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fractured kingdom An RPG by Dave silva the eden prayer The world has grown colder over the last century since the end of the Great War. Huge multinational corporations have risen to power while government rule has grown stifling, stripping away what were once considered basic human rights. Knowledge is a privilege for those few who can afford private education or can qualify for corporate schools. Billions struggle to carve out a living in the shadow of monolithic empires. Amid the squalor and decay there is another world. Rumors of conspiracy and government plots abound on the streets while the news reports reflect only what they’ve been paid to say. Within this cacophony of rumor, the Church of Unua has somehow spread the tale of Five Kingdoms. These five interwoven Realms, the Slumber, the Verdant, the Dark, the Grave and the Unbound, once part of a greater whole the Unua preach that these Realms, will be united so humanity can one day transcend the blight and enter a new era. The media dismisses their rants, the Church of the Redeemer sees them as a pagan cult, and others simply call them mad. Even so, their message spreads and new churches crop up in cities across the globe. All unified by a single prayer. Through dream I have seen the Slumber. Through nightmare I have been cast into the Dark. Through life I have found the Verdant. Through death I have known the Grave. I am Unbound. I am Lucid. 3 world at a glance The year is 2202 and paranoia is the rule of the day. Forces just outside the realm of perception move world powers to their will. Those who stop and watch can feel the touch of these powers at work. Governments struggle to rebuild, to recover from the Great War. Huge corporations have become cities-states unto themselves. The Church of the Redeemer’s ranks, fallen from its glory, swell once more with disenfranchised workers unaware of the church’s cruel past. All of these things move within the nebulous landscape of conspiracy. Yet, the truth exists beyond the realm of man. Scattered across the globe are those who have crossed the borders into the Outer Realms only to return to the Unbound World tainted, a living conduit to the strange energies that control the Realms. This Taint connects them, binds them and drives them. They are the Lucid, those strong enough to transcend the haze of illusion that shadows the world. No one knows how many Lucid there are in the world. Some band together for ideological reasons to form Baronies. Their motivations vary widely, from the Eden Dream of the Church of Unua to the Templar’s enlightenment at the edge of a knife. The Realms offer no answers as to who is right and who is wrong. Thrust into a world of mystery, Lucids find themselves infused by the Realms, gifted with new and strange abilities. Their eyes become attuned to the hidden forces of the world. Sought by the Baronies, some give in and hope the provided protection is enough payment for their independence. There are those with the strength not to give in, who have not been brainwashed by any Barony. Others simply run. They are out there, on the run, hiding, like you. Close your eyes, reach out and you can feel them. Fight, struggle, do what must be done to survive the Unbound World, and take control of the strings of reality at your command. You are Lucid. Can you Survive? 4 Arcology glossary gerous, Bridges provide unfiltered bi-directional access between the Realms. Releasing the wild things of the Verdant, the chaos of the Slumber or worse on the Waking World, Bridges destabilize environments where they are located, resulting in unpredictable weather changes, violent storms, seismic activity and other strange occurrences. Eventually the area becomes so chaotic that the Bridge is destroyed under shifting conditions. It is commonly believed there may be more stable Bridges in the world controlled by the Baronies; however, it is all but impossible to confirm these stories due to the secretive nature of Baronies and Lucids in general. These hyperstructures maintain self-contained, denselypacked and large human population. Controlled by corporations, Arcologies offer a variety of residential and commercial locations inside their walls. They are designed to be economically self-sufficient and are often safe havens for corporate executives and management teams, offering a clean and safe alternative to living in a dangerous city. Audiopunks While the sound and message can vary wildly, the recent movement of the Audiopunks has risen. Members use hidden speakers integrated into their clothing and hair to blast socially-charged music in public gatherings, such as political protests, church sermons or even busy subway stations. The media has named them Audiopunks to represent protesters in general, even those with completely different ideologies or methods. Church of the Redeemer Originally founded during the Great War in the American South as the Church of the Reclaimer, this organization advocated a return to traditional values and beliefs. The Great War spread across the globe and the Church’s influence spread with it. At its height in 2134, the Church called for the Purge, a destruction of all modern infrastructure, museums, libraries and data storage centers. The Church of the Reclaimer was dealt a crippling blow in 2136 when the United Liberties Pact was signed, barring all trade with the Church and signifying the end of the Great War. The Church imploded, possibly due to infighting or other political struggles. Restructuring and renaming itself the Church of the Redeemer, it remains a major influence in global politics, though it is only a shadow of its former body. Barony Powerful covens of Lucids divided by their philosophical lines, but possessing no geographical boundaries. Baronies are supernatural empires that exist outside the perception of the Waking World, each with its own dogmatic beliefs concerning the Outer Realms, humanity and other Lucids. There are six major Baronies currently active in Europe: Green Ones, Harbingers, Keepers of the Unbound World, Spirit Callers, The Templars and The Watchtower. A seventh Barony, the Church of Unua, has cropped up in the last few years, openly preaching the Eden Dream and the existence of the Outer Realms. So far, they have been marginalized by almost every media outlet, characterized as an insane doomsday cult. Baronies may also be referred to as Dukedoms, Enclaves or Regencies. Company Man 1. Slang for people whose lifestyles depends on continued employment with a particular corporation. Company men often enjoy corporate-funded housing, transportation and personal services. However, contracts typically include an exit clause charging for goods and services, effectively turning employees into modern day indentured servants. This does not mean employees never switch jobs. It does, however, require corporate buyouts of contracts and transfers of debt, making it extremely difficult for a Company Man to ever get ahead. 2. Corporate security, bodyguards or mercenaries. Beacher Popping up through the German and Wastes throughout the Eastern Bloc, Beachers are part scavenger and part road gang. They choose to live in the scorched lands rather than integrating into society. Beachers derive their name from the proliferation of Rockabilly music along with retro pre-War clothes common amongst the various gangs, often appearing ready to go to war at a beachside cook out. Many see themselves as making a lifestyle choice to live off the grid and get back to a simpler time. Coven A universal term describing Lucids who have banded together. Eden Dream After channeling energies of the Realm, all Lucids experience dreams of a nirvana or perfected place. Often seen as a city that has struck a perfect balance between the Four Realms, it is unclear what is the cause or nature of this dream. Bridge A permanent Gateway between the Unbound World and one of the four Outer Realms. Incredibly powerful and dan- 5 glossary US Invasion of Yellow Knife (2107 - 2113) The Del Toro Gambit (2112 - 2124) The Invasion of Gonder (2122 - 2125) The Liberation of Canada (2123) The Darwin Conflict (2124 - 2130) The Winnipeg Uprising (2124 - 2133) The Juarez Massacre (2130) The Liberation of Mexico (2133) The Purge (2134 - 2136) Almost all Baronies have some belief surrounding the Eden Dream, but the Church of Unua sees the Eden Dream as an obtainable and natural state of the world. See the Eden Dream (page XXX) for more details. Elucidate The act of interacting with and experiencing one of the Outer Realms for the first time, thus becoming a Lucid. While Gateways and Bridges allow anyone to enter the Outer Realms, Lucids have somehow bonded with the Realm they have experienced. Hole (Also, Bolthole) A place to disappear inside a city. Despite the name, holes aren’t always necessarily underground; rather, they are simply where one can go without being asked too many questions and their identity will not be compromised. Nightclubs, hotels and even apartment buildings can serve as sufficient holes, if one has the right connections. Frank Slang term for a lie or liar. Example: “He was frank with me.” Gateway A passageway to the Other Realms. Gateways are often unstable, lasting only a few moments before disappearing. Many people have experienced a Gateway without even knowing it, but Lucids have crossed through Gateways and formed a bond with the Realm and its energies. Those who cross through a Gateway experience the Realm with all of their senses, although their bodies may never actually move. Horrors Commonly used in the worst ghettos as a catch-all term for unexplainable, supernatural things. While no government, corporation or media outlet openly acknowledges the supernatural, there are those who live in places where such horrors regularly lurk and know there are truly things that go bump in the night. Great War Libby Americans Common history books say the Great War began on December 13th, 2022 after a conflict over a disputed oil pipeline between the Eastern Bloc Alliance, France and Russia. The War is often characterized by eighteen significant conflicts. By the end of the Great War, the landscape of the world had changed drastically. A unified Allied States of America (ASA), European Union (EU) and United Socialist Commonwealth (USC) had replaced many of the world’s former nations, but the damage done to these world powers was crippling. Archeologists theorize on the loss of information and technology from before the Purge. Although taught in schools, the average citizen rarely thinks of the Great War as having any impact on modern life. Below are some of the important dates within the Great War: A slang term for American or member of the ASA. This derogatory term comes from the United States expansion into Canada and Mexico under the guide of liberating their nations. Libby can also be used when talking about corporate takeovers or loss of property. “Libbies freed my flat last week,” meaning the bank repossessed the home. Little Brother A slang term for the proliferation of cameras and media recording devices, along with online social networking. Governments have never needed to implement domestic spying programs. Instead, policing agencies can rely on the abundance of video and image distribution on the Internet, using facial recognition searches to locate data. Of course, this does not stop the use of video surveillance and other techniques, but Little Brother has made monitoring and data gathering much easier for all involved. The Reclamation of Belarus (2024 - 2029) The EBA Western Push (2028 - 2056) The Liberation of Tiergarten (2061 - 2064) The UAE Initiative (2066 - 2078) The Zion Event (2077) The Siege of Victoria Island (2079 - 2082) USC Invasion of Japan (2082 - 2099) The Fall of Baker Lake (2101 - 2104) The Liberation of Jerusalem (2103 - 2112) Lucids Having traveled to one of the four Outer Realms, the Lucid are people who have been Tainted by these supernatural forces. Once a mortal is Elucidated, they become aware of oth- 6 glossary ers like themselves and can perceive the overlapping Realms within the Unbound World. The Lucid may draw on the power of their Realm and even enter the other Realms, but can only even bond with their first Realm. The Purge A global attack on infrastructure and technology led by the Church of the Reclaimer. This event led to the end of the Great War and the beginning of a modern Dark Age. Although present day technology has advanced leaps and bounds since the Purge, relics found by scavengers and archeologists continue to puzzle scientists and engineers. The cause of the Purge is an article of some debate, but theories include the planned use of nuclear deterrents on ASA soil or a biological attack. MMC A universalized genre of music using live guitars and drums with a heavy driving beat. The term reached popularity as more Metal fusion bands emerged during the rebuilding period after the Great War. Sub-genres include: Classic Metal, Fatalism, Fusion, New Edge, Rage, Razor, Retro Metal and Speed. Suborbital Transit Intercontinental travel has never been faster. Commercial airlines use suborbital or slingshot trajectories to leave the atmosphere, momentarily accelerating without gravitational interference. While there are always safety concerns, the efficacy and speed of suborbital flight make travel more affordable for the average person. Megapolitan City Modern cities have grown larger in both size and density with cityscapes dotted with buildings easily topping a hundred stories or greater. Shuttles and trains quickly move people through the arteries and veins of these great beasts. Some of these Megapolitan cities have become so large that their various districts have become like towns unto themselves, isolated from the larger organism, with citizens living their entire lives without ever venturing past the five or six square blocks of their neighborhood. Taint All Lucids are changed by their realm. Even if they are able to suppress or hide their supernatural nature one who knows to look can see the tell tale signs of Lucidity. Be it the madness that plagues the Dark, the rot of the Grave, wild nature of the Slumber or animal characteristics of the Verdant, their Taint can never be fully hidden. Miracle Tech Slang for top-of-the-line medical technology. While almost everyone has access to devices such as Medifoam (a fast acting wound sanitizer and bonding agent), the upper limits of medical technology force the average man to redefine the concept of death. From vat grown spinal replacements to chemical compounds that neutralize and replace cancer cells, Miracle Tech is wide-ranging and awe-inspiring. It is also the source of any number of conspiracy theories regarding government or corporate super soldiers, longevity programs and human cloning. Unbound World Also called the Waking World, it is the realm of man. Wastes Also known as Wastelands or Scorched Earth, these are battlefields from the Great War left unoccupied. These areas have not recovered in the years since the Great War due to lingering chemicals and contaminants in the soil. Worldwide, there are hundreds of archeological and scientific missions into the Wastes, as well as communities of nomadic scavengers seeking to make a living off the leavings of another age. Mystics Normal humans who are able to channel the supernatural without being a Lucid. Mystics are not tied to the Realms and do not have near the strength of Lucids, but can move about undetectable by a Lucid’s senses. Outer Realms The four Realms which connect to the Unbound World. They are: The Slumber, The Verdant, The Dark, and The Grave. See Character Generation Part 2: Realm (page XXX) for more details. 7 Home School “Nico, look at me. I need you to focus.” Pulling the remote from the boy’s hand, Laila turned off the television. There was a split second as the screen went from the quartered screen of kids’ music videos to Grigori’s homepage, a data feed of art and entertainment news. For a moment, Laila found herself wishing for a simple blank page she could leave it on. “Nico, please.” Distracted by the loss of music, Nico snapped, quickly turning he growled as his arms grew sinewy, hairy, fingers giving way to claws. Laila stood over him giving her best mothering look. Although, she did not have any kids of her own, it was an instinctual furrowing of the brow and lowering of the chin. The thought came to her that this look was possibly ingrained in all women at birth as a survival trait. “Nico, if you want something you have to use your words.” “Words stupid, want TV back!” “Alright Nico, you can watch television after your lessons, but you have to change back.” “Want TV!” Bounding off the couch, the child’s claws slipped into the ceiling tile, closing his hand around it he hung pouting. It was a battle of wills at this point and if Laila allowed Nico to win, it might take months to get him to sit down and study again. The standoff continued as Grigori stormed into the living room. “That rat-boy has got to go. I don’t care about any bloody high ideals. He’s going to get us killed if you can’t control him.” Grigori hissed while looking at Laila. Pulling himself up, Nico only laughed. He thought Grigori was funny, shouting and flailing about and he liked the name Rat-Boy, even if he never told anyone. “Isn’t this why we live on the eighty-fourth floor?” “Are you joking? I can feel the rat at two kilometers. How far do you think the Green Ones’ bloodhounds can sniff him out?” Grigori was right. Laila knew it before even making the statement, but it was hard not to defend Nico, especially from Grigori. “Nico, listen to me. If you don’t come down from there and turn back you can’t stay here. You’re making it very dangerous for us all right now and you have to stop.” Chaz and Margaret came into the room together as Laila struggled to talk the child down. “If you don’t, we won’t have a choice. You’ll have to go back to the streets. No more TV, no more bed, no more cooking. Do you want that?” There was a long silence. “No.” The single word cut through the room as Nico dropped from the ceiling, his arms returning to normal. Planted on the floor, he looked up at her almost like a scolded dog. Crossing his arms, Grigori drew a wry grin across his face, somehow taking this as a victory for himself. Still no one said anything. Chaz motioned as if he was going to comfort Nico then stopped. “Come on, Nico. It’s time to study. Besides, you don’t want to watch Mr. Grigori try to fix the hole you made. It’s not pretty when he tries to throw his wallet at something and make it better.” Nico chuckled as Laila took his hand leading him back to his bedroom. There was a television in there she could use to get online and the living room was too crowded to get anything done. Laila tucked away her smirk as she passed Grigori, since the man had turned beat red. With only a fraction of the cash he used to have, being reminded he would be the one paying for the tile was more than enough to get him fuming. She could see Nico was smiling. Sometimes it was the smaller lessons that had the greatest impact. 26 chapter five: running fractured kingdom This chapter contains tools, background information on the various Baronies, and several adversaries GMs can pit against players. New players may want to consider not reading this chapter as the information may spoil some aspects of exploring Fractured Kingdom for the first time. Elucidation What does it mean to become Lucid? The most basic definition is stepping through the Gates into the aether and somehow returning. Almost everyone has experienced one or more of the Outer Realms in their lifetime. It is not enough to simply be an observer though. The Lucid is no casual passerby, having made a conscious effort to understand something beyond conventional reason and, in doing so, opened their minds to a far greater world. How does it happen? What causes it? How can you tell if someone will Elucidate? The short answer: no one knows. One’s Elucidation is often a very personal thing. There are those who know of the Outer Realms and try to force an Elucidation on themselves or others. Rarely successful, these attempts are always dangerous and often fatal. Why these men and women who strive to join the ranks of Lucids fail while others who seek things far more nebulous succeed remains unknown. Perhaps it is some great cosmic joke or celestial defense mechanism; the theories are endless. What does it mean to Elucidate? Although there are multiple ways people may experience a gateway, ultimately it is the individual taking the leap from the Waking World into the unknown. Everything around them changes. For some, it is magically enlightening, while nightmares come to life for others. One thing that may offer insight into the Elucidation is the Watchtower’s ritual of Baptism, a ritual drowning where many die in the process. The few Lucids it produces often tell stories of frantic visions of death and the urge to look for understanding of the path they are on, not the destination they seek. In the end, one’s Elucidation is a journey only they can understand. Those who do not belong to one of the Baronies are often intensely individualistic. This may also be why so many Lucids chose to strike out on their own versus joining others like themselves. This is seldom the safest choice, however. How this experience affects the character is ultimately up to their player. It is a defining moment in their history, perhaps the first truly meaningful moment in their lives. The Lucid is metaphysically transformed, reborn in a way, and their players should consider this as they develop their backgrounds. The events around a person’s Elucidation often determine which of the four Realms they enter. Let us look at Chris’s character from Character Creation. Margaret (page xxx) could not get over the loss of her husband after his death. This twisted her dreams, taking her to a horrid place where she could feel something corrupting the memories of her husband. Instead of turning back, she dove into the nightmare, seeking answers and entering the Dark to become a Lucid. This was no fluke that Margaret entered the Dark, as she brought herself to this place in search of the truth. This is something Chris can sink his teeth into, leading him to decide part of Margaret’s motivation is to understand what it means to be a Lucid. She will ask fundamental questions, like “Why would the Dark Realm lock on to my memories,” “Was there something special about me,” or “Was it my husband’s spirit?” As such, Chris picks up skills that center on her study, such as Occult (S) and Subterfuge (S) (as often Lucids do not like to relinquish information) and picks up the ESP (Ab) and Reading (Ab). Margaret’s other characteristics come from her background, and the fact she has fallen in with a tough crowd. This, along with some other characteristics, round Margaret out so she can keep up with the kids and become the Grandmother you never want to cross. 146 the Eden dream To become Lucid, one must knowingly interact with one of the four Outer Realms. These experiences are often strange ethereal events impossible to describe. What all Lucids share is the Eden Dream. It may take time for a new Lucid to comprehend what has happened to them. Some never learn to channel their Realm, even living the rest of their lives as normal men and women who only occasionally experience the pull of Lucid Sight or Realm Sense. These are the rare and fortune few. Most Lucids are eventually drawn into the power of their Realm, and this is when the Eden Dream begins. When they sleep, the Lucid is plagued by images of an ideal place, often a city, which is in perfect alignment with the four Outer Realms. It is a place of power, a place of knowledge and wisdom. Each Lucid’s Eden is different, colored by their personal expectations and religious experiences. In any New Age bookstore, one can find a trove of books on the subject. Atlantis, Avalon, Babylon, Eden, Lemuria, Mu, Palenque, Shambhala, or Uruk, there are dozens of names, but eventually almost every Lucid has their Dream. A fair number of Eden Dreams share common elements, even specific structures and other more intricate details, which hints at some connection with Lucids all around the world. What does this mean? Well, visions are funny things. If there is truth in the source of the Eden Dream, then it is buried under the weight of theories and ideas surrounding its very nature. It is up to the GM to decide when a character experiences the Eden Dream. This may be shortly after their Elucidation and part of the character’s background or even later in their career, perhaps after first activating a potent Boon they have worked hard to acquire. Either way, the essence and meaning of the Eden Dream are open to interpretation. When a character experiences their Dream, ask the player to describe their character’s Eden. Let them develop their idea of perfection, and be sure to offer helpful details to guide the player if they get stuck, but it’s their paradise to mold. The Eden Dream should be used to shape future storylines, character development and shifts in personality. GMs are encouraged to keep track of the characters’ Eden Dreams and slip in subtle clues and hints during the course of the game. 147 Shanghai, USC Estimated Population: 18.1 million After the formation of the United Socialist Commonwealth with Eastern Russia, Shanghai became instrumental in staging the push into Japan and later into Canada. Signs of war still mark this metropolitan city. Despite the military government, Shanghai remains a hub of commerce for Eurasia. With heavy gang control, Shanghai is a preferred city for gray market deals and politicking. Okinawa, Okinawa Prefecture, Japan Estimated Population: 24.6 million The provincial capital of Japan after the occupation by the USC, Okinawa is the largest city in the world (by population density). Technically a protectorate of the ASA, Okinawa is a melting pot for all of Asia. Okinawa is also home to one of the largest police forces in the world. An economic hub, Okinawa is a haven for smugglers, refugees and slave traders. The towering buildings and network of subterranean warrens, there are working class citizens that never see the light of day, living entirely underground. Jerusalem, Jerusalem Estimated Population: 2.2 million In the fallout of the Great War, Jerusalem was declared an independent city-state under joint control by the UAE, Israel, the ASA and the EBA. Since this time, the city has become one of the safest in the world, with some of the most advanced bomb detection technologies available, and remains a major tour destination. Some consider Jerusalem to have two sets of laws. Those for citizens and those for tourists. Local laws are extremely strict with zero lenience on sentencing, while tourists rarely seem to experience more than fines and hotel suspension. Other Cities Sedona, Arizona, Portland, Oregon, Savannah, Georgia, ASA, Vatican City, Vatican City, Cusco, Peru, Zhengzhou, Seoul, Korea, USC Stavropol, EBA, Mbabane, Swaziland, Axum, Ethiopia, Tell elMuqayyar, UAE Baronies The following section outlines seven Baronies, along with their motivations, tactics and goals, a sample member and common mortal servants. Not all interaction with a Barony needs to be conflict. Some may be willing to allow a Lucid coven to exist within its territory or even offer protection should it serve their purposes. It is wise not to get too comfortable with Baronies, however, as their goals are radical and their tactics often brutal. It would mean little to them to sacrifice a few pawns it it come to that. the church of unua Weakest of the major Baronies, and some say thankfully so, the Church believes the Five Realms were once a single whole. Members of the Church seek out mystics, those with visions they cannot understand and voices others cannot hear. They see these men and woman as natural channels and hope to use their energies to create permanent Bridges between the Realms. The Church of Unua is the only major Barony to espouse a formal religion other than the Watchtower. Members of the Church of Unua believe whole-heartedly in the Eden Dream. Setting up small cabals in major cities, Unuans keep low, draw in the disenfranchised poor, and search for these natural channels. Unlike other Baronies though, the Church of Unua does not attempt to force Elucidation on potential members. Instead, they focus on fostering the natural abilities one might possess. Drawing in members from mostly new Lucids who are seeking to understand the Eden Dream, Unuans paint the picture of a single harmonious world. Ignoring the obvious dangers, Unuans see Bridges as a natural rejoining of the Realms. Rarely will the Church of Unua attack another Barony for control of a Bridge or place of power. Instead, they look for ways to create new Bridges, often attempting to place multiple Bridges in the same location (usually ending with disastrous results). Due to the Church of Unua’s preaching and proposed brainwashing, the other Baronies have taken an extremely aggressive stance against the Church. This is in part the reason why the Unuans have kept to the 158 outside of mainstream society. However, as the lower class continues to grow, so too do the ranks of faithful within the Church of Unua. Common Realms: Any Sample members Matron Helena, Mission Elder Maintaining the local Mission in the Eastern Industrial district, Matron Helena has suffered through attacks by vandals, gangs and the press, not to mention the Keepers and Harbingers who have attempted to close her Mission in one fashion or another. The Elder Matron, however, was not chosen simply for her kindness, but also for her cunning. The gangs that once fire-bombed the Mission now guard it slavishly, collecting donations from the locals. The press no longer talks about what goes on in the slums of the East District. It is far too easy to find oneself under the Elder Matron’s sway. Come to her for help, and she will be there for you, but there may come a time when this favor will need to be repaid. Note: Should Matron Helena be forced into combat, it is unlikely she would attack directly. She prefers to rely on Visions of the End (B), Reaper’s Presence (B) and Closing the Coffin (B) to assist Church Guardians. characteristics History 18 (A) Administrator 8 (S) Education 4 (S) Lucid 18 (Ab) Lucid Sight 6 (F) Realm Sense 0 (F) Close The Coffin18 (F) Cold One 18 (F) Contact 6 (Ab) Contact 6 (Ab) Strength 4 (A) Strong 4 (Ab) Devastating Blows 4 (F) Dexterity 4 (A) Constitution 12 (A) Fasting 8 (S) Tough 6 (Ab) Sense 9 Scrounging 9 (S) ESP 9 (Ab) Farsight 9 (F) Fortune 6 (A) Barging Finder 6 (S) Intuition 6 (S) Die Hard 6 (Ab) Reading 6 (Ab) Wisdom 8 (A) Domestic 3 (S) Occult 6 (S) Religion 6 (S) Herbalism 3 (S) Intelligence 18 (A) Law 9 (S) Mental 12 (A) Iron Will 12 (Ab) Expression 9 (A) Debate 9 (S) Etiquette 2 (S) Subterfuge 9 (S) AoI: Local Homeless 4 (Ab) 159 ble Fear Boon may substitute their Dark Lucid Ability for the required Dark Spawn Ability. GMs wishing to limit access to these Boons may declare they are simply inaccessible to Lucids or they must experience the Boon firsthand before they can gain access. creatures of the realms So often what is taken as doctrine regarding to the Outer Realms is in reality little more than theories. Folklore and myths passed down from even before the Great War, and as with any good myth, there be monsters. Many Lucids and often-unsuspecting mortals have seen the Creatures of the Realms detailed below. Not all are fearsome creatures of legend; Some are quite benign, even rather intelligent. Those born within one of the Realms have a characteristic similar to Lucid (Ab), qualifiying them for characteristics and Boons associated with their Realm. However, it does not grant the ability to sense others of their kind. Lucids are able to detect a Realm-born entity using Realm Sense (page xxx). Demonstrating strange or alien abilities, these creatures are able to harness the powers of their Realm in unique ways. Characters wishing to learn these unique Boons may do so, substituting their Lucid Ability for the creature’s Realm. For example, a character wishing to learn the Living Nightmare’s Tangi- dark Shade These creatures of the Dark feed on fear, hatred and pain. They appear as little more than twisted shadows, vaguely resembling people. Distorted jagged protrusions or spines flicker in and out of sight around them. Rarely seen alone, Shades travel in circles of two to twelve or more, descending on their targets in unison in a feeding frenzy. Rumors persist of Shade tides, walls of these strange creatures that roll through the Dark. characteristics History 15 Dark Spawn 15 (F) Secrets of the Night 6 (F) Shadow Born 15 Strength N/A Dexterity 12 Stealth 12 Quick 6 Constitution 4 Sense 6 Tracking 6 ESP 6 (Sp) Dark Emotions 6 Fortune 6 Reading 6 Wisdom 3 Intelligence 6 Mental18 Iron Will 4 Expression 6 Subterfuge 6 Boons Shadow Stride (Ma) Shadow Slide (Ma) Empathy (Ty) Thought Reader (Ma) 182 Nightmare Sense (Ma) Bane (Ma) Digest Knowledge (Ma) Pluck The Secret (Ma) Shadow One (Ma) Shadow Form (Ma) Speed Reader (Mi) Oppressive Presence (Ma) Nightmare The most brutal nightmares may take on a life of their own in the Dark. Horribly deformed creatures with monstrous shapes, though it is not unheard of to see rather disturbingly human shapes, Nightmares are the embodiment of fear. Unlike Shades, Nightmares are driven by the fears that constructed them and are lethal in their pursuit. The characteristics listed below are for the most commonly encountered Nightmares. Though their characteristics and Boons may vary wildly. As a GM, when creating a Nightmare for game play, ask yourself the following: What does the Nightmare look like? What gave birth to this Nightmare? What are its desires? How does it stalk its prey? What makes this Nightmare so powerful? Drawbacks Repelled By Light (Ma) Vulnerability: Sunlight (Ma) Life Pools Health 45 Ego 60 Energy 108 Movement 7 combat Initiative: 18 (3 dice) Surprised Defense: 6 (2 dice) Normal Defense: 18 (3 dice) defense notes Shades only exist in a Shadow Form. Any effect that would cancel this Boon inflict damage as normal, but does not force the Shade to take a material form. Shadow Form: They have Movement 18 as a shadow but cannot cross direct light. They may use any Dark Boons requiring no physical Action. Exposure to direct light of any kind causes 6 Health and 6 Ego damage (double from sunlight) characteristics History 24 Dark Spawn 24 (F) Shadow Born 24 Shadow Slide: Teleport 15 meters beginning and ending within a shadow. Cost: 5 Energy + 2 Health + 2 Ego offense Favored Attack (Oppressive Presence): 39 (4 dice), 16 Energy, Ego Damage 6 realm born Boon Oppressive Presence (Mental/Dark - Major) Requirements: Mental 6 (A), Secrets of the Night 6 (F), Digest Knowledge (B), Pluck The Secret (B), Shadow Form (B), Nightmare Sense (B) The Shade infuses the target with fear and pain with a touch. The Shade makes an Ego attack using Mental (A), supported by Dark Spawn (Ab) and Secrets of the Night (F). Activation Time: 1 Action Cost: Standard + 10 Energy 183 (F) Secrets of the Night 6 Song of Silence: an introductory adventure getting Started Song of Silence is an introductory adventure for Fractured Kingdom. Set in Tiergarten, Germany, players take their characters for a spin and get introduced to the mechanics and world. To jump right into the action, they may select from the members of the Outsiders: Chaz, Laila, Nico, Margaret or Grigori. The Experience Level for the Outsiders is Expert, but this adventure can be run with New Lucids with little or no change in the encounters. GMs should be prepared to ramp up the difficulty when using the core Outsiders. Consider expanding Brendan Doyle’s influence in all zombies in the building and definitely use the optional No Room in Hell encounter. Prelude The television flicked from images of war in Kosovo to Clamjaw, the cartoon raven being chased by a rat hiding under a soldier’s helmet in the Wastes. A lull seeped through the apartment, the rare moment of calm that never seemed to really last. As that soothing feeling of normality teased the Coven, a wave of Grave force ripped through the apartment and through their bodies. Nothing tangible, nothing a normal person would detect, but for the Lucids of the city the Realm of death resonated like a beacon. Somewhere on the streets of Tiergarten, a Bridge between the Waking World and the supernatural had opened. The force of its birth so potent, no Lucid in the city would be able to ignore its pull on them. Something so powerful, the Baronies would surely be coming as well. Was it the birth of another Lucid or a Gate to the Grave? There was little time to ponder the answers; If they did not move now, whatever the cause of the psychic explosion could be lost. The Outsiders Presented here are the Outsiders, a Coven of five Lucids doing their best to avoid being swallowed by the Unseen World. Originally formed by Chaz and Laila, each of the Coven’s other members were rescued in 213 chaz Slumbering Lucid Brief History What is West Tiergarten? Ask a politician and they will tell you it is a beacon of pre-war society and a Mecca for trade. That is true, if you have something to trade. Born with bugger all, Chaz had to claw out every ounce of prosperity he could from age six, after his mum left him to the local bullyboys before the state could lift him. Prison swallowed her. She was going up for six months and never came back. Whether fighting for the block or a crust of bread, Chaz really just fought to forget. Forget he and everyone he knew was living in shite. Dug up and polished since the war, it did not change what it was. That is how Chaz lived, and that is how most people died. Gang life taught him early on to revel in refuse, and damned were those who fought for much more. Two in the brainpan will make anyone start to think about these things. The problem is Chaz was not supposed to be thinking about them while still wired to a bed and comatose. Two months Chaz floated on the government dime, locked away in slumber. Two months of fighting for his life, figuring out what he was doing with it and what the point was. As they were going to pull the plug, it came to him, that moment when you realize running the streets is hardly the half of it and there is something more out there. A simple bloody truth had been starring at Chaz all his life and he never knew. When they pulled the plug, Chaz opened his eyes, sat up, saw the startled doctor and nurse, and asked for his jacket. It was time for Chaz to start living. Laila and Chaz met sometime after the hospital. Neither talks about what brought them together, but the two are almost inseparable. You would think she was his mother, except they look like they are almost the same age. He calls her his mentor, but it was his idea to put together the Outsiders. Laila told him they were a Coven, Lucids who refused to sign up and send off their gifts. While he may think of a Coven as a new kind of gang, Chaz has never fallen back on old habits. Over the years some stayed, some went. A year ago, there were seven of them. Dekker died in a shootout with the Keepers, and Rach left for the Commonwealth after that. Talking about the death of any Outsider sets Chaz’s face to stone. It can be hard for him to feel like he is still crawling in the shite. Everyone has their hangups. Play Style - Supernatural Samurai: After meeting Laila, Chaz traded in his lock knife for a Monoblade Katana. His years on the street have only supplemented his gifts as a Lucid, making him quick, deadly accurate and striking with the skill of a legendary swordsman. Personality - Lost Boy Growing up in a gang, Chaz has learned to have a pack mentality, which has continued as a Lucid. He is well aware of the hardships of Lucids without protection and is willing to give almost anyone a chance to join the Outsiders. New members are given a wide berth to decide if Coven life is for them or if they would rather stake out on their own. The other Outsiders believe this stems from Chaz’s deep fear of the Baronies and their desperate search to acquire new Lucids. 221 Laila grave Lucid Brief History Indoctrination from inception is a phrase Laila knows well and never likes to hear. Many refuse to join Baronies out of spite or a false sense of individualism, but do not know what it is truly like to belong to one of these twisted factions. There are nights when the apartment walls shake as Laila’s fists pound against them in anger and frustration. These are the nights she wakes up in cold shakes and half drempt memories. Laila does not talk about her past, but she wears her special kind of hated reserved for the Watchtower (page xxx) on her sleeve. When they are not searching for some displaced Lucid, Laila is training, always moving and fighting to get better. It is the only way she can let herself get more than a few hours sleep each night; Release comes only from the complete exhaustion of her mind and body. Laila moves with a finely-honed speed and grace. Able to face several opponents at once, Laila uses her link to the Grave to devastating effect, augmenting her trained defenses and increasing the strength of her allies’ attacks. Where she learned her deadly skills is also unknown, but she seems determined to pass them on, doing her best to impart them to Chaz. Watching him brood, posture and dream of changing the world is one of the few joys she still has. In her heart of hearts, Laila wonders if this is how all the Baronies began: a handful of Lucids hoping to do the right thing. This idea frightens her more than anything else. Her way of moving or manner of speech seem simply too polite for modern society. Laila has made a point to keep in touch with all former members of the coven who have drifted apart. Often through almost poetic email, even if the others rarely respond. Some are easier than others to find, but it helps to ensure they’re doing the right thing. The Outsiders do not put too fine a point to their collective, so as not to become wankers (as Chaz would call them). Play Style - Guardian: Laila’s training and link to the Grave allow her to defend against multiple foes with ease. When prepared, she can shrug off gunfire. Additionally, her ties to the Grave allow her to increase the damage of her allies in combat. Personality - Runaway: Unlike Chaz, it’s not high ideals that drive Laila to help others, but an underlying need to keep Lucids from the Baronies. More than occasionally, she can be mothering, not that she wants to be but her need to make sure no Lucid ever feels the need to turn to one of the Baronies for aid. The Coven is not necessarily her friends, but Laila hopes to shelter from the cruelty of the Baronies. 223 nico verdant Lucid Brief History Nico’s most vivid memory is of his father standing in old war duds firing a big gun with a metal smile under the barrel that swung around. “Run Nico! You run and I’ll find you!” He remembers little else, but he took his father’s words to heart and has kept running and running. In the Wastes, the men his father had been shooting at found the young boy, one of them wearing his dad’s clothes. They took him so easy, said he was a prize catch and was going to fetch good money in Laska. During one clear night, the bad men were passed out from drinking radiator fluid. Nico took that opportunity to slip out of his ropes and ran until he thought his heart would explode and his lungs spit hot grease into his mouth. Under the full moon, half starved; Nico laid his head and slept. In his dreams, he could hear old voices and rituals and the world waking. He wanted all these things, to belong to someone, to escape the horribleness of the Wastes and the love from the Earth Mother. These things became reality and Nico embraced a new existence. The Laska kidnappers’ scents came to him on the wind. Nico felt the Earth whispering in his ear and slipped him into the Verdant world he had dreamed. As they reached the summit of the stone circle, Nico emerged, gnashing, tearing, ripping, and feasting. Nico ran with carrier rats for an uncertain period, hunting for food and shelter. Eventually, this led him to a large place of stone and steel where he could smell food he had never tasted. An older boy and girl found him while scavenging through this place. They had been gifted like he was. They reminded Nico he wasn’t just a rat; a 14-year old boy lived in his body too. They took him in and helped him remember the old times before the bad men came. They’re nice to Nico and as long as they bring him interesting food, he’ll stay with them forever. Play Style Tubthumper: Nico is still half-feral from his time in the Wastes, although it is unclear how long he survived alone. Wild and adventurous Nico can become a large carrier rat or shift parts of his body to use as weapons or shields. While his small size allows Nico to get into tight spots and serve as a scout, he likes attention and is good at provoking others. Additionally, Nico’s link to the Verdant allows him to regenerate and to heal others. Personality Survivor: They think Nico might be fourteen, but he does not understand why that would be important. A large part of him misses stalking the Wastes, but in his heart he knows Laila and Chaz are good for him. 225 margaret Dark Lucid Brief History: Looking back, most of Margaret’s life was not that unusual. Her parents met during the Great War. Her mother was sent home after becoming pregnant, thankfully surviving the worst of the Purge that heralded the end. Her childhood saw the rise and fall of the Reclaimers and Germany’s return to power. Married at twenty and widowed at seventy-two, it is here her life dove into chaos. Plagued by nightmares of James’s death, it was her turning to these horrid visions that lead to her Elucidation and waking to a radically different world. At first, she thought it was dementia setting in. She was unable to explain the energies she felt around her and the terrifying things she was seeing. Shadows whispered of a man’s fate as she watched him move through the market. Had the Harbingers (page xxx) not come for her, Margaret may never have learned the truth behind the growing oddity of her life. They told her she was one of them, and she was a seer. She told them they were crazy and to get out of her apartment. As a show of their power, they plucked the bloated nightmare image of her husband from her mind and made it real. The Harbingers followed her as she ran for her life and sanity, slipping through shadows to cut her off at every turn. In the alleyways along the corporate wall, Chaz, Laila and Nico expertly saved Margaret. They felt the Harbingers hunting Margaret and wanted to help, forcing the Harbingers to flee or launch into open conflict with the Outsiders. They choose to leave to fight another day. This small band of people was Lucid like her, Outsiders who refused to submit to the Baronies. They brought her in, taught her how to control her powers, and how to avoid broadcasting them. Margaret has lived, studied and learned with them ever since, hiding from the Baronies while trying to come to terms with the new world now opened to her. Despite her advanced age, Margaret’s link with the Dark Realm has somewhat rejuvenated her body. By no means is she as strong or fast as some of the more physical members of the Outsiders, but she can channel her Realm to strike with debilitating blasts and drain the life essence of others. Play Style - The Witch: Bound to the Dark, Margaret is able to wrap herself in an aura of terror and calling bolts of shadowy energy. When needed, she may drain the life force of others, and her powers have given her insight into other peoples thoughts and futures. Personality - The Little Old Lady: Refined and subtle in her actions Margaret rarely if ever rushes in a task, preferring to watch TV or read and dream of having a normal life again. She is thankful to Chaz and the rest of the Coven for all they have given her and has made a point of doing her best to keep up with the kids. The reality of surviving is enough to make her forget what she has lost in the process and even makes her feel young again. 227 grigori Slumbering Lucid Brief History: Privilege breeds certain traits: education, culture, and (worst of all) arrogance. Grigori possesses them all. Born to wealth, Grigori was raised in Cambridge boarding schools, studying art in France and decadence in Amsterdam. He took to sculpting at an early age with works featured in galleries across the globe commissioned by the TK Arcology to design a showpiece for their central mall. Grigori spent months walking the commerce center and sketching drafts, but everything seemed wrong and as weeks dragged on Grigori began to fear that he had lost his muse. This blessed muse came to him one night, setting his mind on fire and stripping away his mental layers. Inside his soul, there were everyone’s thoughts, all their feelings and, if he could strip everything away, the perfect artistic piece. When Grigori awoke, he found himself entombed in a clay web attached to several pedestals. Tiny fibers darted from arch to arch forming new patterns. Two men outside had seen his vision too and sensed his presence as he now sensed them. Jackboots kicked down the reinforced door and panic set in as guns tore up the room and the clay. Grigori hid in the bathroom and fled down the fire escape. He ran until he could not feel the pain in his legs or the presence of the others. That morning still haunts Grigori, but the life he once had is now gone. Using the few contacts he could trust, Grigori arranged for a new life. It seems strange to pay for an apartment you share with others, but Chaz and his Coven protect him. He still tries to hold on to what scraps of his past life he can by publishing his works anonymously. Play Style - Dream Artist: Grigori considers himself an artist. Able to recreate dreams even craft images plucked from the Slumbering Realm, his powers of perception are vastly superior to most trained Lucids. Grigori loathes the Lucid world and hates his powers, often unwilling to use them save for the most dire of circumstance. Personality - Sycophant: Live life to the fullest. That is hardly an option anymore. Try to recapture former glory and stay safe. That is modern life. Keep the Coven happy, they are his only protection, no matter how inane their goals may be. 229 index a Abilities....36-46, 127, Actions....130 Allied States of America (ASA).....151 Arcology....4 Assigning Points.....18 Attack Maneuvers...131 Aim...131 Bypass Armor...131 Grappling...132 Heavy Blow...132 Power Strike...133 Run & Gun....133 Stun....133 Trip.....133 Movement...133 - 134 Sprinting....134 Held Action...134 Interrupting Action...134 Attributes....26-28, 127 Audiopunks....4 b Backgrounds...17, Barony....4, 157-175 Church of Unua...157-160 Green Ones....160-162 Harbingers....162-165 Keepers of the Unbound World....165-168 Spirit Callers....168-170 Templars....171-173 Watchtower....173-175 Beacher....4 Bestiary....202-208 Boons....51-99, 127 A...51-52 B...52-55 C...55-58 D...59-62 E...62-64 F...64-68 G...69-70 H...70-71 I...71-73 J-K...73 L...73-75 M...75-77 N...77-78 O...78-79 P...79-82 Q...82 R...82-85 S...85-92 T...92-94 U...94-96 V...96-97 W...97-99 Boon Chains....47-50 Bridge....4 c Character Creation Summary....11 Characteristic Levels....21 Characters with Personarlity....208-209 Church of the Redeemer....3, 4, Combat....130-135 Coven....4 Cover...136 Crafting Your Own Fractured Kingdom....210 Creation Points...12, 18 Creatures of the Realm...181-194 Dark...181-184 Grave...184-187 Slumber....187-191 Verdant....191-194 233 index d Damage...137-138 The Dark...13, 48, 123, 181 Death....140 Defense...134-135 Difficulty...129-130 Drawbacks...21-23, Drugs, Poisons & Toxins...141-142 Medical Equipment....114-115 Melee Weapons...115-117 Support Gear...117-119 Survival Gear...119-120 Vehicles....120-122 Glossary...4-6 The Grave...14, 49, 124, 184 Great War....3, 5, 147 e h Eastern Bloc Alliance (EBA).....152 Eden Dream....3, 4, 146 Eden Prayer......2-3, Ego...23, 138, 140 Elucidation....5, 145 Energy....23, 141 Energy Cost...128 European Union (EU).....153 Experience....209-210 Experience Level....10, 12 f Falling....142 Fetish....66, 123-125 Fire.....142 Focus....127 g Gateway....5, Gear...102-125 Clothing....102 Armor...102-104 Computers....104-105 Explosives....105-107 Firearms....107-110 Ammunition...111 Energy Cells....111 Firearms Accessories.....111-112 General Electronics...113-114 Health....23 i Initiative...130 l Life Pools....23 Lighting and Blindness....136 Lucid....5, 10 Lucid (Ab)....41 Lucid Cities...155-157 m Making Margaret....11, 17, 19-20, 23, 24 Making Rolls....128-129 March to War...147 Megapolitan City....6, 149 Miracle Tech...6, 140 Modern Medicine...139-140 Mundane NPCs....194-202 n Nation-States....151-154 Natural Recovery.....138 234 index o Others......6, 176-180 Outer Realms....3, 6, 12-16 Outsiders....25, 100, 126, 144, 211, 212, p Post Combat Recovery....138 Prove...136 Purchase Value....101 Purge....6, 148 s Sample Characters....220-231 Simple Tasks....130 Skills....28-35, 127 The Slumber...15, 49, 125, 187 Song of Silence Adventure....212-219 Specialties...127 Suffocation....143 Surviving as a Lucid...154 t Taint....6 Temporary Wealth....101 u United Arab Emirates (UAE/ “the Emirates”)..153 United Socialist Commonwealth (USC).........154 v The Verdant....16, 50, 125, 191 w Waking World....150 Wastes....6, Wounds 137 235 fractured kingdom Health Energy Ego Name:_______________________________ Realm:_____________________________ Campaign:__________________________ Player:_____________________________ fortune history Characteristics _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ Type Value ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ sense Characteristics _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ 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Type Value ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ intelligence Characteristics _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ initiative Characteristics _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ Type Value ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ Characteristics _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ _____________________ 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Fractured Kingdom RPG is the trademark of Dave Silva. Permission granted to photocopy for personal use only.