named after the Moon, which they 
  worshipped as the personification of the Dark Mother. 
  Unlike the shining circle we see today, the Moon was like a 
  black eye leering down from the heavens. This appearance 
  was caused by the Great Shrine of Shub Niggurath, lying 
  under a grotesque crater we now call Mare Orientale, 
  which faced the Earth. The Shrine poured powerful 
  energies down to numerous sites on Earth. 
   
   
  The Order was led by a number of powerful sorceresses who became known as the Sybil. 
  The Sybil were focused on using these energies to bred themselves a race of semi-divine 
  beings called the Nephilim. The Nephilim were an amalgam between men and monstrous 
  entities born from Shub Niggurath herself. This amalgamation is mirrored in some ways 
  several millennia later by the interface synthesis performed between pilot and Engel. 
   
  The Sybil believed that if they could awaken enough Nephilim this would in turn rouse the 
  Dark Mother from her slumber and bring the current Aeon to an end. By doing this, the Sybil 
  believed that they could shape the Aeon to come. 
   
  The Valusians realised that their very race was on the brink of extinction due to the Order’s 
  actions. To counter this fate, they used their own sorcery to rotate the Moon. By doing so, the 
  Great Shrine was moved away from the Earth to face the dark emptiness of space. The tactic 
  succeeded but the impact it had on the Earth was tremendous. The seas ran awash over the 
  land and ice ran rampant, starting the next ice age. The Valusians faded away and all but 
  three of the Sybil died. 
   
  The three Sybil who survived were Sedeqetelebab (Sedeq), Ne'elatama'uk (Ne’el) and 
  'Adataneses (Adata). Their survival has been remembered through the ages: their names are 
  attributed to the three daughters-in-law of Noah, who were believed to by capable of powerful 
  sorcery and long life. The three sisters seperated from each other shortly after the catastrophe 
  and seemingly disappeared from history. However, none of them ever stopped trying to fulfil 
  their original plan, though each pursued their own course. 
   
  Adata 
  The youngest, Adata, was driven mad by the events that she had suffered. She received 
  many visions that she believed were communications with Shub Niggurath herself. She turned 
  away from using sorcery and instead explored another path to merging humanity with the 
  divine directly through the psyche itself. She believed that if the mind itself was stripped bare 
  that it would be able to merge with these divine communications. Unfortunately, in her 
  madness, she did not see that she had come under the influence of the Tattered King, Hastur, 
  who uses Adata to this day as a part of his efforts in the Aeon War through the Rapine Storm.  
   
   
   
   
  
   
  10 
   
   
   
   
   
  Sedeq 
  The eldest, Sedeq and the cleverest of the three, turned away from sorcery and the old ways. 
  Instead, she bided her time to ensure that her next attempt wouldn’t fail. First, she secured the 
  body of the last Nephilim, Baphomet, who was on the verge of death. She used the semi-
  divine cadaver to build herself an occult society much more powerful than the Order of the 
  Black Star, the Knights Templar. This group has been active in occult history for thousands of 
  years.  
   
  Baphomet was believed to be a pagan idol, connected to Pan and later the devil, worshipped 
  by the Knights Templar. However, this was a ruse to hide the true nature of Baphomet as one 
  of the semi-divine children of Shub Niggurath. Only the leaders of the Templars and the 
  Vatican knew the truth. Baphomet was an ancient being, 50ft tall and encased in a shell of 
  living armour, buried beneath the Temple House in Paris – a proto-Engel.   
   
  Eventually, a viable alternative for merging humanity with the divine presented itself to her. 
  She explored the use of science and genetics to create an amalgam. Though her early 
  attempts all failed; the leaps and bounds made in the Engel Project promised to elevate her 
  ideas into success. She quickly used her own expertise and influence to take on the persona 
  of Dr Ezra Ma (named after her mother-in-law Ezrama) and formed the Bereshith Protocol 
  inside the Engel Project.  The Protocol is an experimental group that is attempting to achieve 
  a perfect synthesis between the Engel and pilot.  
   
  Unbeknownst to anyone in the NEG, the Engel Project or the Protocol, Sedeq’s continued 
  successes actually come from the secret use of Baphomet’s genes that are spliced into 3 test 
  subjects at birth many years ago. Not even the test subjects are aware of this fact. One of 
  three, Winter, also has genetic material from Sedeq herself. 
    
  Ne’el 
  The middle Sybil, Ne'el, holds onto the old ways and continues to lead the Order of the Black 
  Star. She hopes to re-forge a path back to the Great Shrine through one of several ancient 
  lost gateways on Earth that were designed to capture the Shrine’s lunar energy. Her attempts 
  so far have been thwarted by the Migou. The Migou know the location of the gates as they 
  currently use the Great Shrine to supplement their race’s own atrophied reproduction. They 
  are also aware that the Order’s activities will also awaken the Old One. 
   
   
  Her attempts so far consist of using powerful elemental 
  sorcery to drill massive holes into the desert around 
  Israel to find a gate close to the site of the Gilgal 
  Rephaim, an ancient and unexplained stone monolithic 
  circle. So far, she hasn’t succeeded. However, she has 
  managed to capture some of the residual energy in the 
  sites and created twisted images of the Nephilim that are 
  called the Rephaim. She is close to mounting her 
  invasion into the Great Shrine itself.  
   
  The Migou would almost certainly win this conflict, if it wasn’t for the influence of Hastur. 
  Having already netted Adata into his influence, he has decided to use her sister and the 
  Bereshith Protocol to ensure that Shub Niggurath’s awakening will be abrupt and violent. 
  Hastur’s plan is undertaken through two of his avatars: the King in Yellow, in the form of the 
  young Bereshith Protocol barrista called Sephariel Twist, and the Emerald Lama, in the form 
  of the sagely wandering Arab called Rishi. Together, they hope to drive the Neo-Nephilim 
  spiraling into the conflict between Ne’el and the Migou and crashing into the slumbering Shub 
  Niggurath.    
   
   
   
   
  
   
  11 
   
      
      
      
   
  STORY 
   
  The scenario consists of three Acts to be run in three hours. As a GM, there is a lot to get the 
  PCs through in the time available. The three Acts are designed to allow for very aggressive 
  scene framing to push the story along at a merciless pace. Though many of the major 
  decisions from Act to Act are decided for the PCs, the Acts themselves hold great flexibility, 
  which the GM should encourage as much as possible.  
   
  Leaving 15 minutes for an introduction of the rules and setting, the length of time anticipated 
  in running these three Acts at (the requisite) break-neck pace for a three hour scenario is: 
   
  Act One: The Gilgal Rephaim – 60 minutes 
  Act Two: The Temple House – 45 minutes 
  Act Three: The Great Shrine – 60 minutes 
   
  Act One sees the PCs investigate the site of an anomalous natural disaster at the Gilgal 
  Rephiam in Israel. Whilst there, the PCs encounter all of the factions that are involved in this 
  scenario through Dr Ezra Ma, an Avatar of Hastur, cultists of the Black Star, a Rephaim, and 
  the Migou. The PCs discover that someone is looking for an ancient portal built at a time when 
  beings remarkably similar to the Engels that they pilot existed and were worshipped as gods. 
   
  Act Two sees the PCs awake from sleep in their beds. In a dream state, they meet and hold a 
  conversation with Rishi and Sepharial, Avatars of Hastur. They experience a number of 
  revelatory visions showing them their true nature, the manipulation and corruption of the 
  Protocol, and the location of an unguarded portal to the Great Shrine. The night culminates in 
  a conflict with Dr Ezra Ma and his unmasking as Sedeq. 
   
  Act Three sees the PC travel to the Plateau of Leng in Tibet to infiltrate into Carcosa. This 
  journey starts with a short but violent conflict with the forces of the Rapine Storm and ends 
  with a bizarre masquerade ball in Carcosa. With what little sanity they have left, they enter the 
  Great Shrine and find themselves in the centre of a massive conflict between Ne’el’s Rephaim 
  and the Migou. They enter a fugue state as Shub Niggurath stirs and calls her children to her. 
  In a series of flashbacks, they must decide who they are and where they will stand. 
   
  Factions 
  This scenario includes a number of factions. All factions are introduced to some extent in Act 
  One. Also, the agendas of all factions are apparent on some level in Act Three. Here is a list 
  of the 6 factions and their agendas: 
   
  Bereshith Protocol: The Bereshith Protocol wants to use the Neo-Nephilim as the NEG’s 
  next super weapon to defend humanity. 
  Sedeq and the Knights Templar: Sedeq wants to use the Neo-Nephilim to awaken Shub 
  Niggurath gently, bringing this Aeon to a close and define the next. 
  Ne’el and the Order of the Black Star: Ne’el wants to destroy the Neo-Nephilim, and instead 
  awaken Shub Niggurath through the creation of the original Nephilim using the Great Shrine. 
  The Migou: The Migou want to stop the Neo-Nephilim, and indeed anyone, from awakening 
  Shub Niggurath or damaging the Great Shrine.  
  Hastur: Hastur wants to rush the awakening of Shub Niggurath by manipulating the Neo-
  Nephilim. 
  Shub Niggurath: As an Elder God, her designs are unknown. She wants to subsume her 
  children, the Neo-Nephilim. Her awakening will bring this Aeon to an end. 
   
   
   
   
  
   
  12 
   
      
      
      
   
  THEME 
   
  This chapter discusses the underlying themes behind this scenario. If you are feeling 
  overloaded by this stage or if you are not interested in using themes, you should feel free to 
  ignore this section. The scenario works fine as written and its use of themes is like unseen 
  glue that binds the story tightly together. This section should help explain to the GM what 
  each scene adds to the overall story and how many scenes mirror and contrast each other. 
   
  Central Themes  
  The overall theme of this scenario centres on Shub Niggurath, the Dark Mother. Shub 
  Niggurath is a nurturer. She looks after her young so they can thrive. However, she 
  represents the dark side of nurturing: that is both the subsuming of the entity being nurtured 
  as well as the acceptance of loss of identity by the nurtured. She is overbearing and 
  smothering to the point that she destroys the individualism and identity of her own young. 
   
  A related theme is one of identity. Our identity is influenced by our relationships. Whilst it is 
  unhealthy to allow these relationships to completely influence us (the dark side of nurturing), it 
  is equally unhealthy to not accept any influence from those relationships. Instead, a positive 
  identity is creating from accepting “good” influence (the bright side of nurturing) but then using 
  that to craft our own independent identity. This is symbolised by our very first relationship, that 
  between mother and child, which we must move from if we are to reach adulthood.   
   
  The Neo-Nephilim 
  The story centres on the three PCs who are the Neo-Nephilim, experimental Engel pilots with 
  call signs Winter, Dream and Reaver. These PCs will decide the fate of Earth, at least for 
  today.  The Neo-Nephilim’s story is one of identity through the acceptance of positive 
  relationship, and their victory comes from taking strength in each other and self-confirmation 
  of who they are.  
   
  During this scenario the Neo-Nephilim discover that they are children of the very things that 
  they are trained to fight and destroy. In the madness that ensues they have several 
  opportunities to support one of the various factions involved, none of which are pleasant or 
  even sane. In the end, the PCs are also given, by Shub Niggurath, a way out of making any 
  choice by returning to the Dark Mother. Hopefully, the PCs will hold true to themselves by 
  actively resisting all of the choices presented, even into death.  
   
  Their storyline is given a personal touch through Winter, who is the direct genetic descendant 
  of Sedeq, who can almost attain perfect synthesis with her Engel Gilgamesh. Sedeq feels a 
  special “motherly” relationship with her, which mirrors the twisted nurturing of Shub Niggurath 
  herself. 
   
  Sapphire 
  A fourth PC, Sapphire, is a Nazzadi arcanotechnician who initially acts an observer of the 
  other three. Sapphire’s story is about loosing one’s identity by rejecting all relationships that 
  influence you, be they positive or negative. She forsakes the present and herself for the 
  future. Sapphire is a strong willed woman, who is frustrated by the lack of history her race 
  possesses. She is making her own desperate bid to define her future and gain the power that 
  the other three consider to be a curse – Engel Synthesis Interface. However, in doing so, 
  Sapphire overlooks her present situation, that of her bond with the Neo-Nephilim. Sapphire 
  story finishes just before the other PCs. Her finale is whether her actions have carved her 
  place with the other three PCs or whether she has blinded herself to them in her pursuit of the 
  future so that they will condemn her to a violent end. 
   
  Sapphire provides an important contrast to the other three PCs. In her sacrifice of the present, 
  she suffers a heavy toll. Her likely decline into insanity should focus the PCs on the fact that 
  the only people who care for them are each other. This should ground their perspective of the  
   
      
   
   
   
  
   
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  situation, just when it is most needed. Sapphire’s desire to sacrifice her sanity and all 
  relationships she has to gain the one thing that the other PCs would love to be rid of, will be a 
  shock to them. She also mirrors the hubris and ego of three Sybil giving a human face to their 
  millennia spanning story of hubris and worship. 
   
  By Act 
  So how does the theme impact on the scenario? As with any good movie where time is a 
  precious commodity, every scene in this scenario tells a vital part in the overall story and its 
  theme. To put this all into perspective, the various scenes are broken down in this section. 
   
  Act One  
  Migou Attack – This scene establishes the state of affairs as the PCs may see them. It shows 
  the PCs acting together against a common enemy under the protective guidance of the 
  Protocol. Though it seems the PCs are looking out for each other, this is all superficial and 
  barely covers the true state of affairs. 
   
  Rephaim – The revelation of truth and first crisis point happens with the attack of the 
  Rephaim. The PCs have lost the Protocol’s guidance. Their very lives are put into danger by 
  an incomprehensible aggressor. This is an acid test for each PC where they must ask whether 
  they would risk themselves for their fellow PCs and see the answer of their fellow PCs. 
   
  Act Two 
  The Two Avatars – This crisis feeds into the start of Act Two. With everything around them 
  crumbling down, Hastur’s dispassionate revelation of the truth will likely strike a cold and 
  comforting resonance with the PCs current state of mind. 
   
  Sedeq’s Unveiling – The result of Hastur’s interference is to dispassionately paint Sedeq as a 
  villain. The PCs are then given a hand in deciding the fate of Sedeq. Though it is easy to kill 
  her, her misguided yet genuine care for the PCs should make the situation much more 
  complicated. This is aggravated when Major Saxon who clearly doesn’t care for the PCs at all, 
  is prepared to mercilessly kill her and paints the PCs as little more but mosters. This should 
  leave the PCs dissatisfied with the outcome of this Act, whatever that outcome is. 
   
  Act Three 
  Plateau of Leng – The seemingly random combat with the Gibbering Horrors and the Gug 
  outside the Stone Monastery is actually important to the scenario’s theme. It should contrast 
  the Migou attack in Act One by showing the PCs working together in a genuine fashion, 
  highlighting their newly forged bond to each other. 
   
  The Great Shrine – This is ultimate chaos. The situation is meant to make it clear that no PC 
  decision will produce the right result. This leads into the introduction of Shub Niggurath who 
  will present them with the easy and appealing option of not choosing and letting someone 
  else decide for them. 
   
  Shub Niggurath – The two symbolic scenes at the school reflect (without being too obvious) 
  the two most important decisions the PCs made in the previous Acts. It is hoped that the PCs 
  will exhibit what they have learnt in those previous decisions by choosing not to succumb to 
  Shub Niggurath’s nurturing influence. The scene in which Sapphire is tortured by the other 
  children resonates the scene with the Rephaim, where the PCs first had to decide between 
  saving themselves or helping each other out. By standing by Sapphire they are recognising a 
  genuine bond and resisting external influence. The scene in which the PCs may volunteer to 
  punish the other children resonates with the scene with Sedeq. By not punishing the children, 
  the PCs exhibit restraint in judging others too quickly and assuming that they know what’s 
  best for them. The scenario culminates with a decision by the PCs that may well go unsaid. It 
  is hoped that the decision is to deny Shub Niggurath and the influence of the factions, whilst 
  recognising the bond with the other PCs. This is encapsulated by the final line by the 
  amalgam. 
   
   
  
   
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  ACT ONE: THE GILGAL REPHAIM 
   
  This Act is set at the Gilgal Rephaim, an ancient monolithic stone circle in the Golan Heights 
  of unknown purpose and origin 
   
  All six factions in this scenario appear and collide in this Act. It is into this conflict that the PCs 
  are thrust, propelling them into the greater story.  
   
  This Act is also the simplest of the three Acts and this is to give the players time to learn the 
  system and their PCs. 
   
  The three broad sections of this Act are: 
  1. Introduce the PCs as they arrive at Ayn al Basha. 
  2. Encounter the Migou efforts to stop the Order of the Black Star. 
  3. Encounter a Rephaim and note its similarity to the Engels. 
  In addition to these sections, there are a number of other important elements: 
  - Establish Dr Ezra Ma’s strange nature and his protectiveness of Winter. 
  - Meet Rishi, the current incarnation of the Emerald Lama, Avatar of Hastur. 
  - Encounter the Order of the Black Star and learn of its search. 
  - See the statues of Shub Niggurath, in the form of Cybele, and the Nephilim. 
  - See flashbacks to what the site was used for, before the last ice age. 
  - Loads of combat. 
   
  What is going on? 
  The Gilgal Rephaim is one of the sites which the Great Shrine of Shib Niggurath used to pour 
  energy down to, before the last ice age. Due to this connection, it was possible to travel direct 
  from the portal to the Great Shrine, under the lunar surface. 
   
  Ne’el and the Order of the Black Star have been searching for the portal to gain access to the 
  power to create Nephilim, and failing that to gather enough of the residual power to create 
  Rephaim. They have been blasting the deserts of the Middle East with powerful elemental 
  vortexes to burrow down into the earth to locate the buried portal. 
   
  This activity has come to the attention of the NEG, the Migou, and Hastur. 
   
  The NEG have sent the NES Chicago to the Jerusalem Arcology to deal with the growing 
  number of refugees. The Bereshith Protocol has been tasked to investigate the site of the 
  latest disaster and determine the cause. The Bereshith Protocol sends the PCs. 
   
  The Migou have sent several fast moving stealth mecha to destroy the Order of the Black 
  Star’s excavation. They are not aware of the NEG’s plans until they detect the arrival of the 
  PCs dropping from a Nighthawk Stealth plane. When this occurs, the Migou desperately move 
  into action, trying to achieve their goal before the PCs can understand what is happening. 
   
  The Order of the Black Star use one of the Rephaim to defend their operation. This being, 
  along with the artefacts recovered from the site, put doubt in the PCs minds that there may be 
  some connection between their own Engels and the site. 
   
  Hastur commences his own plan by sending Rishi to contact the PCs.  
   
   
   
   
   
   
  
   
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  Gilgal Rephaim 
  The Gilgal Rephaim is a series of large concentric stone circles sitting on a plain near Israel. 
  Its shape mirrors that of the Black Moon, which leered down from the sky like a great eye 
  before the last ice age. It was designed to receive and capture the energies emanating from 
  the Great Shrine which it then stored in the statue of Cybele. The Sybil then used this energy 
  along with their sorcery and worship to create semi divine beings, the Nephilim. Even 
  millennia later the arcane connection continues and, with the right ritual, an inter-dimensional 
  bridge between the site and the Great Shrine is possible. 
   
   
  By 2085, the Gilgal Rephaim is mostly buried under sand from 
  devastation of the First Arcanotech War. A modest sized town, 
  called Ayn al Basha, has been built over it. The town is 
  surrounded by plains and desert. In what was the centre of the 
  town a vast crater from the vortex stands, with many multi-
  storey buildings falling inside around its edges. In the centre of 
  that crater is the newly excavated site of the Gilgal Rephaim as 
  well as deeper artefacts such as a gigantic statue of a Nephilim 
  and Shub Niggurath, in the form of Cybele, giving birth to man. 
   
  In the plains outside the town several Migou Silverfish mecha 
  are buried waiting to attack the cultists of the Black Star. 
  Bereshith Protocol 
  The Bereshith Protocol operates through Mission Control. The people who interact with the 
  PCs by way of headset communication are: 
   
  - Major John Saxon – head of operations and a gruff military adviser 
  - Dr Erza Ma – head of science and a weirdly excitable “eunuch” like fellow 
   
  As a GM, these NPCs allow you to communicate information to the players in character, 
  rather than in third person. Most information requested by the PCs will be provided in 
  character via Major Saxon. He can also be used to add tension to any moment by adding a 
  panicked or demanding voice when any PC is hurt or under stress. Dr Erza Ma should be 
  portrayed in an unsettling manner to foreshadow the reveal in Act Two. He is protective of 
  Winter, constantly berates Sapphire to keep an eye out and provides disturbingly accurate 
  analysis on many of the stranger events encountered. 
   
  The Bereshith Protocol has a number of technological resources available to support the PCs. 
  This includes the Nighthawk Stealth Carrier designed to drop the Engels in without being 
  noticed. They also have access to STUARDs (Surveillance and Tracking Upper Atmposhere 
  Remote Drones) that act like satellites to monitor the situation. The STUARDs will be 
  destroyed just before the Migou attack, cutting off communication between Mission Control 
  and the PCs. 
   
  Rishi 
  Rishi is present at the site when the PCs arrive. He is dressed in ethic Arabic dress that is sun 
  bleached green and worn. He has clear sea green eyes, which are unusual for his seeming 
  ethnicity. When the PCs approach the town, he will be burying the final bodies of the dead 
  into a huge massive grave. The PCs are likely to think that he is the last survivor of the site, 
  but his calm manner and the revelation of the extent of the grave should cast doubt over him. 
   
  Rishi has no real agenda in this Act except to meet the PCs, witness the events unfold and 
  eventually be taken back to the Bereshith Protocol’s base, Temple House in Paris, for further 
  questioning.  
   
   
   
   
   
   
  
   
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  Migou 
  The Migou have been monitoring this site for some time. They are aware of the location of all 
  the portals to the Great Shrine and that the Order of the Black Star is trying to locate them. 
  The Migou have buried five Silverfish in the sands around the Gilgal Rephaim. Their plan is to 
  wait for the cultists to remove the artefacts from the town and then intercept them. By leaving 
  the attack as late as possible they hope to avoid confrontation with the Rephaim. 
   
  The arrival of the PCs will surprise the Migou. They will feel forced into action and will do so 
  with shocking speed. First, the Migou will destroy the STUARD from orbit blocking 
  communication from Mission Control to the PCs. Second, the Silverfish will drop their stealth 
  systems to use their blinding speed and gravbombs to almost suicidally engage the PCs and 
  pin them down, allowing for at least one Silverfish to take out the cultists during the 
  distraction. 
    
  Order of the Black Star 
  The Order of the Black Star at the site consists of several cultists with a broad spectrum of 
  skills. They include archaeologists, geologists, weapon specialists and sorcerers. In general, 
  they are not powerful enough to oppose either the Migou or the PCs directly expect though 
  the Rephaim which Ne’el has given them. Their goal is to confirm the location of the portal, 
  remove the newly born man part of the statue of Cybele and return it to Ne’el.  
   
  Unfortunately, the portal will be irrevocably damaged during the fight as the Rephaim draws 
  upon the residual energy of the area, causing all kinds of difficulty for the PCs. 
   
  Cybele 
  Cybele is an ancient earth mother goddess, often sitting on a 
  throne made from living creatures. She is one form given by man 
  to the Great Old One, Shub Niggurath. She is often portrayed as a 
  grossly overweight pregnant with black skin. She is often thought 
  to be related in some fashion to Lilith, the Black Moon, as well as 
  the Black Madonna. The Black Moon is a reference to the 
  appearance of the Moon before the last ice age. The Black 
  Madonna is an unexplained phenomenon of statues of the Virgin 
  mary with jet black skin. The Knights Templar are believed to be 
  connected to the Black Madonna, which many have postulated is 
  actually the influence of pagan earth goddess statues. 
   
  A statue exists of Cybele exists at the Gilgal Rephaim and it is the 
  vessel in which the residual energies from the Great Shrine have 
  collected. The statue is immense and unprecedented in known 
  archaelology. Below her, she gives birth to a man (which is actual 
  size and holds the highest concentration of the energy) and above 
  her in a similar fashion would have stood the Nephilim. Only the 
  feet of the Nephilim still remain. What is left bears a striking 
  resemblance to the Engels and particularly the horned Seraph 
  Engel.  
   
   
  Rephaim 
  The Rephaim are a race of giants in biblical legend that are often connected to the Nephilim. 
  They are believed to have constructed the Gilgal Rephaim and it has been theorised that this 
  was to worship an earth goddess and observe the heavens. The Rephaim are beings like 
  Nephilim and Engels created by Ne’el using the residual energy from the Great Shrine. 
  Though they do include a merger of humanity and monstrosity, the beings are a mockery of 
  the Nephilim. Their existence is only temporary and any sanity the subject had before 
  undergoing the process is lost.  
   
   
   
   
   
  
   
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  The Rephaim at the site starts hidden from normal sight. Sapphire’s Mystical Unborn can see 
  the Rephaim (but won’t offer this informatio n unless it gains something in its favour). When 
  the PCs have discovered the statue of Cybele, the Rephaim will surprise them by coalescing 
  by drawing upon the energies within the statue that have lain stagnant for millennia. 
   
  The use of the residual energy will strike a warped connection on the PCs who experience 
  confusing flashbacks to the time when the site was originally created. These visions include 
  the black eye in the black sky, the worship and bloody birth of a Nephilim, and grotesque 
  rituals performed by the three Sybil. These flashbacks are also experienced by the PCs’ 
  Engels who respond by threatening to break the PCs control over them. 
   
  This loss of control over the Engels should really be a focus for the end of this Act. The 
  Rephaim is a savage creature that will attack the PCs in a cannibalistic frenzy that the GM 
  should describe in as much visceral detail as the players can handle. The GM can add to the 
  furore by having Major Saxon screaming all kinds of scary sounding technobabble, such as 
  the PCs lifesigns dropping, Ice (Engel Interface Synthesis) points are spiking beyond nominal 
  thresholds and psyche barriers are being breached.    
   
  Mechanically, the loss of control should be handled using the Insanity mechanic. Ideally, the 
  result should not be to rack up a vast amount of Insanity points at this stage. Instead, the 
  players will probably decide to hand over control of their PC for a short period. In this Act, this 
  should be just for one turn. In that turn, the Rephaim will probably take advantage of their 
  helpless state and attack them mercilessly, heightening the disturbing twist at the end of this 
  Act.  
   
  Suggested Sequence of Events 
  Here is a suggested sequence of events for this Act: 
   
  1. A GNN broadcast reports that there has been a number of unexplained natural disasters in 
  the Middle East, giving rise to increase in refugees and religious worship. The NEG have sent 
  aid by way of the NES Chicago. 
   
  2. The PCs sit in their Engels’ pods in a drop bay of the Nighthawk Carrier, lit by the red light 
  of the jump signal. 
   
  3. The PCs use their A-Pods to drop into the town just before dawn. They get an overview of 
  the geography. 
   
  4. The PCs see Rishi just outside the town burying a dead body. He seems unafraid if the 
  Engels approach. The PCs will be able to sense that there is in fact a mass grave under Rishi, 
  just below the surface of the sand. 
   
  5. The PCs see the crater in the centre of town. At its bottom, several strange foundations and 
  stone structures can be seen. 
   
  6. The STUARD picks up a moving vehicle fleeing from the other side of town, as well a VTOL 
  craft powering up. This is the Black Star making a run for it with the newly born man part of 
  the statue. 
   
  7. Communication with Mission Control is suddenly lost as the STUARD is destroyed. 
   
  8. The five Silverfish attack with blinding speed, trying to destroy the cultists. Three engage 
  the Engels in an almost suicidal charge using their gravbombs to pin them down. The other 
  two try and flank the group and attack the fleeing cultists.  
   
   
   
   
   
   
   
  
   
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  9. Toward the end of the conflict, damage to the town causes the floor of the crater to subside, 
  revealing the Gilgal Rephaim and the statue of Cybele. 
   
  10. The Rephaim coalesces and attacks the PCs. 
   
  11. Whilst fighting, the PCs suffer disabling flashbacks and the Engels seems to try and break 
  free. The PCs will need to make Insanity tests diff 16 to establish control as their psyche is 
  ripped asunder. 
   
  12. The building energy tears into the Rephaim who begins to mutate and go berserk. 
   
  13. Mission Control establishes partial communication. Dr Ezra Ma is interested in the statue 
  and identifies it as Cybele. He identifies the Nephilim’s feet that a newly born man should be 
  situated at the base of the statue. 
   
  14. The Rephaim dies at the feet of the Cybele statue. Its body dissipates and the remaining 
  residual energy seems to float upward seemingly through Cybele’s birth canal and into the 
  predawn sky, where the Moon sits watchfully.  
   
  15. Nighthawk Stealth Carrier returns and the Act finishes on the PCs retrieving several items 
  and people from the site. The PCs discover the newly born man statue held by the cultists has 
  shattered. 
   
   
   
   
   
   
   
  
   
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  ACT TWO: THE TEMPLE HOUSE 
   
  This Act is set at the Temple House in Paris, the base of the Bereshith Protocol and also the 
  original headquarters of the Knights Templar. 
   
  This Act focuses on the PCs and reveals to them their true nature as well as the Bereshith 
  Protocol. By its end, they should be questioning everything.  
   
  This Act is the shortest of the three Acts as it contains almost no combat. Time should be 
  spent on allowing the players to roleplay their PCs and explore them to their fullest. 
   
  The three broad sections of this Act are: 
  1. Encounter Rishi and Sepharial, the two avatars of Hastur. 
  2. Discover Baphomet, being held in the basement of the Temple House. 
  3. Reveal the true nature of Dr Erza Ma. 
  In addition to these sections, there are a number of other important elements: 
  - Establish the Temple House and the dream-like state which the PCs are in. 
  - Reveal the location of an unguarded portal to the Great Shrine in Carcosa. 
  - Reveal the missing past of the PCs. 
  - Question their loyalty to the Bereshith Protocol. 
  - Learn that the PCs are genetically altered to allow for greater synthesis. 
  - Destroy Dr Erza Ma and gain a sense of her greater plan. 
   
  What is going on? 
  Sedeq, posing as Dr Erza Ma, established the base of the Bereshith Protocol on top of the 
  headquarters of the Knights Templar, an Order she controls. In a secret and secure basement 
  of the Temple House lies Baphomet, the cadaver of the last Nephilim, and the secret of 
  Sedeq’s experiements success.  
   
  Hastur has two Avatars inside the Temple House. The first is Sepharial Twist, a young 
  attractive woman and fresh face who runs the Protocol’s café and bar. She is someone who 
  the PCs will have confided in and someone who they are comfortable with. The second is 
  Rishi, the man who was brought back to the base following the incident at the Gilgal Rephaim. 
   
  Together, the two Avatars plan to strip away all the lies surrounding the PCs with the aim of 
  crumbling their perspective on all things, breaking their faith with the Protocol, and motivating 
  them to go to the Great Shrine seeing the Migou and the Order of the Black Star as enemies. 
  Sepharial will be charming and friendly. Rishi will be sagely and authorative.   
   
  The two Avatars have their work cut out but they can afford to reveal much of this information 
  honestly and without reserve. This approach should be enough to have the PCs at least 
  consider what they have to say and realise that everything is a lie. 
   
  The scene ends with a physical act to symbolise this break from the past. Dr Erza Ma is 
  revealed as Sedeq, and her ugly plan laid bare for all to see. Whether by the hand of the PCs 
  or the Protocol, Sedeq will meet her end. Her demise should not be satisfying to the PCs 
  however, as Dr Erza Ma was one of the foundations on which they established their view of 
  the world. Her destruction should have the PCs thinking that they have been manipulated 
  tosome unknown end. In particular, Winter will feel her loss the most, especially as Sedeq, 
  was the only mother she ever knew. 
   
   
  
   
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  Temple House 
  The Temple House is the base for the Bereshith Protocol. Its foundations are that of a much 
  older building, but it has received vast modernisation and expansion to cater for the needs of 
  the cutting edge Bereshith Protocol. However, much of this work is not yet completed. As a 
  result, the old and new stand side by side and there are many vast empty spaces and unused 
  sections.  
   
  One visual motif throughout the Temple House is the use of Christian iconography, 
  particularly that with double meanings. The Black Madonna, a black skinned Virgin Mary, will 
  be the most common. There is no explanation as to why these statues exist, though some 
  postulate that they are a reference to an ancient fertility goddess such as Cybele. The Black 
  Madonna was also connected to the Knights Templar. The image of Baphomet as the devil in 
  the form of a black goat humanoid will also appear in a number of classical style paintings of 
  Biblical scenes. The extent with which to use this imagery is over to the GM. I would suggest 
  erring on the side of more than less, given the short 3 hour time frame.  
   
  No layout of the base is provided as it should change to fit the narrative. Simply assume that it 
  has many facilities, some which are beyond the comprehension (and security clearance of the 
  PCs). The only two places where the PCs will feel comfortable are their own bedrooms and 
  Sepharial’s café and bar. 
   
  The Temple House may seem like just scenery but it plays an important role in this Act as it 
  adds to the atmosphere. It should feel both like a haunted house and dreamscape all rolled 
  into one. The two Avatars are able to influence the physical geography of the building 
  considerably and this unquestioned and disjointed spatial alteration should add to the dream-
  like feeling of the scene. When they wish to reveal a flashback to a PC, it will often appear as 
  if the flashback were taking place inside the Temple House in front of all PCs. If the Avatars 
  wish to move the PCs to a location inside the Temple House, it will happen seamlessly.      
   
  Bereshith Protocol 
  The history and secrets of the Bereshith Protocol is set out in the Background section. 
  However, no one except Sedeq and Hastur know all this information.  
   
  Major Saxon is a military man loyal to the NEG. He believes that the Protocol is a valuable 
  asset, which is performing risky experimentation to provide a real advantage in the Aeon War. 
  He trusts no one. Though he initially comes across as just a wise military superior, he 
  suspects that they are corrupted and he knows that they are dangerous. If the PCs or Dr Erza 
  Ma show themselves to be the enemy he won’t hesitate to use the fail safe systems he has 
  put in place to deal with them.     
   
  Sepharial and Rishi 
  Rishi is the elder Arab who the PCs met at the Gilgal Rephaim. He was brought back to the 
  Temple House for questioning but now seems to roam freely around the complex. He is 
  actually one form of the Emerald Lama. He is credited for revealing to the world the details of 
  the Valusian city of Mu through the Emerald Tablets. Rishi is a sagely figure. An elderly man 
  with clear green eyes. He has another eye of the same colour tattooed on his forehead. 
   
  The Emerald Lama represents madness through truth and learning. He will act as both a guru 
  and an authority figure on the information that is revealed to the PCs. He will never get angry 
  or enter into a conflict with the PCs. 
   
   
   
   
   
  
   
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  Sepharial Twist is the barrista of the Protocol’s café and bar. She is actually 
  one form of the King in Yellow, based on a description of the moon as a 
  princess wrapped in a yellow veil on page one of Oscar Wilde’s play 
  Salome. This play was supposedly inspiration for or inspired by a version of 
  the play King in Yellow. She is named after the astrologer that first used the 
  Dark Moon Lilith in his astrological calculations. She is the friendly face 
  behind the bar which people can tell their woes to. She is also seen behind 
  the piano playing those classic piano solos that are familiar to “anime”. 
   
  The King in Yellow represents madness through dreams and desires. She 
  will act as a friend and confidante to the PCs as all the information is 
  revealed to them. 
   
  The PCs’ past 
  The Neo-Nephilim don’t remember much about their early childhoods. The 
  reason for this is that they were genetically altered at birth by the Knights 
  Templar many years ago. The first was Reaver, followed by Dream and 
  finally Winter. Winter also had genetic material from Sedeq spliced into her 
  own. This all occurred before the Bereshith Protocol was even in existence. 
   
  Though the process of genetic splicing probably has some advanced procedure in science, 
  the method when using the potent genes of the semi-divine Baphomet is very simple. This is 
  to also allow the GM to represent this process in an obvious visual way. The process just 
  requires a specially prepared and compatible baby to be injected with a large quantity of 
  Baphomet’s decayed blood. 
   
  Each of the flashbacks to the Neo-Nephilim’s births can be done as physical scenes which all 
  PCs can see and experience. Like a dream, any action they take will be incorporated into 
  what happens without question from those in it. Each flashback sees a baby born to parents. 
  This should be described in a tender manner. To avoid the GM second guessing the players, 
  ask the players to describe both the scene and their PCs’ real parents in an ideal way form 
  their PCs’ point of view. Once done, the GM can describe a shadowy female figure waiting in 
  the background. The doctors take the parents aside while the figure comes forward and 
  injects the baby. The face of the figure is shadowed. Each of the PCs feel it is familiar, 
  especially Winter but none recognise it just yet. 
   
  Baphomet 
  Baphomet is the decaying corpse of the last Nephilim. His 
  body is held in a secure vault in the basement of the Temple 
  House. As soon as Rishi and Sepharial take the PCs to the 
  vault, it will alert Major Saxon. However, he will not be able 
  to confront them initially as the PCs have only visited in their 
  dream projected state.  
   
  He looks very much like an dead and decaying Engel, 
  especially the gigantic horned Seraph Engel like the 
  Rephaim. He is attached to the wall by his hands which are 
  nailed spread out behind him. His wings form an egg like 
  cocoon around his body. Three huge rents in his dead flesh 
  drain all the fluid from his body. In front of the chest of 
  Baphomet is a man-sized figure, resembling a pilot. It forms 
  part of the larger figure, almost appearing to be an atrophied 
  limb.  
   
   
   
   
   
  
   
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  Baphomet’s representation as a black humanoid goat figure, often connects him to the Devil 
  and to a lesser extent Pan. It is this second connection that proves correct in this scenario. 
  Shub Niggurath is often associated with the Black Goat of the Woods. However, this form may 
  in fact be an Avatar of hers. It is possible that Baphomet may have been the cause of the Pan 
  myth and association with a primordial earth goddess. 
   
  Dr Erza Ma & Sedeq 
  Sedeq is an ancient and powerful sorceress, who has spent several millennia to bring her 
  plans to fruition. She is very clearly mad. She recently changed her appearance to that of a 
  ripe “eunuch-like” scientist with which she could act inside the Bereshith Protocol without fear 
  of being discovered. 
   
  Sedeq visits the PCs every night to inject them with a small amount of Baphomet’s vitae. The 
  process is quite disgusting and whilst doing it, Sedeq acts unequivocally like a mother 
  breastfeeding her baby. The PCs will also recognise her as the shadowy figure in the earlier 
  flashbacks.  The Avatars will show the PCs this scene whilst they are still in a dream projected 
  state. The Avatars will then leave the PCs to decide their own fate, awakening them right in 
  the middle of Winter’s “feed”. 
   
  Sedeq will react very poorly to be being uncovered by the two Avatars and the PCs. Her first 
  priority is to maintain her masquerade. However, as soon as it is apparent that it has been 
  breached she will instead try and convince the PCs to keep her confidence. She cares for the 
  PCs a great deal, however her twisted sense of nurturing should be obvious. 
   
  Sedeq will try and convince the PCs that everything she has done for them was for their own 
  benefit and she has protected them at every turn. Hopefully, the players armed with the 
  information learned in this Act, will interrogate her motives. In return, she may reveal a lot of 
  information regarding her own plans and dreams for the PCs. None of this should be detailed, 
  but if you respond to the PCs half informed statements and questions, the right kind of 
  information should be revealed naturally. In particular, the following information may be 
  revealed: 
   
  1. There is a connection between Baphomet and the PCs and their Engels. 
  2. She had a grand plan for the PCs which involved perfecting their Synthesis with the Engels, 
  involving the return to their mother at the Great Shrine. 
  3. She has two sisters who are also doing something similar, including some connection to the 
  Order of the Black Star. 
   
  Once the scene has run its course and the PCs seem to have made up their mind about what 
  to do with Sedeq, Major Saxon arrives. He will take immediate command of the situation and 
  demand that the PCs kill Sedeq, reminding them of their duty to the NEG and humanity. If 
  they refuse, he will gun Sedeq down mercilessly. In either case, he will also treat the PCs like 
  they are tainted, corrupted abominations. 
   
  Suggested Sequence of Events 
  Here is a suggested sequence of events for this Act: 
   
  1. The PCs “wake up” in a dream projected state, seemingly at night in their beds in Temple 
  House to a haunting piano solo. 
   
  2. They leave their bedrooms which are all along a single corridor. At the end of the corridor, 
  they can see the far off light of Sepharial’s bar. Everything else seems like an endless black 
  void. Sepharial is spotlighted playing the piano under a statue of the Black Madonna, whilst 
  Rishi is at the bar having a drink. 
   
   
   
    
   
   
   
  
   
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  3. Sepharial and Rishi will greet the PCs and be happy to strike up a conversation. If asked, 
  Rishi will shrug his shoulders as to why he is not locked away 
   
  4. The two Avatars will steer the conversation toward finding out what the PCs are looking for. 
  They sense an unfulfilled longing in the PCs. Rishi will give them an invitation to a ball in 
  Carcosa, stating that there will unguarded portal the Great Shrine at that location. The Great 
  Shrine he explains is a place of great power, that was the core of the conflict between the 
  Black Star and the Migou at the Gilgal Rephaim. 
   
  5. He asks them to keep this invitation secret from the Protocol. If asked why the invitation 
  should be kept secret, Sepharial and Rishi say that the Protocol is not to be trusted and 
  question what the PCs actually know of it. The two Avatars cast doubts over the Protocol, 
  claiming the Protocol knew of their origins but never told them. It is no coincidence the PCs 
  were brought together for this project. It was engineered.They ask to show them 2 visions that 
  will help them learn the truth. 
   
  6. The first vision occurs straight away from the bar. In three directions in the dark, three 
  scenes are illuminated from the darkness. Each PC sees the moment of their birth. In each a 
  shadowy figure injects a large quantity of rancid blood into the baby. The effect is obvious, like 
  a ripple of corruption washing through the baby. 
   
  7. The two Avatars offer to take the PCs to see Baphomet as proof of what they say. 
  Baphomet’s chamber is a secure vault in the belly of the Temple House. The figure of 
  Baphomet oozes with the black blood and vitriol they saw before. Insanity test at Diff 22 for 
  seeing Baphomet. 
   
  8. An alarm sounds and Major Saxon appears with guards. Upon seeing Baphomet he is 
  stunned. He cannot perceive the PCs. However, his true feelings for the PCs are revealed 
  when he orders his men to treat the PCs as if they are dangerous abominations.  
   
  9. With a dream-like bending of space the two Avatars relocate the PCs to their bedrooms. 
  Here they see Dr Ezra Ma travelling the hallways and administering Baphomet’s vitae to each. 
   
  10. The two Avatars will dissipate telling the PCs that they are being used. The PCs must 
  work out for themselves just know who they were, are and destined to be. They must 
  overcome that which holds them back through hatred if they are to obtain their true potential.  
   
  11. The PCs awaken in bed. Dr Ezra Ma is at Winter’s bed. She initially will try and calm her 
  down. However, under pressure she will appeal to the PCs to not reveal her, saying that she 
  was acting in their interests. Dr Ezra Ma obviously cares for the PCs deeply, though extremely 
  condescendingly. 
   
  12. Major Saxon arrives in force after destroying Baphomet. He demands the PCs destroy Dr 
  Ezra Ma. He offers Sapphire her Engel if she convinces the PCs to do this. If they don’t, he 
  will kill her. She dies looking up at the Winter. She calls the PCs her children and apologises 
  for leaving them alone to return to their mother. Afterwards, Major Saxon treats the PCs as 
  enemy prisoners.  
   
   
   
   
  
   
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  ACT THREE: THE GREAT SHRINE 
   
  This Act covers the journey through the Plateau of Leng and Carcosa to the Great Shrine 
  under the surface of the dark side of the moon.  
   
  This Act is the climax to the story where the PCs must decide where they stand and who they 
  are. Ideally, the PCs should reject all the options available by choosing their own path, even 
  though this will lead to their death.  
   
  This Act is the most difficult of three Acts to manage as it requires the PCs to journey through 
  2 different places to reach a desperate climax from which there is seemingly no escape. All 
  six factions are again present in this Act pursing their agendas. This should provide the PCs 
  with a smorgasbord of what not to do. 
   
  The three broad sections of this Act are: 
  1. Infiltrate through the Rapine Storm on the Plateau of Leng. 
  2. Travel through the portal at the masquerade ball in Carcosa. 
  3. Determine the conflict at the Great Shrine. 
  In addition to these sections, there are a number of other important elements: 
  - Fight the Gug and Gibbering Horrors roaming the Plateau 
  - Retain one’s sanity and not be tempted by the masquerade ball in Carcosa 
  - Withstand the assault of both the Rephaim and the Migou forces 
  - Merge with Shub Niggurath,  
  - Retain one’s identity and deny the Dark Mother   
  - Come to peace with their past and make their final decision 
   
  What is going on? 
  Unlike the previous two Acts, there is much less going on behind the scenes in this one. The 
  PCs have kept the invitation to Carcosa secret, waiting for a mission into the Rapine Storm’s 
  territory. That time has come. The Act follows the PCs who are now the biggest movers and 
  shakers in this scenario as they try and bring this matter to an end by finding and using the 
  portal to the Great Shrine. 
   
  Elsewhere, Ne’el and the Order of Black Star have actually managed to locate another portal 
  unguarded by the Migou in a place called the Zone in the United States. The Zone is the 
  name for an unexplained magically devastated site where Las Vegas used to be. As such, the 
  Migou were not able sense any activity inside it. Ne’el has mobilised her army of Rephaim and 
  is on the brink of assaulting the Great Shrine.  Unfortunately, the unstable nature of the 
  Rephaim is aggravated by the Zone and this will prove catastrophic. 
   
  Hastur, on the other hand, is confident that he is on top of everything. In fact, he has decided 
  to hold a masquerade ball to watch the fruition of his plan in luxurious style. At the ball, the 
  PCs will be the guests of honour, along with Rishi and Sepharial. 
   
  Shub Niggurath lies sleeping. Though her slumbering form is not located in a physical space, 
  it is connected to the Great Shrine. The events that transpire will threaten to awaken her and if 
  the PCs decide to merge with her they will not only awaken her but also be instrumental in 
  what she does after awakening. There is one problem though. Due to Hastur’s interference, 
  Shub Niggurath’s awakening will be abrupt and violent. Her coming would always bring about 
  the end of humanity but if the PCs take this path all traces of humanity and Earth will be wiped 
  away in an unprecedented apocalypse.  
   
   
   
  
   
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  Sapphire 
  Before the start of this Act, Sapphire is approached by Major Saxon. He has agreed to give to 
  her an Engel with which she can interface with in exchange for securing her loyalty to keep an 
  eye on the other PCs should it be needed in this Act. Whether or not the player intends to go 
  along with it, Sapphire has seemingly agreed and is now synthesised with an Engel called 
  Loki. This will cost her 1 Insanity point. 
   
  This offer is important to the story arc of Sapphire. Major Saxon tries to spin her now being 
  part of “the team”. She is likely to be well aware that he is just using her but how she deals 
  with her reward will heavily decide her ultimate fate at the end of this Act, as it may mean 
  betraying the other PCs. 
   
  The Rapine Storm 
  The Rapine Storm is an army of incomprehensible brutality and deformity. Acting on the will of 
  Hastur, they have grown out from the Plateau of Leng in the mountains of Nepal to ravage 
  much of South East Asia and have extended themselves as far as the Arabian Peninsula. The 
  army consists of humans, many mutilated and insane, as well as a variety of creatures 
  unknown to man. The NEG are constantly engaging the Rapine Storm but they have been 
  unable to contain the force. 
   
  The PCs will be dropped deep behind enemy lines onto the Plateau of Leng, high in the 
  Himalayas. Though the Plateau is hidden from most, the invitation given by Rishi to the PCs 
  will allow it to be revealed to them. The PCs will again use the Nighthawk Carrier to drop right 
  down on top of Hastur’s cyclopean stone monastery, which leads directly into Carcosa. 
   
  The Plateau of Leng is an icy desert. It is pretty close to being hell on earth. The blasted icy 
  plain is only occupied by horrible stone villages and evil fires. Mind shredding horrors stalk the 
  land devouring any they come across.  
   
  Despite the PCs being dropped right next to Hastur’s monastery, they will not go unnoticed. A 
  Gug and two Gibbering Horrors will attack them. This encounter is perhaps the most optional 
  of the entire scenario. It does add several things to the scenario but if you are pressed for 
  time, this is the one to cut short. Leaving aside the theme, which is discussed elsewhere in 
  detail, the combat really contrasts the power levels in CthulhuTech to that of the classic Call of 
  Cthulhu RPG. It also provides vivid contrast to the masquerade ball, giving that more impact.  
   
  Inside the monastery’s colossal halls, the PCs find a gallery with walls lined with small alcoves 
  containing a thousands of jars. They can’t determine what is in those jars (breaking them will 
  reveal just a dust like sand and a whispering sound). The gallery extends beyond any 
  comprehseion of space and a wind constantly blows down the gallery calling the PCs on. 
  Also, in the very distance the sounds of laughter and harpsichord music can be heard. 
   
  Carcosa 
  Carcosa is the home of Hastur. It appears as a seemingly abandoned medieval city of 
  maddening streets surrounding Lake Hali. The sky is filled with cloudy depths and the lake is 
  filled with stars. Across the lake, stands a grand palace illuminated by golden light and filled 
  with beautiful people. 
   
  After exiting the gallery, the PCs find themselves on the shores of Lake Hali with silent 
  Carcosa behind them and the golden palace in front of them. Though the PCs are in their 
  Engels, they are dressed in baroque masquerade costumes. Also, the palace seems to built 
  to their size as if they were the size of an ordinary man.  
   
   
   
  
   
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  Upon approaching the palace, they are treated like guests. Masked servants open doors and 
  serve drinks. The palace is packed with beautiful people, laughing dancing and drinking. A 
  band plays old tunes. The Yellow Sign is everywhere.  
   
  In the main hall, bedecked with mirrors, Sepharial and Rishi sit as King and Queen on golden 
  thrones. Next to them is Adata, Sedeq’s younger sister, who is stark raving mad in a clichéd 
  way i.e. talking to herself, rocking back and forth. The way the two Avatars act to the PCs, 
  combined with seeing the mad Adata is meant to be symbolic as to what following along with 
  Hastur’s plan means. It is easy and swift but eventually it leads to madness.  
   
  This scene is not meant to linger. Doing so would endanger the PCs’ sanity and very likely 
  spell the end of the scenario. It is meant only to confuse the hell out of the PCs (and players).  
  Upon entering the great hall, Sepharial and Rishi will greet the PCs and repeat to them the 
  agendas of Ne’el and the Migou in relation to the Great Shrine in a matter of fact manner. 
  They then point to a set of double door across from them. That doorway will lead the PCs 
  direct to the Great Shrine. 
   
   
  The Great Shrine 
  The Great Shrine is situated under the surface of the dark side of the Moon. It is a vast 
  underground cavern in which a great black pyramid is centred. It emanates tremendous 
  energy that can be used in many rituals especially those relating to the creation of other 
  beings. 
   
  The Migou have been in control of the Great Shrine in recent times and use the Great Shrine 
  to supplement the reproduction of their race. When the Migou undertook the Second 
  Arcanotech War, the Great Shrine was one of their most important targets. The Migou’s 
  control of Earth’s orbit ensures that the Great Shrine is safe from invasion by humanity. On 
  Earth, there are also a number of portals through to the Great Shrine. These have mostly 
  been destroyed by the Migou. However, once inside Carcosa and another that reopened 
  inside the Zone, were beyond their control. 
   
  The Migou have a significant force defending the Great Shrine. However, they are not 
  expecting an attack and are also wary of having too much presence in the Shrine in case it 
  somehow disturbs Shub Niggurath. When the attack begins, the Migou forces will mostly be a 
  backdrop which engages Ne’el’s army of Rephaim. However, some will be available to attack 
  the PCs. It is suggested that this be just one Mantis, though the GM can throw in more 
  Silverfish if he has the time to do so. A good description of how this combat should feel is the 
  attack of the machines on Zion in Matrix Revolutions. 
   
   
   
   
  
   
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  Rephaim  
  Rephaims are gigantic Engel-like beings resembling the horned Seraph Engel. However, they 
  are born from the residual energies from the Great Shrine that have sat stagnant and rotting 
  for millennia. As such, their bodies are a twisted mockery, cancerous and unstable. These 
  Rephaim have also been further unhinged by travelling through a portal situated inside the 
  Zone, followed by close proximity to Shub Niggurath herself. As a result, they are timebomb 
  waiting to explode. 
   
  Ne’el enters the shrine with a horde of Rephaim with her. Her aim is to destroy the Migou and 
  take control of the Shrine. However, in the presence of the Great Pyramid and the contact 
  between the PCs and Shub Niggurath, the Rephaim deteriorate quickly. Some will explode. 
  Some will expand. Many will simply revert back to sludge, being the liquid form of the polluted 
  residual energy from which they are created, identical to Baphomet’s blood. As with the 
  Migou, the GM should use this as a backdrop. There is no way the PCs can hope to destroy 
  the Rephaim by themselves, given time the Rephaim will die in any case.    
   
  During the final throes of the battle, when the Migou attack the PCs, Ne’el will try and plea 
  with the PCs to join forces on the basis that they have a common goal. This maddened plea 
  should not be given much time Ne’el’s desperation quickly destroys her comprehensibility.  
   
  Shub Niggurath 
  Shub Niggurath is known as the Dark Mother. She is the 
  primordial earth mother. She is not at all like the subsequently 
  created images of benevolent Gaia that we know today. She gives 
  birth to all things dark and savage. She is the Dark Goat of the 
  Woods. 
   
  Shub Niggurath sleeps. If the Neo-Nephilim decide to submerge 
  with her, then she may awaken. Shortly after their arrival of the 
  PCs, they will be pulled into her dreamscape. This will happen 
  abruptly and without explanation either during or just after the 
  Migou attack, when the PCs realise that the situation is hopeless.  
   
  Finale 
  The encounter with Shub Niggurath should be handled in a 
  symbolic and introspective way. The End of Evangelion and Akira 
  both give great visual examples. The PCs have seen a range of 
  factions at work and all of them seem bent on a destructive path. It 
  is the Neo-Nephilim who will decide which faction’s agenda (if 
  any) prevails. 
   
   
   
  The PCs will find themselves in a golden moment of their childhood that never existed. The 
  PCs will be as children. The sun will be warm and almost setting. Things will look hazy and 
  backgrounds will be either dark or overexposed. The sound will be muted. It should feel 
  comfortable, too comfortable and overbearing.  
   
  During this time, they will be offered peace from all this madness, a place in a world where 
  they belong. This is Shub Niggurath’s agenda and symbolically is a return to the womb. Due 
  to time restraints, this agenda is played out in just two important choices for the PCs, both 
  relating to uniformity.  
   
  The first scene is also Sapphire’s story arc climax. As the PCs, adjust to suddenly being 
  children, the other children start to pick on Sapphire for being different. Sapphire may very 
  well be insane at this point too. The children’s taunting gets worse and soon has a savage  
   
  
   
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  tone of discrimination. They will even reach a point of mob brutality as they begin to crudely 
  crucify Sapphire. The PCs may interfere but in doing so they know that they themselves will 
  be also be subject to her gruesome torture. If they don’t, they watch Sapphire being ripped 
  apart. 
   
  If the PCs do intervene, Shub Niggurath gives them one more chance. After all she is their 
  mother. A teacher with a face always out of view intervenes and calls the children into class. 
  Here the PCs see their actual parents described in Act Two lined up at the front of the 
  classroom. The teacher explains that their parents are here to view their children. The PCs 
  are then given the chance to volunteer to punish the other children for their previous actions. 
  The teacher insists that the punishments be commensurate to the wrong committed, though 
  the exact nature is left to the PCs. If the PCs agree then they must enact the punishment to 
  the anguished children. With each punishment the already over-exposed light gets brighter, 
  the sound more muted and the classroom seems to stretch impossibly, leaving their parents 
  as distant figures. 
   
  If the PCs do not agree, or should they stop helping on feeling the effects, the consequences 
  are dire. First, the PCs parents will strangle each other in front of the class in an attempt to lay 
  the blame for the PCs embarrassing rebellion on each other. 
   
  This is followed by the entire scene whiting out. Through the bright white approaches 
  Sapphire (who should be given Player Handout One) as a young girl free of injury and in a 
  white dress. She will make it plain that unless they agree they will forced back into the world 
  and feel nothing but pain and oblivion. She will confirm that the PCs have made their decision 
  but will not ask what it is. Once confirmation is given, she will simply nod her head. 
    
  How this scenario ends is over to each GM. The upbeat ending would to see that the PCs 
  have decided to resist through a narrative scene where the PCs fight their way free from the 
  Great Shrine, seeing Ne’el fail, and vowing vengeance upon the Protocol. Also, Sapphire 
  should not be dead or insane, capable of salvation. A downbeat ending would see the PCs 
  return to the conflict at the Great Shrine, after making their decision just in time to feel the full 
  consequences of that decision by drowning in a sea of decayed blood of the mutated 
  Rephaim.  
   
  The recommended ambiguous ending would be for the scene to fade to white after the PCs 
  confirm that they have made their decision. Major Saxon’s voice can be heard faintly over a 
  comm trying to contact Sapphire. The distant sound of slaughter can be heard in the 
  background. Suddenly, it all goes quiet and we are left with a simple voice over from one 
  voice that is an amalgam of Winter, Dream and Reaver saying: 
   
  “I know who I am and we will be that even unto death. We choose our identity and with our 
  choice, I exist.” 
   
  It is suggested that the GM have the Winter player say this at the very end for effect, by giving 
  the player ‘Player Handout Two’. 
   
  Suggested Sequence of Events 
  Though the description of this Act was more sequential than the previous two, here is a short 
  summary of the suggested sequence of events: 
   
  1. Sapphire is approached by Major Saxon and reminded to keep an eye on the PCs, who are 
  themselves dangerous monsters. 
   
  2. PCs are aboard the Nighthawk Stealth Carrier and are dropped onto the Plateau of Leng. 
  They get a full view of the nightmarish place it is.  
   
   
   
   
  
   
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  3. Upon entering the stone monastery, the PCs are attacked by the Gug and two Gibbering 
  Horrors. The PCs must make an Insanity Test Diff 16 on seeing the three creatures. 
   
  4. The PCs travel through the Gallery of Whispers to Carcosa and join the masquerade ball.  
   
  5. They speak with Adata who they recognise as Sedeq’s younger sister.  
   
  6. The PCs travel through the portal. Using the portal requires an Insanity Test Diff 22. 
   
  7. The PCs travel to the Great Shrine where the witness the commencement of the hostilities 
  between the Migou and Rephaim.  
   
  8. The PCs are attacked by a Mantis mech. During the combat, several Rephaim start to 
  explode, mutate and liquidate causing absolute chaos. The sheer chaos and the Rephaims’ 
  suffering may give rise to another Insanity Test Diff 16. 
   
  9. Ne’el attempts her last ditch attempt to control the PCs destiny. 
   
  10. During or just after the combat ends, the PCs feel the violence fade away into the sounds 
  of school ground playing.  The PCs find themselves as children in a school that is familiar but 
  they never went to. The PCs are playing on swings and sandpits. 
   
  11. Sapphire as a small child is picked on by the others. The crowd of children grows and 
  begin to get quite violent in their behaviour. The PCs are invited to join in or be crudely 
  crucified as well. At either being tortured or letting Sapphire die, the PCs suffer an Insanity 
  Test Diff 22. 
   
  12. The scene finishes as the school bell rings and the PCs are called into class. The teacher 
  is a caring motherly figure who the PCs feel safe with. However, her face is never visible, 
  always just out of the PCs view. 
   
  13. In class, the PCs see that their parents have come to visit them and view them. They are 
  invited to volunteer to punish the other children for their actions. If they don’t, their parents will 
  happily strange each other in front of the class due to their embarrassment at the PCs 
  rebellion. Seeing this is an Insanity Test Diff 16. 
   
  14. The scene goes white. Sapphire approaches the PC as a young girl (the PC will have died 
  and probably lost her sanity) to offer them one more chance to join, rather fade into oblivion. 
   
  15. Once a decision is made, the PCs return to face the end they have chosen. Winter has the 
  final voice over line, as a part of a joined Neo-Nephilim amalgam. 
   
   
  
   
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  NON-PLAYER CHARACTERS 
      
  SILVERFISH 
   
  Speed: 270mph 
  NULL RAY 
  Attack: 3d+6 
  Damage: 5d10 
  GRAVBOMB 
  Attack: 3d+6 
  Damage: ½ Str & Move 
  PINCERS 
  Attack: 2d+11 
  Damage: 2d10 
   
  Dodge: 3d+11 
  Damage Control: 1/turn 
  Armour: 5 
  Integrity: 30 
  Special: X-Ray & Stealth systems 
   
   
  REPHAIM 
   
  Speed: 30mph 
  PLASMA JET 
  Attack: 4d+12 
  Damage: 5d10 
  TENTACLE SHEATHE 
  Attack: 3d+11 
  Damage: -1 Action 
  CLAWS 
  Attack: 3d+11 
  Damage: 6d10 
   
  Dodge: 4d+9 
  Damage Control: 1d10/turn 
  Armour: 20 
  Integrity: 90 
  Special: 
   
   
  MANTIS 
   
  Speed: 60mph 
  NULL RAY (1/turn) 
  Attack: 3d+9 
  Damage: 9d10  
  PLASMA CANNON (2/turn) 
  Attack: 3d+9 
  Damage: 5d10 
  PINCERS 
  Attack: 2d+13 
  Damage: 6d10 
   
  Dodge: 3d+9 
  Damage Control: 2/turn 
  Armour: 15 
  Integrity: 90 
  Special: 
   
   
  
   
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  GUG 
   
  Speed: 13mph 
  PAW 
  Attack: 3d10+7 
  Damage: 4d10 
  BITE 
  Attack: 3d10+7 
  Damage: 3d10 (ignores 10 armour) 
   
   
   
   
  Dodge: 3d+7 
  Damage Control: n/a 
  Armour: 5 
  Integrity: 54 
  Special: 
   
   
  GIBBERING HORROR 
   
  Speed: 23mph 
  BITE (1/turn) 
  Attack: 3d+7 
  Damage: 3d10  
  STAB 
  Attack: 3d+7 
  Damage: 2d10 
   
   
   
   
  Dodge: 3d+7 
  Damage Control: n/a 
  Armour: 5 
  Integrity: 39 
  Special: 
   
   
   
  PLAYER HANDOUT ONE: 
   
  You are the divine Dark Mother in the form of Sapphire as a young girl free of injury and in a 
  white summer dress.  
   
  You are here for a single purpose: to present one choice to the Neo-Nephilim who insist on 
  acting inexplicably rebellious. They must either join with you forever or be forced back into 
  the world and feel nothing but pain and oblivion.  
   
  You should emphasis that the Neo-Nephilim must each make a choice but they need not to 
  vocalise what that choice is. 
   
  PLAYER HANDOUT TWO: 
   
  In a calm tone, in a voice that is an amalgam of the voices of Winter, Reaver and Dream: 
   
  “I know who I am and we will be that even unto death. We choose our identity and with our 
  choice, I exist.” 
   
   
   
   
   
  
   
  32 
   
   
  WINTER 
   
  Winter was born in Russia. At the age of 10, her family were 
  slaughtered by the first wave of the Rapine Storm. She had no 
  idea what was happening. It was all just pain and blood.   
  Winter has no memory of how she survived or what happened 
  next. She is literally missing 5 years of her life. The doctors blame 
  it on a trauma she cannot remember. 
  Shortly after regaining her memory, Winter was the first to be 
  recruited into the Bereshith Protocol. Here she met Gilgamesh 
  and he became her ever –present companion. Dr Ezra Ma took 
  her under his wing and everyone praised her for her great 
  success and synthesis with the Engel. Despite remaining her 
  normally quiet self, she felt proud at what she achieved.  
  Now she has been joined by the others. Though company is nice, 
  she finds it difficult to share the spotlight. 
   
   
  Agility 
  Intellect 
  Perception 
  Presence 
  Strength 
  Tenacity 
  8 
  5 
  7 
  6 
  4 
  10 
   
   
  SKILLS 
   
  Athletics 3d+8, Criminal 1d+8, Dodge 3d+8, Education 1d+5, Fighting 3d+8, Intimidate 
  2d+6, Marskman 2d+7, Misdirect 2d+6, Occult 1d+5, Pilot 2d+8, Security 1d+5, Stealth 
  4d+8, Survival 1d+10 
   
   
  COMBAT 
   
   
   
   
   
  UT-7 HORNET NEEDLER 
  Attack: 2d+7 
  Damage: 1d10 
  UNARMED 
  Attack: 3d+8 
  Damage: 1d10 
   
   
   
   
  Dodge: 3d+8 
  VITALITY 
  EFFECTS 
  Armour: 0 
  1-12 
  Flesh 
  None 
   
  13-24 
  Light 
  -1 to Tests 
  Current Vitality 
  25-36 
  Moderate 
  -3 to Tests, slow 
  37-48 
  Serious 
  -6 to Tests, crawl 
   
  49-60 
  Death’ Door 
  Unconscious 
   
   
  YOURSELF:  You don’t know who you are. You are worried at what you would find if you did. 
  DREAM:  Though a constant pain, his manic nature adds much needed colour to your life.   
  REAVER:  Professionally, he is someone to rely on. Personally, he’s a dangerous ally.  
  SAPPHIRE:  You find yourself drawn to her wisdom, despite her obvious dislike of you. 
  GILGAMESH:  Your only true friend. Like you his is misunderstood. 
  BERESHITH PROTOCOL:  You know less about them, than you know about yourself. 
   
  Insanity Points: 1 
   
  
   
  33 
   
   
  DREAM 
   
  Dream was adopted by an elderly French couple of noble 
  descent, desperate for a child. They kept a very close eye on 
  him, and eventually love turned to imprisonment. 
  Dream grew resentful that he never knew his real parents and he 
  found that he disagreed with his new parents on many things. 
  Their reaction was to restrict his freedom, fuelling his rebellion 
  even more. 
  Dream spent much of his young adult life in hiding and on the 
  run. He learnt how to fly, cheat, seduce, lie and fight. Each time 
  he sorted his life out, his parents would find him and bring him 
  back. 
  This all ended when he was recruited by the Bereshith Protocol. 
  His parents power did not seem to extend to the long, dark halls 
  of the Temple House. 
   
   
  Agility 
  Intellect 
  Perception 
  Presence 
  Strength 
  Tenacity 
  7 
  5 
  9 
  9 
  5 
  5 
   
   
  SKILLS 
   
  Artist 2d+9, Dodge 2d+7, Education 1d+5, Fighting 1d+7, Marksman 2d+9, Misdirect 
  1d+9, Observation 4d+9, Persuade 3d+9, Pilot 1d+7, Savoir-Faire 3d+9, Seduction 
  2d+9, Stealth 2d+7, Support Weapons 3d+9, Surveillance 1d+9 
   
   
  COMBAT 
   
   
   
   
   
  CS-40 DEFENDER 
  Attack: 2d+9 
  Damage: 2d10 
  UNARMED 
  Attack: 1d+7 
  Damage: 1d10 
   
   
   
   
  Dodge: 2d+7 
  VITALITY 
  EFFECTS 
  Armour: 0 
  1-10 
  Flesh 
  None 
   
  11-20 
  Light 
  -1 to Tests 
  Current Vitality 
  21-30 
  Moderate 
  -3 to Tests, slow 
  31-40 
  Serious 
  -6 to Tests, crawl 
   
  41-50 
  Death’ Door 
  Unconscious 
   
   
  YOURSELF:  To live is to rebel. But why does that make you feel so hollow inside? 
  WINTER:  She is far too serious and needs to be constantly prodded out of her melancholy. 
  REAVER:  Though you would like to be the kind of person he views as a friend, you are not.  
  SAPPHIRE:  After your relationship ended, it has been like walking on glass around her. 
  ORPHEUS:  He represents your path to freedom, despite other seeing him as tying you down.  
  BERESHITH PROTOCOL:  Every organisation is corrupt. Why should this one be different? 
   
  Insanity Points: 1 
   
  
   
  34 
   
   
  REAVER 
   
  Reaver grew up in New York as an orphan after it was destroyed 
  in the First Arcanotech War. He stayed in the city whilst it was 
  being reconstructed into the arcology that it is today. 
  Reaver spent his time as a cop. He was one of the best. But a cop 
  in a disaster zone doesn’t uphold laws. He makes them. Reaver 
  has seen and committed every sin under the sun, but at the end 
  of the day, New York was better off for it. However, New York 
  disagreed. 
  Reaver became the scapegoat in a trial against corrupt cops. At 
  the hearing, his past was revealed for all to see. So, he shot the 
  judge and jury and went to prison for the rest of his life.  
  However, redemption showed itself. Reaver was given the option 
  to leave prison to join the Bereshith Protocol. Hell, it beats rotting 
  in a cell. May as well rot in a frakked up warmachine.   
   
   
  Agility 
  Intellect 
  Perception 
  Presence 
  Strength 
  Tenacity 
  8 
  5 
  5 
  7 
  8 
  7 
   
   
  SKILLS 
   
  Athletics 2d+8, Demolitions 1d+5, Dodge 3d+8, Fighting 4d+8, Intimidation 2d+7, Law 
  Enforcement 1d+5, Marksman 2d+5, Misdirect 2d+7, Performance 1d+5, Pilot 3d+8, 
  Streetwise 3d+7, Support Weapons 1d+5, Technician 1d+5,  
   
   
  COMBAT 
   
   
   
   
   
  CS-32 PEACEMAKER 
  Attack: 2d+5 
  Damage: 3d10 
  UNARMED 
  Attack: 4d+8 
  Damage: 2d10 
   
   
   
   
  Dodge: 3d+8 
  VITALITY 
  EFFECTS 
  Armour: 5 
  1-12 
  Flesh 
  None 
   
  13-24 
  Light 
  -1 to Tests 
  Current Vitality 
  25-36 
  Moderate 
  -3 to Tests, slow 
  37-48 
  Serious 
  -6 to Tests, crawl 
   
  49-60 
  Death’ Door 
  Unconscious 
   
   
  YOURSELF:  I stopped caring about myself shortly before I started hating everyone else. 
  WINTER:  She’s a good kid, way out of her depth and destined to get frakked by all this mess. 
  DREAM:  You have had your moments, but he is too fragile and breaks just as things get good. 
  SAPPHIRE:  She never says no to anything. You respect that attitude as good way to die. 
  LEVIATHAN:  Leviathan feeds on your rage. It feels good to have someone truly appreciate it. 
  BERESHITH PROTOCOL:  If they keep giving me toys and sending me on trips, I’ll work for them. 
   
  Insanity Points: 1 
   
  
   
  35 
   
   
  SAPPHIRE 
   
  Sapphire was born shortly after the Nazzadi population settled on 
  Earth. She grew up with an untamed curiosity, which was 
  unsatisfied by the Nazzadi’s lack of history, religion, and beliefs. 
  Distraught she explored human society. She found them to be a 
  wondrous Pandora’s Box. Bizarrely, most humans did not want to 
  see it opened, caring not for the past. 
  Disillusioned with her search of what lay behind her, she 
  desperately strives for the future. She has joined the Bereshith 
  Protocol, an organisation on the cutting edge of technology and 
  the occult. She is fascinated by the Engel Synthesis Interface and 
  literally wants to evolve herself through the process.  
  She recently had a relationship with Dream to further her aim and 
  find out more about the process. All she found was a spoilt little 
  boy, who seemed desperate for her to be a mother to him. 
   
   
  Agility 
  Intellect 
  Perception 
  Presence 
  Strength 
  Tenacity 
  5 
  9 
  8 
  4 
  5 
  9 
   
   
  SKILLS 
   
  Arcanotechnician 3d+9, Dodge 2d+5, Education 2d+9, Fighting 1d+5, Intimidation 
  1d+4, Languages 3d+9, Literacy 1d+9, Marksman 2d+8, Misdirect 2d+4, Observation 
  1d+8, Occult 4d+9, Research 3d+9, Support Weapons 1d+8,  
   
   
  COMBAT 
   
   
   
   
   
  UNARMED 
  Attack: 1d+5 
  Damage: 1d10 
   
   
   
   
   
   
   
  Dodge: 2d+5 
  VITALITY 
  EFFECTS 
  Armour: 0 
  1-12 
  Flesh 
  None 
   
  13-24 
  Light 
  -1 to Tests 
  Current Vitality 
  25-36 
  Moderate 
  -3 to Tests, slow 
  37-48 
  Serious 
  -6 to Tests, crawl 
   
  49-60 
  Death’ Door 
  Unconscious 
   
   
   
  YOURSELF:  With nothing behind me, everything must be ahead of me. I will succeed.   
  THE OTHERS: Undeserving and unappreciative of the gifts they are given. Open your eyes! 
  BERESHITH PROTOCOL:  As I am a tool for them, they are a tool for me. I will be on my guard. 
  Insanity Points: 1 
   
  SORCERY 
   
   
  Perceive Etheric Resonance 
  Occult: 12     Insanity: 12 
  You perceive the 5th dimension of 
  thought and emotion. This allows you 
  to see the “emotion” associated with 
  anything including objects.  
  Summon Mystical Unborn 
  Occult: 12     Insanity: 16 
  You 
  summon 
  an 
  invisible 
  and 
  incorporeal foetus-like creature that 
  has arcane knowledge and may 
  perceive magical phenomena.  
  Craft Yog-Sothoth’s Guard 
  Occult: 22   Insanity: 22 (+1 insanity) 
  Covering your with cracks to another 
  dimension, you are invulnerable to 
  any 
  physical 
  harm, 
  though 
  not 
  suffocation, hunger, thirst etc. 
   
  
   
  36 
   
   
  WINTER 
  GILGAMESH 
  Winter was born in Russia. At the age of 10, her family were 
  slaughtered by the first wave of the Rapine Storm. She had no 
  idea what was happening. It was all just pain and blood.   
  Winter has no memory of how she survived or what happened 
  next. She is literally missing 5 years of her life. The doctors blame 
  it on a trauma she cannot remember. 
  Shortly after regaining her memory, Winter was the first to be 
  recruited into the Bereshith Protocol. Here she met Gilgamesh 
  and he became her ever –present companion. Dr Ezra Ma took 
  her under his wing and everyone praised her for her great 
  success and synthesis with the Engel. Despite remaining her 
  normally quiet self, she felt proud at what she achieved.  
  Now she has been joined by the others. Though company is nice, 
  she finds it difficult to share the spotlight. 
   
   
  Control 
  Intellect 
  Sensors 
  Presence 
  Frame 
  Tenacity 
  9 
  5 
  8 
  6 
  8 
  10 
   
   
  SKILLS 
   
  Athletics 3d+9, Criminal 1d+8, Dodge 3d+9, Education 1d+5, Fighting 3d+9, Intimidate 
  2d+6, Marskman 2d+8, Misdirect 2d+6, Occult 1d+5, Pilot 2d+9, Security 1d+5, Stealth 
  4d+9, Survival 1d+10 
   
   
  COMBAT 
   
   
  Speed: 60mph/ 30mph 
   
   
  LIGHTNING GUN (1/2 turns) 
  Attack: 2d+10 
  Damage: 4d10 (effects 3 targets) 
  PLASMA CANNON 
  Attack: 2d+10 
  Damage: 4d10 
  TONGUE 
  Attack: 3d+9 
  Damage: 6d10 or -1 Action 
   
  Dodge: 3d+8 
  INTEGRITY 
  EFFECTS 
  Armour: 15 
  1-25 
  Cosmetic 
  None 
  Damage Control: 5/turn 
  26-50 
  Light 
  -1 to Tests 
  Current Integrity 
  51-75 
  Moderate 
  -3 to Tests, slow 
  76-100 
  Serious 
  -6 to Tests, crawl 
   
  101-125 
  Critical 
  Disabled 
   
   
  YOURSELF:  You don’t know who you are. You are worried at what you would find if you did. 
  DREAM:  Though a constant pain, his manic nature adds much needed colour to your life.   
  REAVER:  Professionally, he is someone to rely on. Personally, he’s a dangerous ally.  
  SAPPHIRE:  You find yourself drawn to her wisdom, despite her obvious dislike of you. 
  GILGAMESH:  Your only true friend. Like you his is misunderstood. 
  BERESHITH PROTOCOL:  You know less about them, than you know about yourself. 
   
  Insanity Points: 1 
   
  
   
  37 
   
   
  DREAM 
  ORPHEUS 
  Dream was adopted by an elderly French couple of noble 
  descent, desperate for a child. They kept a very close eye on 
  him, and eventually love turned to imprisonment. 
  Dream grew resentful that he never knew his real parents and he 
  found that he disagreed with his new parents on many things. 
  Their reaction was to restrict his freedom, fuelling his rebellion 
  even more. 
  Dream spent much of his young adult life in hiding and on the 
  run. He learnt how to fly, cheat, seduce, lie and fight. Each time 
  he sorted his life out, his parents would find him and bring him 
  back. 
  This all ended when he was recruited by the Bereshith Protocol. 
  His parents power did not seem to extend to the long, dark halls 
  of the Temple House. 
   
  Control 
  Intellect 
  Sensors 
  Presence 
  Frame 
  Tenacity 
  8 
  5 
  10 
  9 
  7 
  5 
   
   
  SKILLS 
   
  Artist 2d+9, Dodge 2d+8, Education 1d+5, Fighting 1d+8, Marksman 2d+10, Misdirect 
  1d+9, Observation 4d+10, Persuade 3d+9, Pilot 1d+8, Savoir-Faire 3d+9, Seduction 
  2d+9, Stealth 2d+8, Support Weapons 3d+10, Surveillance 1d+10 
   
   
  COMBAT 
   
   
  Speed: 30mph/60mph 
   
   
  PLASMA CANNON 
  Attack: 2d+12 
  Damage: 4d10 
  ROCKET POD (40 rockets) 
  Attack: 3d+12 
  Damage: 1d10+1d10/rocket (max10) 
  TAIL 
  Attack: 1d+8 
  Damage: 7d10 
   
  Dodge: 2d+7 
  INTEGRITY 
  EFFECTS 
  Armour: 15 
  1-25 
  Cosmetic 
  None 
  Damage Control: 4/turn 
  26-50 
  Light 
  -1 to Tests 
  Current Integrity 
  51-75 
  Moderate 
  -3 to Tests, slow 
  76-100 
  Serious 
  -6 to Tests, crawl 
   
  101-125 
  Critical 
  Disabled 
   
   
   
  YOURSELF:  To live is to rebel. But why does that make you feel so hollow inside? 
  WINTER:  She is far too serious and needs to be constantly prodded out of her melancholy. 
  REAVER:  Though you would like to be the kind of person he views as a friend, you are not.  
  SAPPHIRE:  After your relationship ended, it has been like walking on glass around her. 
  ORPHEUS:  He represents your path to freedom, despite other seeing him as tying you down.  
  BERESHITH PROTOCOL:  Every organisation is corrupt. Why should this one be different? 
   
  Insanity Points: 1 
   
  
   
  38 
   
   
  REAVER 
  LEVIATHAN 
  Reaver grew up in New York as an orphan after it was destroyed 
  in the First Arcanotech War. He stayed in the city whilst it was 
  being reconstructed into the arcology that it is today. 
  Reaver spent his time as a cop. He was one of the best. But a cop 
  in a disaster zone doesn’t uphold laws. He makes them. Reaver 
  has seen and committed every sin under the sun, but at the end 
  of the day, New York was better off for it. However, New York 
  disagreed. 
  Reaver became the scapegoat in a trial against corrupt cops. At 
  the hearing, his past was revealed for all to see. So, he shot the 
  judge and jury and went to prison for the rest of his life.  
  However, redemption showed itself. Reaver was given the option 
  to leave prison to join the Bereshith Protocol. Hell, it beats rotting 
  in a cell. May as well rot in a frakked up warmachine.   
   
   
  Control 
  Intellect 
  Sensors 
  Presence 
  Frame 
  Tenacity 
  8 
  5 
  6 
  7 
  8 
  7 
   
   
  SKILLS 
   
  Athletics 2d+8, Demolitions 1d+5, Dodge 3d+8, Fighting 4d+8, Intimidation 2d+7, Law 
  Enforcement 1d+5, Marksman 2d+6, Misdirect 2d+7, Performance 1d+5, Pilot 3d+8, 
  Streetwise 3d+7, Support Weapons 1d+6, Technician 1d+5,  
   
   
  COMBAT 
   
   
  Speed: 60mph/30mph 
   
   
  Other: Chaff x10 
  PLASMA CANNON 
  Attack: 2d+8 
  Damage: 4d10 
  ROCKET PODS (20 rockets) 
  Attack: 1d+8 
  Damage: 1d10+1d10/rocket (max5) 
  HYPEREDGE BLADE (tentacles) 
  Attack: 4d+8 
  Damage: 5d10 or -1 Action 
   
  Dodge: 3d+7 
  INTEGRITY 
  EFFECTS 
  Armour: 20 
  1-30 
  Cosmetic 
  None 
  Damage Control: 5/turn 
  31-60 
  Light 
  -1 to Tests 
  Current Integrity 
  61-90 
  Moderate 
  -3 to Tests, slow 
  91-120 
  Serious 
  -6 to Tests, crawl 
   
  121-150 
  Critical 
  Disabled 
   
   
  YOURSELF:  I stopped caring about myself shortly before I started hating everyone else. 
  WINTER:  She’s a good kid, way out of her depth and destined to get frakked by all this mess. 
  DREAM:  You have had your moments, but he is too fragile and breaks just as things get good. 
  SAPPHIRE:  She never says no to anything. You respect that attitude as good way to die. 
  LEVIATHAN:  Leviathan feeds on your rage. It feels good to have someone truly appreciate it. 
  BERESHITH PROTOCOL:  If they keep giving me toys and sending me on trips, I’ll work for them. 
   
  Insanity Points: 1 
   
  
   
  39 
   
   
  SAPPHIRE 
  KAMENI 
  Sapphire was born shortly after the Nazzadi population settled on 
  Earth. She grew up with an untamed curiosity, which was 
  unsatisfied by the Nazzadi’s lack of history, religion, and beliefs. 
  Distraught she explored human society. She found them to be a 
  wondrous Pandora’s Box. Bizarrely, most humans did not want to 
  see it opened, caring not for the past. 
  Disillusioned with her search of what lay behind her, she 
  desperately strives for the future. She has joined the Bereshith 
  Protocol, an organisation on the cutting edge of technology and 
  the occult. She is fascinated by the Engel Synthesis Interface and 
  literally wants to evolve herself through the process.  
  She recently had a relationship with Dream to further her aim and 
  find out more about the process. All she found was a spoilt little 
  boy, who seemed desperate for her to be a mother to him. 
   
   
  Control 
  Intellect 
  Sensors 
  Presence 
  Frame 
  Tenacity 
  5 
  9 
  9 
  4 
  2 
  9 
   
   
  SKILLS 
   
  Arcanotechnician 3d+9, Dodge 2d+5, Education 2d+9, Fighting 1d+5, Intimidation 
  1d+4, Languages 3d+9, Literacy 1d+9, Marksman 2d+9, Misdirect 2d+4, Observation 
  1d+9, Occult 4d+9, Research 3d+9, Support Weapons 1d+9,  
   
   
  COMBAT 
   
   
  Speed: 30mph/180mph 
   
  Other: X-Ray Sensors 
  LASER CANNON 
  Attack: 2d+11 
  Damage: 2d10 
  GRAVBOMB (1/10 turns) 
  Attack: 1d+11 
  Damage: ½ Strength & Move 
  HYPEREDGE CLAWS 
  Attack: 1d+5 
  Damage: 1d10 
   
  Dodge: 2d+6 
  INTEGRITY 
  EFFECTS 
  Armour: 5 
  1-5 
  Cosmetic 
  None 
  Damage Control: 2/turn 
  6-10 
  Light 
  -1 to Tests 
  Current Integrity 
  11-15 
  Moderate 
  -3 to Tests, slow 
  16-20 
  Serious 
  -6 to Tests, crawl 
   
  21-25 
  Critical 
  Disabled 
   
   
   
  YOURSELF:  With nothing behind me, everything must be ahead of me. I will succeed.   
  THE OTHERS: Undeserving and unappreciative of the gifts they are given. Open your eyes! 
  BERESHITH PROTOCOL:  As I am a tool for them, they are a tool for me. I will be on my guard. 
  Insanity Points: 1 
   
  SORCERY 
   
   
  Perceive Etheric Resonance 
  Occult: 12     Insanity: 12 
  You perceive the 5th dimension of 
  thought and emotion. This allows you 
  to see the “emotion” associated with 
  anything including objects.  
  Summon Mystical Unborn 
  Occult: 12     Insanity: 16 
  You 
  summon 
  an 
  invisible 
  and 
  incorporeal foetus-like creature that 
  has arcane knowledge and may 
  perceive magical phenomena.  
  Craft Yog-Sothoth’s Guard 
  Occult: 22   Insanity: 22 (+1 insanity) 
  Covering your with cracks to another 
  dimension, you are invulnerable to 
  any 
  physical 
  harm, 
  though 
  not 
  suffocation, hunger, thirst etc. 
   
  
   
  40 
   
   
  SAPPHIRE 
  LOKI 
  Sapphire was born shortly after the Nazzadi population settled on 
  Earth. She grew up with an untamed curiosity, which was 
  unsatisfied by the Nazzadi’s lack of history, religion, and beliefs. 
  Distraught she explored human society. She found them to be a 
  wondrous Pandora’s Box. Bizarrely, most humans did not want to 
  see it opened, caring not for the past. 
  Disillusioned with her search of what lay behind her, she 
  desperately strives for the future. She has joined the Bereshith 
  Protocol, an organisation on the cutting edge of technology and 
  the occult. She is fascinated by the Engel Synthesis Interface and 
  literally wants to evolve herself through the process.  
  She recently had a relationship with Dream to further her aim and 
  find out more about the process. All she found was a spoilt little 
  boy, who seemed desperate for her to be a mother to him. 
   
   
  Control 
  Intellect 
  Sensors 
  Presence 
  Frame 
  Tenacity 
  6 
  9 
  9 
  4 
  5 
  9 
   
   
  SKILLS 
   
  Arcanotechnician 3d+9, Dodge 2d+6, Education 2d+9, Fighting 1d+6, Intimidation 
  1d+4, Languages 3d+9, Literacy 1d+9, Marksman 2d+9, Misdirect 2d+4, Observation 
  1d+9, Occult 4d+9, Research 3d+9, Support Weapons 1d+9,  
   
   
  COMBAT 
   
   
  Speed: 60mph/180mph 
   
  Other: X-Ray + ECM 
  PLASMA CANNON 
  Attack: 2d+11 
  Damage: 3d10 
  MANDIBLES 
  Attack: 1d+6 
  Damage: 5d10 
  FOG PROJECTOR 
  Attack: n/a 
  Damage: concealment 
   
  Dodge: 2d+6 
  INTEGRITY 
  EFFECTS 
  Armour: 10 
  1-15 
  Cosmetic 
  None 
  Damage Control: 2/turn 
  16-30 
  Light 
  -1 to Tests 
  Current Integrity 
  31-45 
  Moderate 
  -3 to Tests, slow 
  46-60 
  Serious 
  -6 to Tests, crawl 
   
  61-75 
  Critical 
  Disabled 
   
   
  YOURSELF:  With nothing behind me, everything must be ahead of me. I will succeed.   
  THE OTHERS: Undeserving and unappreciative of the gifts they are given. Open your eyes! 
  BERESHITH PROTOCOL:  As I am a tool for them, they are a tool for me. I will be on my guard. 
  Insanity Points: 2 
   
  SORCERY 
   
   
  Perceive Etheric Resonance 
  Occult: 12     Insanity: 12 
  You perceive the 5th dimension of 
  thought and emotion. This allows you 
  to see the “emotion” associated with 
  anything including objects.  
  Summon Mystical Unborn 
  Occult: 12     Insanity: 16 
  You 
  summon 
  an 
  invisible 
  and 
  incorporeal foetus-like creature that 
  has arcane knowledge and may 
  perceive magical phenomena.  
  Craft Yog-Sothoth’s Guard 
  Occult: 22   Insanity: 22 (+1 insanity) 
  Covering your with cracks to another 
  dimension, you are invulnerable to 
  any 
  physical 
  harm, 
  though 
  not 
  suffocation, hunger, thirst etc. 
   
  
   
  41 
   
  
SOURCE: textdata/thevault/CthulhuTech/3rd Party/CthulhuTech - Aeon Angelus Necronomicon - Evolution.pdf