Confronting the mind-eating minions of the Outer Dark can prove mentally, physically, and morally exhausting for even the most hardened agent of the Ordo Veritatis. To grant momentary respite to its investigators in mid-mission, the organization maintains a string of safe houses. These are marked by a common emblem: the anchor, symbolizing the need to remain anchored to consensus reality. Because the symbol is ubiquitous, especially around marinas and shorelines, the trained agent checks other criteria before entering an establishment and uttering the day’s codeword. These include the use of particular fonts in signage, a sidewalk spray paint mark one might otherwise mistake for those used by construction crews, and a custom model brass door knob. Any player character can distinguish a true Anchor from an innocuous place of business.
Anchors frequently take the guise of tattoo parlors or barbers. These businesses actually turn a small profit for the Ordo. They are operated by former agents as a means of providing employment for personnel too shattered to continue in the field—or in the ordinary lives they used to lead.
Having given the correct greeting, the agent in need is handed a key, which opens a door to a back room, basement, or upper floor. Therein you find a sleep pod, headphones allowing you to listen to soothing binaural beats keyed to a range of psych profiles, and a plant and water feature. The fully stocked liquor cabinet also purveys a selection of sedatives. Behind a beaded curtain lies an alcove containing such key consumables as bullets, SIM cards, bandages, and that investigative staple, duct tape. Feel free to take that adrenaline syringe, hunting knife, or stick of anti-ritual incense. Just be sure to mark off what you take on the sign-out sheet, which you will find hanging on a clipboard from a nail at eye level on the alcove wall.
After a two hour power nap, the agent emerges from the pod with a 3-point Stability, 1-point Health, and 2-point Preparedness refresh.
Look for anchors in densely populated urban areas, or in spots where the membrane is notoriously thin and Outer Dark activity rife.
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.