(For context, see the Reality Hacking rules)

Interpersonal Hacks

The Truth Will Out (Bullshit Detector): The target of this hack become violently, explosively ill should they attempt to utter a lie. If the victim’s lucky, it’s just vomiting. The hack’s effects last for a few minutes.

Carbon Ghost (Bureaucracy): Given a set of personal documents and a supply of paper, this hack creates a sort of hollow paper golem. The golem’s physically fragile and cannot fight, but it can carry out simple tasks at the command of the hacker. Furthermore, the golem has fragmentary memories drawn from those of the owner of the personal documents. So, get hold of an Esoterrorist’s passport, conjure a golem, and tell it to go to the Esoterrorist’s home, and follow the shambling thing before a light breeze destroys it.

G-Man (Cop Talk): This hack convinces reality that the Ordo Veritatis Agent is a government agent, a Man in Black. It gives a 6-point Preparedness pool for equipment that a sinister government agent might possess – bugging devices, government IDs, earpiece microphones, dark shades, lethal syringes and the like.

Self-Belief (Flattery): Tell the target of this hack they’re good at something, and they gain a 6-point pool in the matching ability. (“You’re really strong=6 points of Athletics”). The target must be unaware they’re being hacked, and the pool vanishes instantly if the target learns they’ve been unnaturally augmented.

 Dream Suggestion (Flirting): The target of this hack becomes aware of the hacker – they dream about them, they can’t stop thinking about them, everything reminds them of the hacker. There’s no guarantee that the target’s feelings are in any way positive, but they’ll certainly attach some degree of importance or emotional weight to any interactions with the hacker. The effect lasts for two or three days.

 Face Change (Impersonate): The hacker’s facial appearance changes to match the person or type they’re impersonating. This isn’t (completely) a physical change – it’s more that people retain a different memory of the hacker’s face. (That said, repeated use of the spell causes physical features and even memories to bleed over).

 Imprison (Interrogation): The target of the hack is rendered unable to move after an interrogation session. They’re psychically compelled to stay in place for at least eight hours. So, interview a suspect in a diner, and they’re stuck in the booth for the rest of the day (better pray they used the bathroom first). For the hack to work, the hacker has to use regular mundane Interrogation on the target before attempting the hack.

 Thing of Terror (Intimidation): This hack works just like Manifest Fear (the Forensic Psychology hack), giving both hacker and target a momentary glimpse of the target’s fears. The difference is that Manifest Fear dredges up their most deep-seated, personal fears and doubts, whereas Thing of Terror flashes their immediate, present concerns. Cast Manifest Fear on a criminal goon, and you get the fear of dying of cancer like his mother did. Cast Thing of Terror, and you learn he’s worried about the Russian mafia shooting him dead in the street.

 Occult Bargain (Negotiation): Draws the attention of a Mystery Man. Basically, the equivalent of putting up a sign reading ‘THIS SOUL FOR SALE’.

 This Is Normal Now (Reassurance): The target briefly accepts everything as normal, mundane and quite unremarkable, no matter how bizarre or traumatic the situation would normally appear. While it provides instant calm, it can make questioning the subject a frustrating experience. (Q: Did you see anything strange earlier? A: No. Q: Who else was in the room? A: Oh, just a nine-foot tall creature made of cockroaches, wearing a skull mask and carrying a dagger in each of its six arms.)

Streetwarp (Streetwise): This hack works similarly to the Spacewarp hack for Architecture, allowing the hacker to bend space by connecting two disparate streets in the same neighbourhood. The hack only works in built-up areas.


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.

(For context, see the Reality Hacking rules)

Technical Hacks

See The Membrane (Astronomy): This hack enables the Agent to judge local Membrane conditions by observing the stars. The Agent can tell how strong the Membrane is, and the safest direction back to ‘normal’ reality.

Magic Bullet (Ballistics): Activate this hack after missing with a Firearms attack, and spend enough Firearms points to make up the difference between your original rest and the target’s Hit Threshold.

Preservation Vat (Chemistry): Some chemical reactions only work in the Outer Dark. This hack allows the Agent to brew up a clear, viscous gel from common household chemicals. Living tissue submerged in the gel is preserved and doesn’t decay – or die. Stick a decapitated head or evil monster hand in there, and it’ll stay alive.

EVP (Cryptography): By means of this hack, the Agent is able to extract information from random noise. Static on a television or radio is the usual source, but analysing large amounts of numerical data also works. Information garnered in this fashion is not necessarily useful – you’re dependent on what the local ghosts want to talk about.

File Corruption (Data Retrieval): This is close to a literal hack – applied to an electronic storage device, it warps the stored data. The incantation doesn’t affect the functioning of the device, but does change whatever human-orientated information is stored on it. So, apply it to a security camera, and the camera now stores weird, distorted images and no faces can be made out. Apply it to an airline booking database, and suddenly a host of non-existent people have bookings on the plane. The hack’s best used for covering your tracks – instead of deleting data during the Veil-Out, you can just warp it.

Coffee Ghost (Document Analysis): You know how old documents have rings on them left by carelessly placed coffee cups of yesteryear. Well, this hack lets you taste that coffee. Do the mojo, and your mouth fills with the taste of ancient coffee. Or tea. Or whatever beverage stained the document. Look, these are unreliable hacks of a universe collapsing into darkness and suffering – they can’t all be useful.

Ghost Hunter (Electronic Surveillance): Enchants a camera or other surveillance device for one scene to detect invisible entities.

Psychometry (Evidence Collection): Gives the hacker a brief psychic flash of the strongest emotion connected with a particular object. Caution is recommended when using this hack; the emotions of ODEs can have severely deleterious effects on human sanity.

Reality Burn (Explosive Devices): Enchants an explosive device. The upside – the explosion now affects ghosts and other spiritual entities that would normally ignore a blast. The downside – the Membrane’s technically a spiritual entity. Using this hack to deal with a threat isn’t so much going from the frying pan to the fire, to burning a hole in the frying pan and setting the kitchen on fire. Still, needs must sometimes…

The Touch (Fingerprinting): Touch a fingerprint and use this hack – and for the rest of the scene, you’ve got the fingerprints (and other biological evidence, like skin flakes or secretions) of the person whose fingerprint you touched.

Dead Speak (Forensic Anthropology): Your classic Speak With Dead spell. Lets you converse with a corpse. Best used a short time after death – a corpse in a low-Membrane zone has a high probability of getting taken over by the Outer Dark equivalent of a hermit crab.

Parasitic Wasp (Forensic Entomology): Summons a parasitic wasp from the Outer Dark to inhabit a human host. The wasp isn’t under your control – but you can use this spell to eliminate a dangerous Esoterrorist or a corrupt pawn, as the wasp has its own agenda and will quickly take itself and its new host body out of the area.

Kirlian Photography (Photography): Enchants a camera to pick up on human auras, letting you spot possessed individuals or disguised monsters.


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.

The Ordo Veritatis works to thwart the ghastly schemes of the Esoterrorists, who seek to undermine humanity’s sense of a rational, secure universe by playing on our fears and paranoias until reality collapses and the Membrane protecting us from the forces of the Outer Dark is forever torn. The Esoterrorists believe that destroying the Membrane will give them the ability to work magic, but this power comes at a terrible, unthinkable price in suffering and horror. Fighting the Esoterrorists is, unquestionably, a moral act… so, therefore, using the tools of the Esoterrorists would be acceptable, right?

These techniques are not part of Ordo Veritatis training. They may be learned in the field, through interrogating captured enemy operatives or through study of Esoterrorist techniques. They’re passed around, too, by veteran Ordo investigators – unofficially, quietly, and with the greatest of care. They’re a dirty little secret among those who’ve looked into the abyss, and who know that no

Any use of Esoterrorist magic is utterly against the credo of the order, and any operatives who demonstrate knowledge of these techniques will face sanction.

These techniques, called Reality Hacks, only work in places where the Membrane has been severely weakened by Esoterrorist activity – and using a hack will further weaken the barrier, permitting more horrors from the Outer Dark access to our reality.

Learning Hacks

Each Hack corresponds to an investigative ability. The Agent must have at least one point in that ability to learn the hack.

Each Hack must be learned separately at the cost of 2 Experience points.

Using A Reality Hack

To use a Hack, the Agent spends one point from the investigative ability, and makes a Stability test (Difficulty 4, +1 per Hack previously used in this adventure). If the Stability test fails, the hack further weakens the membrane in the local area, possibly letting in more entities from outside.

Some hacks require a target; usually, the target must be within a short distance of the caster – er, investigator, not caster. These aren’t spells. OV agents don’t use magic. Optionally, spending more investigative points lets the investigator work the hack at a greater distance or using sympathetic techniques.

Powerful Esoterrorists are immune to hacks, as are most Creatures of Unremitting Horror.

Hacks only work in places where the Membrane has already been considerably weakened.

Academic Hacks

Interpersonal Hacks 

Technical Hacks 

 


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.

 

(For context, see the Reality Hacking rules)

Academic Hacks

Primal Hunter (Anthropology): You gain a 6-point Scuffling pool for the next scene, but you can only use this pool when armed with melee weapons you have made yourself. A sharpened stick or just a nicely balanced stone works. You deal +1 damage with these primal weapons.

Inter (Archaeology): Instantly disposes of a human corpse. The corpse reappears nearby in a hitherto undiscovered grave, as if it had been buried there for centuries or even longer, with a corresponding degree of decay. So, use it to clean up your hotel room after defeating an Esoterrorist assassin, and some poor future archaeologist will have to work out why there’s a 21st-century knife in a grave that’s clearly from the Hohokam culture of 1400 years ago.

Spacewarp (Architecture): Connect two doors in the same building for one round, regardless of the intervening space.

Exquisite, Isn’t It? (Art History): Convince an onlooker that an event or object should be regarded as an abstract sculpture or a piece of performance theatre; as long as everyone else in the scene plays along with the charade, the target’s unable to critically engage with the subject of the illusion. (“Oh, you’ve just murdered that guy… but it’s ok, this is guerrilla street theatre!)

Debtor’s Prison (Forensic Accounting): The target of this hack becomes unable to distinguish relative values of money for the rest of the scene. They can be convinced that a dollar is worth a huge amount, or that it’s perfectly reasonable to let someone borrow fifty thousand bucks for a cup of coffee.

Manifest Fear (Forensic Psychology): The investigator conjures a brief, haunting image of the target’s most deep-seated fear. Both investigator and target glimpse the shadow, but it vanishes so quickly that only a few details can be made out before it disappears.

T’lon! (History): Inserts an entry of your choice into the next reference book or website the target consults. This entry doesn’t have to relate to history – you could warp someone’s internet search for the nearest taxi company. Anytime they look to an authoritative source for some supposedly neutral and universally accepted information, you’re there.

Word of Babel (Languages): For the rest of the scene, the player characters become able to communicate in a unique language known only to them. Outsiders may assume they’re speaking a rare language like Basque.

Freeman on the Land (Law): The target of the hack loses the ability to disentangle or dismiss legal arguments. As long as the Agent can make some sort of legal-sounding justification, the target is compelled to assume the Agent’s baloney is correct (“you can’t arrest me, officer – you’re not a tugboat! I have a birth certificate, therefore a berth, therefore I’m a ship!”)

Imperative Command (Linguistics): This hack turns a piece of text – no more than four words long – into an imperative command that must be obeyed. For example, zapping a ‘quiet please’ sign in a library would render anyone who reads it temporarily speechless; enchanting a stop sign would force anyone who sees it to stop dead in their tracks. Those afflicted by the hack can ignore the command with an effort of will, but that takes a moment of focussed concentration.

Cryptid (Natural History): This hack transforms an animal into a cryptid monster, making it bigger, more aggressive, and empowering it with supernatural abilities. The hacker has no control over the effects of the spell or the behaviour of the animal; it’s something of a wild shot. Still, it’s generally true that a conjured cryptid will attack the nearest prey.

Demon Summoning (Occult Studies): This isn’t so much a hack as it is focussed Esoterrorism – the hacker deliberately invites a Creature of Unremitting Horror to enter our reality. There’s no guarantee what, if anything, this hack conjures, although the hacker can shape the desired result by providing the ODE (Outer Dark Entity) with a suitable host body or conditions for forming one. (If you want a Torture Dog, then perform this hack in a toolshed with the body of a dead dog.)

Special Means of Dispatch (Pathology): This hack instantly heals a Seriously Wounded or Dying Agent. The downside – the Agent is now permanently connected to the Outer Dark, and is ‘alive’ only as long the connection’s maintained. The Agent cannot survive for more than a few hours in areas where the Membrane is intact. Furthermore, when the hack is performed, the hacker must specify a means of dispatch that can be used to kill the resurrected investigator; the amount of Health restored is inversely proportional to the difficulty of this means of dispatch. (So, “you die instantly if hit by a silver bullet” might be generous enough to fully restore the Agent’s health, whereas “you die instantly if hit by a silver bullet, engraved with the secret pet name your lover uses for you, and only on your wedding anniversary”) is restrictive enough that the Agent might only be healed to 1 Health.

An Agent can only benefit from this hack once.

Rabbit Hole (Research): If used as part of a regular Research attempt (visiting a library, a thorough internet search), the hacker finds themselves going down odd and seemingly irrelevant lines of research. You start off looking for property records about an old house, and end up looking at 17th century French wallpaper or obscure types of heirloom apples or how shipping containers were invented. This obscure line of research will show up again later in the investigation, and will be connected somehow to a person or object of interest – but there’s no guarantee how or where this will happen. For example, the Agents might later meet a bunch of suspects, one of whom happens to be eating an apple from the local farmer’s market. There’s no rational reason why that should be significant, but that’s Esoterrorist magic for you.

Menard Technique (Textual Analysis): When reading a piece of text, the hacker’s consciousness mingles with that of the writer, pushing the hacker into a state of mind where they could have written the text. This may give useful insights into the thoughts and state of the original writer; it may equally drive the hacker into modes of Esoterrorist thought from which there is no return.

Approximate Knowledge of Many Things (Trivia): This hack allows the hacker to sort of vaguely answer one question; the answer is correct but not necessarily useful or actionable. At best, it can give a direction or rough location for further investigation (“where’s the ritual site?” “Uh, by a laundromat”). Trying to pin down the magic by asking an extremely specific question (“of the following list of laundromats, which is the closest to the ritual site in terms of spatial distance in a straight line”) short-circuits the hack, weakening the Membrane without providing useful information.


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.