Etherscope Core Rulebook (1e)
Etherspace adventures in an age of industry¸ intrigue¸ and industrialism! In 1876¸ Harold Wallace discovered something that changed the world: Etherspace. The might of Victorian industry drove forward¸ breaking down the frontiers of technology. Steam engines became smaller¸ weapons became more powerful¸ and cybernaughtics replaced limbs lost in bloody imperial wars. Then mankind learned to step into Etherspace itself. Cyberpunk Victoriana. Now it's 1984. In this alternative world of out-of-control technology¸ Etherspace is the new frontier. Punk scope riders fight evil industrialists while occult investigators war against Etherspace demons. Mysterious System Agents lurk in the shadows as treasure hunters raid Lemurean ruins for lost secrets. Jack in¸ scope up¸ and get ready¸ because the options for an Etherscope game are endless!
A modern fantasy RPG using a variant of the D20 System as found in D20 Modern. It is set in the year 1984 of an alternate history where psychic technology using the ether was discovered in 1874. Modern etherscopes are devices by which human minds could enter Etherspace¸ a psychic parallel to the Internet. There are many other steampunk and cyberpunk elements¸ including eugenically-modified humans. The strains include the standard Betas¸ improved Alphas¸ ratlike Gammas¸ doglike Deltas¸ and horselike Epsilons. In the larger world¸ there are three superpowers: Britain¸ America¸ and Germany's New Reich. Among all¸ Victorian virtues like social stratification¸ imperialism¸ and scientific progress rule unchallenged. The system includes six basic classes (Broker¸ Combatant¸ Enginaught¸ Pursuer¸ Savant and Scoundrel) and twelve advanced character classes (Cybernaught¸ Explorer¸ Tab-Jammer¸ Thief¸ Industrialist¸ Occult Investigator¸ Program Crater¸ Scope Rider¸ Scope Warrior¸ Spy and Street Mercenary). - A description from https://darkshire.net/jhkim/rpg/encyclopedia/ with kind permission of John H. Kim"