Interpersonal Reality Hacks

(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.

This site uses cookies to offer you a better browsing experience. By browsing this website, you agree to our use of cookies.