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The Dresden Files RPG: Volume 3 – Paranet Papers PDF

376 Pages·2015·24.55 MB·English
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HSFeaotyTerf,ewh KhrltorBysaeoreu rkurlttPrgniinhktiohnagieeos rrn agftsa tel iotlotnt–r ooelset ke tv,sht ei istoasrPo n sasdsyletiowopneuwnace fgentry f s.h Iat. i —PsnohA,lt danegt hyadge oaw steoateat. ’yts mq, oua mhgiekyeetert e h’sseuW rr. iel l KTaahgrnearoenidnfnntpda  k fiIyc m – s koor a efeiu f.nna   godtMlt lhr y h a ueMh ay  apeatwb p lcpe te’tpshei wrn  Ikee neg  c.cne fii a aItwu  nryths s  e dt ap I o avia ctouer.yo wk tuA  M e ynpw i soody lin eut,o ch d  uayr bao let luy hibaan  nihcysgnk d,. i  gst ImW’hb? hl ily elt yl                                                                                               W a l d o OPEN GAME LICENSE Version 1.0a 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as The following text is the property of Wizards of the Coast, Inc. and expressly licensed in another, independent Agreement with the is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights owner of each element of that Product Identity. You agree not Reserved. to indicate compatibility or co-adaptability with any Trademark 1. Definitions: (a)”Contributors” means the copyright and/or or Registered Trademark in conjunction with a work containing trademark owners who have contributed Open Game Content; Open Game Content except as expressly licensed in another, (b)”Derivative Material” means copyrighted material including independent Agreement with the owner of such Trademark or derivative works and translations (including into other computer Registered Trademark. The use of any Product Identity in Open languages), potation, modification, correction, addition, extension, Game Content does not constitute a challenge to the ownership of upgrade, improvement, compilation, abridgment or other form in that Product Identity. The owner of any Product Identity used in which an existing work may be recast, transformed or adapted; (c) Open Game Content shall retain all rights, title and interest in and “Distribute” means to reproduce, license, rent, lease, sell, broadcast, to that Product Identity. publicly display, transmit or otherwise distribute; (d)”Open Game 8. Identification: If you distribute Open Game Content You must Content” means the game mechanic and includes the methods, clearly indicate which portions of the work that you are distrib- procedures, processes and routines to the extent such content uting are Open Game Content. does not embody the Product Identity and is an enhancement 9. Updating the License: Wizards or its designated Agents may over the prior art and any additional content clearly identified as publish updated versions of this License. You may use any autho- Open Game Content by the Contributor, and means any work rized version of this License to copy, modify and distribute any covered by this License, including translations and derivative works Open Game Content originally distributed under any version of under copyright law, but specifically excludes Product Identity. (e) this License. “Product Identity” means product and product line names, logos 10. Copy of this License: You MUST include a copy of this License and identifying marks including trade dress; artifacts; creatures with every copy of the Open Game Content You Distribute. characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, like- 11. Use of Contributor Credits: You may not market or advertise the nesses, formats, poses, concepts, themes and graphic, photographic Open Game Content using the name of any Contributor unless and other visual or audio representations; names and descriptions You have written permission from the Contributor to do so. of characters, spells, enchantments, personalities, teams, personas, 12. Inability to Comply: If it is impossible for You to comply with any likenesses and special abilities; places, locations, environments, of the terms of this License with respect to some or all of the Open creatures, equipment, magical or supernatural abilities or effects, Game Content due to statute, judicial order, or governmental regu- logos, symbols, or graphic designs; and any other trademark or lation then You may not Use any Open Game Material so affected. registered trademark clearly identified as Product identity by the 13. Termination: This License will terminate automatically if You owner of the Product Identity, and which specifically excludes the fail to comply with all terms herein and fail to cure such breach Open Game Content; (f) “Trademark” means the logos, names, within 30 days of becoming aware of the breach. All sublicenses mark, sign, motto, designs that are used by a Contributor to iden- shall survive the termination of this License. tify itself or its products or the associated products contributed 14. Reformation: If any provision of this License is held to be unen- to the Open Game License by the Contributor (g) “Use”, “Used” forceable, such provision shall be reformed only to the extent or “Using” means to use, Distribute, copy, edit, format, modify, necessary to make it enforceable. translate and otherwise create Derivative Material of Open Game 15. COPYRIGHT AND PRODUCT IDENTITY NOTICE Content. (h) “You” or “Your” means the licensee in terms of this Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. agreement. Fudge System 1995 version © 1992-1995 by Steffan O’Sullivan, © 2. The License: This License applies to any Open Game Content that 2005 by Grey Ghost Press, Inc.; Author Steffan O’Sullivan. contains a notice indicating that the Open Game Content may only FATE (Fantastic Adventures in Tabletop Entertainment) © 2003 by be Used under and in terms of this License. You must affix such a Evil Hat Productions LLC; Authors Robert Donoghue and Fred notice to any Open Game Content that you Use. No terms may be Hicks. added to or subtracted from this License except as described by the Spirit of the Century © 2006, Evil Hat Productions LLC. Authors License itself. No other terms or conditions may be applied to any Robert Donoghue, Fred Hicks, and Leonard Balsera. Open Game Content distributed using this License. Any material found in this book which is not directly taken from the 3. Offer and Acceptance: By Using the Open Game Content You above named works is deemed to be product identity. indicate Your acceptance of the terms of this License. The Dresden Files Roleplaying Game: Volume 3: Paranet Papers ©2015 4. Grant and Consideration: In consideration for agreeing to use this Evil Hat Productions, LLC (www.evilhat.com). License, the Contributors grant You a perpetual, worldwide, royal- ty-free, non-exclusive license with the exact terms of this License Based on the original works in The Dresden Files series by Jim Butcher to Use, the Open Game Content. as published by the Roc imprint of Penguin Group (USA) Inc. Arranged through the author’s agent: Jennifer Jackson, Donald 5. Representation of Authority to Contribute: If You are contrib- Maass Literary Agency. The Dresden Files, all of The Dresden Files uting original material as Open Game Content, You represent that book titles, all of the characters, descriptions, and plots from The Your Contributions are Your original creation and/or You have Dresden Files books and stories, and all quoted material from The sufficient rights to grant the rights conveyed by this License. Dresden Files books are ©2000-2015 Jim Butcher. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the Stock Number: EHP3003. ISBN: 978-1-61317-104-2 COPYRIGHT NOTICE of any Open Game Content You Printed in the United States. are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 2 Credits Based on The Dresden Files Books by Jim Butcher Alpha Pack Artists Leonard Balsera Tyler Walpole Pack Leader • Arcane Secrets • Writing and System Cover Brian Engard Brett Barkley, Miguel Coronado, David Hueso, Pack Lieutenant • Master Gadgeteer Kurt Komoda, Mika Kuloda, Miki, Jorge • Writing and System Ramos, Alex Sheikman, and Jabari Weathers Interior Clark Valentine Revolutionary Historian • Atomic Greasemonkey • Writing and System Beta Review Squad Amanda Valentine Priscilla Spencer Den Mother • Clarity and Collation Secret Weapon • Fact Checker • Keeper of Secrets • Editorial Gladiatrix Josh Albritton and Garrett Jones John Adamus Commentary and Critique Editorial Speed Demon • Melter of Faces Joseph Harney, Regina Joyner, Patrick William Huggins and Morgan Ellis Ley, Jason Maltzen, and Tess Snider Gearheads • Doughty Statblockers Critical Eyes Kevan Forbes, Rick Neal, Tom Cadorette, Allies Dennis Jordan, and Matthew Gandy Ryan Macklin Additional Oversight Networker • Oversight • Man About Town Chad Underkoffler Friends of Harry Research and Esoterica • Writing (and his Stat Block) Jess Hartley and Rob Donoghue Joshua Lutz and Marc Le Guen Travelers • Explorers of the Unknown • Writing Close Personal Confidantes Pamela Shaw Alexander Travis Casey, Julian Stanley, and Matt Secret Weapon • Jane-of-all-Trades • Polymath Hewes & the Santa Cruz Team Scoobies Shadowy Figures Behind the Scenes Fred Hicks Creative Director Sean Nittner Project Manager • Buttkicker • Heart of Vegas Daniel Solis Layout and Graphic Design Matthew Gandy Still His Fault 3 Table of Contents Welcome to the Paranet 6 People and Places 76 The Old Gods 159 The Paranet in Your Game 6 Koslovsky Boardinghouse 76 Manco Capac 161 Using the Paranet Papers 7 The Workers’ Hall 87 The White Court 161 The Underground Market 92 The Fae 162 LAS VEGAS The Square 93 The Ordo Torca 163 Las Vegas, Nevada 9 Ration Distribution Center 96 The Fellowship of St. Giles 164 The Stereotype, For Better and Worse Novgorod Brass Works 97 Other Powers 165 10 Church of St. Dmitri the Red Individuals 167 The Bird’s Eye View 11 (Church of St. Ilya) 98 What’s Where in Las Tierras Rojas At Street Level 13 Wandering Monsters 101 184 Tomorrow, a Shitstorm 15 Chichen Itza 184 Meet the Players 16 The Neverglades El Manatí 185 The Battleground 21 Okeeokalee Bay, Florida 108 Machu Picchu 185 Themes and Threats 23 Magic Swims These Waters Every The Cave of Hands 186 People to Meet...Or to Avoid 26 Night 108 The Atacama Giant 186 The White Court 26 What’s What in Okeeokalee Bay 109 The Amazon Rainforest 187 The Cult of Ishtar 28 The Fount 110 The Andes 187 The Wyldfae 30 The Everglades 113 Gran Chaco 188 The Seelie 31 Okeeokalee Bay 114 Buenos Aires 188 The Unseelie 32 Who’s Who in Okeeokalee Bay 116 Rio de Janeiro 189 Wizards and Would-Be Wizards 33 Local Folks—and a Couple of Mortals and Miscellany 38 Monsters 116 The Ways Between Places to Go...Or to Avoid 47 The Nature of the Bay—Threats and Traveling the Ways Between 193 The Strip 47 Themes 141 The Nevernever 194 The Venetian Canals 48 What’s Where in Okeeokalee Bay The Wylde Frontier 195 The Hanging Garden 48 142 Finding the Way 196 The Lucky Penny 48 Awhatopotamee 142 Points of Power 198 The Fremont Street Experience 49 Big Bug Island 143 Traversing the Way 198 McCarran International Airport 49 The Darkening 143 Example Themes and Threats 201 University of Nevada, Las Vegas 50 Granja Island 143 Mother Nature Is a Character 202 Synecdoche 50 The Lion Queen 143 Skills on the Road 202 Club Xanadu 51 Van Horne Island 143 Modern Technology and the Hunted Kiel Ranch 51 Menendez’s General Store & Post 203 The Springs Preserve 52 Office 143 What Follows 205 Summerlin Country Club 52 Missus Simmons’ Boarding House & Episodes: The Spaces Between 206 Industrial Road 53 Tea Room 144 Lost and Found 206 The Tunnels 53 Gandy’s Gas-Autos-Boats 144 Mountain Tamers 210 Wanderland 54 The Sump 144 The Voice in the Trees 214 The Sweet Sorrow 55 The Water Maze 144 Unsafe 217 The Stronghold 145 Rough Waters 220 Russia Morris’s Bane 223 Novgorod, Russia, October 1918 57 Las Tierras Rojas Stuck in the Middle 227 Simon Pietrovich: A Tale of Russia South America, Central America, Stone and Water 232 59 and Mexico 146 Wake Up, Dreamer 234 The City of Novgorod, October The Situation 149 An Occurrence at Cripple Creek 1918 67 What’s What in Las Tierras Rojas 150 Bridge 238 Encyclopedia 67 The Mundane Community 150 Urban Legends Roaming the Ways Supernatural Presence 68 The Supernatural Community 152 245 Mortal Life in 1918 Novgorod 69 What’s at Stake: Points of Conflict 153 Who’s Fighting for What 70 Themes and Threats 156 Themes and Threats 74 Who’s Who in Las Tierras Rojas 158 The Drivers of Conflict 75 The Keepers 158 4 Spellcasting Nevernever Races 287 Karrin Murphy 334 Sponsorship and the Aspiring Fomor 287 Samuel Peabody 336 Wizard 248 Jotun 289 Lara Raith 337 The Full Might of a Sponsor 249 Kenku 290 Madeline Raith 337 Soulfire, New and Improved 250 Naagloshii (Skinwalkers) 291 Thomas Raith 338 The Mechanics of Soulfire 251 Psychophagic Mites 292 Carlos Ramirez 338 The Soul Stress Track 252 Old Ones and Outsiders 293 Susan Rodriguez 339 Magic and the Nevernever 253 Mistfiends 293 Sanya 341 Easy Evocations 253 Scions 294 Lloyd Slate 341 The Nevernever Stress Track 253 The Einherjar 294 Detective Jerome Rudolph 341 Drawbacks 254 Spirits (update) 295 Toot-toot 342 Location, Location, Location 254 Boogeyman, AKA “boggle” or Uriel 343 The Dirty Wizard’s Guide to “boggart” 295 New Characters 344 Thaumaturgy 255 Vampires 296 Kevin Aramis 344 A Review of the Basic Steps 255 Lords of Outer Night 296 Meditrina Bassarid 344 The Hardest Part—Complexity and Red Court Vampires (update) 297 Binder 345 Effect 256 White Court Vampires (update) 297 Herbert Orson Caine 346 How Long Does My Effect Last? 258 Warped Animals 298 Warden Chandler 347 What About Contests? 259 Fae Centipedes 298 Grigori Cristos 347 Combat Thaumaturgy 259 Fae Spiders 299 Demonreach 348 Casting Magic on Yourself 260 Gorilla-Sharks 299 Evelyn Derek 349 Edge Cases and Clarifications 261 Father Roarke Douglas 349 Who’s Who Cheer-Saving Thaumaturgy 264 Steven Douglas 350 More Cases, More Faces 300 Do You Even Need To Roll? 264 The Eebs 350 Some Initial Housekeeping 301 How to Save the Cheer 265 “Frogface” 352 Character Updates 302 Evocation Tips and Tricks 267 Glenmael 352 Ancient Mai 302 The Philosophy of the Elements 267 Vincent Graver 352 The Archive 303 Shield Spells and Combat 270 Kukulcan 353 Bob the Skull 303 Hexing 271 Baroness LeBlanc 354 Georgia McAlister Borden 304 Evocation and Simple Actions 272 Andi Macklin 354 William Borden 305 Fun with Items 273 Mag 355 Doctor Waldo Butters 306 Sharing Potions 273 Marcy 357 Michael Carpenter 307 Propless Magic 274 Maria 357 Molly Carpenter 307 Spellcasting Powers and Stunts 275 Margaret Angelica Mendoza Harry Dresden 309 Wizards with Powers 275 (Rodriguez-Dresden) 358 Margaret Dresden 313 Mental Toughness 276 “Nothing” 358 The Erlking 314 More Examples from Recent Cases Duchess Arianna Ortega 359 Sigrun Gard 314 279 Elisa and Natalia Raith 361 The Gatekeeper 315 The One-Woman Rave 279 Ray 361 Plot Devices and You 316 Basic Phonoturgy 279 Shagnasty 361 He Who Walks Behind 320 Mrs. Spunkelcrief 362 Goes Bump Justine 320 Special Agent Barry Tilly 362 The Monster Mash 280 Kirby 321 “Third Man” 362 Angels 280 Aleron LaFortier 321 Donar Vadderung (AKA Odin) 364 Archangels (Update) 280 Arthur Langtry 322 Demons 281 The Leanansidhe 325 Binder’s Minions 281 Listens to Wind 326 Ik’k’uox 282 Captain Anastasia Luccio 327 Faeries 283 Mab, The Winter Queen 328 Goblins (update) 283 Mac 328 Sidhe Knights (update) 283 John Marcone 329 Ghosts (update) 284 Martin 330 Gods (update) 285 Ebenezar McCoy 331 Mortals 286 Warden Donald Morgan 332 Implanted Humans 286 Mouse 333 5 Welcome to SeriouSly? The DreSDen FileS? the Paranet Also known as the This is The Paranet Papers, our collection STill noT Sure how i Feel Dresdenverse. of additional information based on our best aBouT ThiS DichoTomy. BecauSe harry neeDS intel and current events in the world of The What do you mean? a Bigger heaD anD all. Dresden Files. It’s intended as a companion real people anD Their proBlemS to our prior efforts, Your Story and Our Being uSeD aS FoDDer For World. play preTenD… juST SeemS Remember—while the information presented a liTTle exploiTaTive. here is based on the reports we’re receiving from It’s important to get the the Paranet, your campaign world may look information out there, and we totally different. If something doesn’t work for had to conceal it somehow. This If only real life you, change it, leave it out, whatever it takes to seemed as good a choice as any. were so easy. make your game the best it can be. Tell me aBouT iT. Though i’m geTTing a liTTle TireD oF The Paranet in ThingS changing, Your Game righT aBouT now. As with any organization you might include in your game, you should express your ties to the Paranet in one or more of your aspects. These ties can be as distant or as personal as you like, from a high concept like Local Paranet Den Mother or a trouble of Hounded by Paranetters to an aspect that goes the extra mile to distance yourself from them, such as Paranetters Get What’s Coming to Them. Of course, the more complicated and dramatic uh, morTimer linDquiST your relationship to the Paranet, the better your iS noT a parT oF The chances of that aspect getting you fate points paraneT, laST i checkeD. when that connection comes up during the game. ItMt“elG’aslah lys iobtnmse te Gt nsois omeo(tusem.p edBBIt auushttmaien pw)gh:” ehA a oiddmbndio depua,n attdign u geMm fh,a2a ocpsc8’atst4.,gs . e YMcthooeuouO rl’Pdltnla Lpcaraeilrnsno oydbeo tqauu butso’lveiys e jt tu u hetssosetet il PafdCyb a moltrihnaseneht sa eeuoctdstm etsto ehmo tjfihuos a issntnttiigy eof ,yoa fyt bfLeo oynouuo,r utbce arg u( nhst“ k Ooyuisolsltludess . alSo...werehamSTerS? last time I saw him at Mac’s.”) or Resources Bob said they were (“Evil Stevie said I could borrow his motorcycle real. Don’t ask me. to hunt that werehamster, as long as I bring it back with a full tank.”). Finally, your group may decide during city creation that the Paranet has a significant pres- ence among the supernaturally inclined groups in your city. In that case, the Paranet might even have its own location—say, a local head- quarters—with a theme or a threat, depending on what kind of impact you want them to have. Remember to give the Paranet a face to personalize how your PCs interact with the organization. 6

Description:
STAND TOGETHER AGAINST THE DARKNESS... In Jim Butcher’s bestselling Dresden Files books, the forces of good bond together into an organization called the Paranet in a desperate attempt to turn the tides of their equally desperate war against big baddies like the Fomor and the Denarians. Now you ca
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