Character Generation
Character Generation
Player's Guide
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Introduction lost through movement and time.
This booklet is designed to help you, the player,
generate characters without having to flip through the pages Movement: During one combat round, a character may
of the basic rulebook numerous times. It helps the game move a distance equal to AGL/2 meters. However, a
master prepare himself for the adventure and use the book to character may also sprint (doing nothing else) a distance of
answer players' questions. This guide is only a brief AGLx3 meters per combat round.
summary of the character creation rules, so if you have any
questions, you should ask your game master. Actions: The number of actions a character can take in one
There are two ways to create characters in Kult: the combat round is determined by his AGL value. The base is
point-based way and the "quick and dirty" way. If you two actions per round. Characters with an AGE of 16 - 19
choose to create a quick character, you will first need to pick get one additional action per round. Those with an AGL of
an archetype from either the Kult rule book, the Kult Player's 20 - 29 get two additional actions. After that, every character
Guide, or make your own. Then, when going through each gets one additional action, with a maximum of nine actions
of the steps for creating a character, there will be a section per combat round.
under each step for quick characters.
Initiative Bonus: This number is added to or subtracted from
the character's initiative in combat. Characters with an
AGLbetween 8 and 12 have no bonus/penalty. Characters
Abilities with an AGL score below 8 subtract one from their initiative
There are eight abilities in Kult: four physical and roll for every step below eight, while those with AGL scores
four mental. The four physical abilities are Strength, Agility, above 12 add one per step above twelve.
Comeliness, and Constitution. The four mental abilities are Damage Bonus: This is a bonus which is added to effect
Ego, Charisma, Perception, and Education. Though most of throws for melee combat damage. It does not apply to
these are self explanatory, Ego and Education may seem firearms or missile weapons. Consult the table below:
similar. Ego controls intelligence, memory, and willpower,
while Education controls general knowledge. Each point in STR + AGL Damage Bonus
EDU equals one year of education, up to 15. EDU values 3-6 -3
over 15 represent two years of education. 7-10 -2
Each character generated with the point-based 11-14 -1
system gets 100 ability points. Each ability costs one point 15-20 0
per level, up to 18. After 18, each ability level costs three 21-24 +1
points. So, for example, an EGO value of 13 would cost 13 25-28 +2
points, but an EGO of 20 would cost 24: 18 + 2x3 = 24. The 29-32 +3
only other limitation on point distribution is that each 33-40 +4
attribute must have a value of at least one. 41-46 +5
47-54 +6
Simplified Characters 55-60 +7
Simplified characters roll 2D10 for each of the eight The damage bonus increases by one for every ten steps above 60.
abilities. Depending upon theirs and their game master's
Damage Capacity: This secondary ability is based off CON,
preference, they may either roll these "straight" or juggle
and determines the character's damage scale -- how many
them around to suit their taste. While this allows for a
scratches will equal a light wound, how many light wounds
greater possibility of high scores, it also limits the ability
will equal a serious wound, and so on. Consult the tables
values to a ceiling of 20.
below:
CON 1-5
Secondary Abilities 3 Scratches = 1 Light Wound
Both point-based and simplified characters generate 2 Light Wounds = 1 Serious Wound
their secondary abilities in the same way. There are seven 2 Serious Wounds = 1 Fatal Wound
secondary abilities, each of which derive from the eight
primary abilities. CON 6-10
4 Scratches = 1 Light Wound
Load Capacity: Load Capacity is how much a character can 3 Light Wounds = 1 Serious Wound
carry. A character can walk carrying a load of STRx3 in 2 Serious Wounds = 1 Fatal Wound
kilograms. Running, a character's load capacity is STR/2
kilograms. Carrying more than one's Load Capacity reduced CON 11-15
a character's CON by three points per hour for every 4 Scratches = 1 Light Wound
kilogram over his load capacity, in addition to CON points 3 Light Wounds = 1 Serious Wound
2
3 Serious Wounds = 1 Fatal Wound Cultural Flexibility 10
Driving Goal 5
CON 16-20 Empathy 15
5 Scratches = 1 Light Wound Endure Cold/Heat 10
4 Light Wounds = 1 Serious Wound Endure Hunger/Thirst 10
3 Serious Wounds = 1 Fatal Wound Endure Pain 15
Endure Torture 10
CON 21-25 Enhanced Awareness 10
6 Scratches = 1 Light Wound Faith 5
5 Light Wounds = 1 Serious Wound Fast Healer 15
3 Serious Wounds = 1 Fatal Wound Fearless 10
Forgiving 5
CON 26-30 Gift for Languages 10
7 Scratches = 1 Light Wound Good Reputation 10
6 Light Wounds = 1 Serious Wound Honesty 5
4 Serious Wounds = 1 fatal Wounds Influential Friends 15
Intuition 15
Endurance: This CON-based secondary ability determines Iron Will 10
how long a character may fight, run, move, or stay awake Largesse 5
before collapsing. Endurance is CONx5+30. Luck 20
Magical Intuition 20
Mathematical Talent 10
Advantages and Disadvantages Mechanically Inclined 5/10
Advantages and disadvantages are qualities of a Mentor 5/10/15
character, good and bad, which define him and help the Motherliness 5
player role-play his character. With respect to the game Optimist 5
mechanics, advantages gives the character a bonus in some Pacifism 5
situations, and while disadvantages hinder the character, they Resistance to Illness 15
give him more points to use towards advantages and skills. Sixth Sense 15
Both are used to figure the character's Mental Balance. Status 5/10/15
There is no limit to the number of either advantages or
disadvantages that a character may have, but keep in mind
that too many advantages suck up skill points, while too Alertness Cost: 10
many disadvantages will cripple the character, making him You have a keen sense of awareness for your surroundings.
nearly or completely unplayable. You may notice details someone else will miss, be better able
to describe the features of someone you’ve just met once, etc.
Simplified Characters This does not give you a bonus in a Perception throw, but
Simplified characters will select 1D10/2 each of advantages you have +5 to the effect. Surprise attacks only have a +2
and disadvantages. The values are still used for calculating attack bonus against you.
Mental Balance.
Altruism Cost: 5
Advantages: Select your character's advantages from the True unselfishness is a rare virtue. You help those who are in
list below. The value next to each advantage is the skill need, you give up your own advantages, abstain from
point cost of the advantage. Write this number on your pleasure and gain in order to do good to others.
character sheet next to the advantage you select to use it in
figuring Mental Balance. Animal Friendship Cost: 15
You are a natural talent at handling animals. They become
Advantage Cost calm and friendly when you are near. No carnivore will
Alertness 10 attack you except in self defense. No mount attempts to
Altruism 5 throw you out of the saddle. All the nasty bloodhounds
Animal Friendship 15 around the bandit’s headquarters become docile like lambs.
Artifact 5/10/15
Artistic Talent 10 Artifact Cost: 5/10/15
Bete-Noir Ally 5/10/15 You have an occult artifact in your possession. You might
Body Awareness 20 have found it, been bequeathed it by a relative or friend, or
Chivalry 5 had it entrusted to your possession by a mentor. You may
Code of Honor 5 make suggestions for your artifact, including its history and
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abilities, but your Gamemaster will create it. Most likely, feeling uneasy and without feeling any desire to criticize
you will not know exactly what your artifact is capable of their ideas, traditions or habits. This does not mean that you
doing. The relative strength of an Artifact – its abilities, automatically have any special knowledge of foreign cultures
powers, etc. – is determined by the artifact’s value. (that belongs under the skill “Man of the World). You
simply have a basic humility and repect for others which
Artistic Talent Cost: 10 helps you avoid any conflict based on cultural differences.
You have a flair for drawing, painting, dancing, singing,
playing musical instruments, or some other artistic pursuit. Driving Goal Cost: 5
You only expend half the normal number of skill points to Your entire life is oriented around successfully
acquire such skills. accomplishing some particular goal or following a dream.
This goal inspires you in all that you do, and you may even
Bete-Noir Ally Cost: 5/10/15 be a source of inspiration to others. Some people, after
You have an ally who is one of the Children of the Night. meeting their goals, simply find a new goal: what is
While you can determine who this is, how you met him, and important to them is to always have something to strive for.
what your relationship with the bete-noir is (to a degree), Other people may actually become a little depressed once
your Gamemaster will create your ally. You will not always their goal is met and a major component of their life has
be able to call upon your ally, and he may sometimes call disappeared. Some goals are all-consuming, and can become
upon you for help. If you are always looking for help but are a source of obsession; obsessions are treated under the
frequently unwilling to provide any assistance in return, you Disadvantage “Mental Compulsion.”
may not have an ally for very long. Another player character
cannot be this ally. Children of the Night cannot take this Empathy Cost: 15
Advantage, although they can take the opposite, “Mortal The ability to know what other people and even animals feel.
Ally”. The capabilities or accessibility of your ally are You always know what others think about you. Empathy
determined by their value. also means that others find it easy to like you. It doesn’t
mean that everybody loves you, but in normal circumstances
Body Awareness Cost: 20 you make a favorable impression.
Your body and your mind are one. Most people have
inhibitions, tensions and hang-ups which separate body and Endure Cold/Heat Cost: 10
mind. Not you; the unity between your body and your mind You are unusually good at coping with extreme temperatures
is tital, and it gives you an unusual precise control over your and only take half the normal losses from cold or heat.
body. People with body awareness only expend half the
normal number of skill points to learn dancing, meditation Endure Hunger/Thirst Cost: 10
and martial arts. This applies to basic cost for martial arts – You are better than most people at enduring hunger and
the cost for special techniques and ki-forces is not affected. thirst. You only take half the normal losses from starvation
and thirst.
Chivalry Cost: 5
You are a true gentleman who always aids ladies in distress, Endure Pain Cost: 15
regardless of the situation. Who qualifies as a lady is of You can endure terrible pain without flinching. You never
course up to the player, but the definition should encompass need to make a constitution throw to avoid fainting – but you
at least half of the females in the world. A chivalrous are just as easily hurt or killed as anyone else.
character finds it almost impossible to harm or insult a
woman, and will gladly expose himself to mortal danger in Endure Torture Cost: 10
order to save a woman. You can stand an unusual amount of pain. You only need to
roll under half you Constitution not to faint. You also have a
Code of Honor Cost: 5 psychological resistance to terror, confusion and humiliation
You believe in, and follow, a strict code of honor. It may which makes it possible for you to endure torture without
originate in a religion which prohibits you from harming breaking down.
others, from lying and acting selfishly. It may be a
chivalrous code that says you must be upright, bold, never Enhanced Awareness Cost: 10
deny yourself or yours, always avenge and insult and help You have the ability resembling that of schizophrenic people,
family and friends. Write down which rules you mean to to see into other dimensions, see fragments of the past and
apply. the future, and speak to the dead. The difference it that a
person with an enhanced awareness knows how to handle this
Cultural Flexibility Cost: 10 ability, and will not be damaged by it. This does not mean
You are the opposite of a xenophobe. You are easily that you can switch this ability on and off like a radio, and
compatible with people of any race, creed, social status or say “I am now trying to see into the future.” The visions
cultural background. You can mingle with them without appear without asking, but you aren’t terrified by them. The
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Gamemaster decides what form the visions take and when businessmen, politicians, civil servants, celebrities or others
they appear. You may be able to provoke them into who can get you in touch with the right people or help you
appearing, but you have no control over them. out of a fix. Make a list of friends you could plausible have,
considering the character’s background. Few people have
Faith Cost: 5 more than 2-3 close friends, but you may also have some
You have faith in something higher than yourself; it may be a important acquaintances.
cause, a philosophical ideal, and ideological conviction, or a
religion. This faith gives you something to believe in, and Intuition Cost: 15
provides strength that gets you through You have an ability to read other people’s body language,
choice of words, subconscious signals, and understand what
their real purpose is. It is difficult to lie to a person with
God is a subjective experience. . . intuition. With this advantage, you are also able to interpret
the signals from several people and foresee what will happen
in a group. You can feel when a riot is about to start, when
an assailant is about to attack and when you can frighten him
hard times. Your faith is personal, not necessarily something
off with a scream.
you try to push upon others, which is considered under the
Disadvantage “Fanaticism.” Iron Will Cost: 10
You are particularly strong-willed; little can dissuade you
from a chosen goal or dream. Others who would try to
Fast Healer Cost: 15 impose their will on yours do not easily influence you. This
You heal more quickly than most people. Your body gives you a +5 bonus on any will-power related Ego throws,
requires only half the normal length of time it takes to heal including throws in resisting or casting magic that requires
from injuries. You are still susceptible to infection, though, and Ego throw.
and all other effects of wounds. This advantage cannot be
taken in conjunction with the Power “Regeneration.” It can
Largesse Cost: 5
be upgraded to the Ki-force of the same name, however, for
All my things are yours. Material possessions are
martial artists.
unimportant, people are the only thing that really matters.
You willingly part with your possessions to those who need
Fearless Cost: 10 them better. You give to charity and invest in beneficial
You are especially bold in the face of fear. In situations foundations. Generous people make friends easily.
where most others might cower in fright, you are confident
and courageous. You have a +5 bonus on all Terror throws.
Luck Cost: 20
Destiny is on your side. In situations where the outcome is
Forgiving Cost: 5 determined by chance (not skills or abilities) you are usually
A forgiving person is the opposite of the vindictive type who lucky. The Gamemaster rolls 1d20 in such situations. If the
takes an oath of revenge. You are prepared to forgive and result is 10 or lower, you escape the falling brick/don’t fall
forget insults and even very evil deeds against yourself. into the shaft/aren’t recognized by the assassin/whatever.
Other people perceive you as exceptionally magnanimous. The advantage “Luck” does not work in combat or when
skills and abilities are used, except for gambling.
Gift for Languages Cost: 10
You have a flair for language, and only expend half the Magical Intuition Cost: 20
normal number of skill points to learn a foreign language. This is a knack for controlling the inner and outer forces
You also learn it twice as fast as other people. which are used in magic and occult sciences. Magical
intuition is required for learning and ritual magic that may
Good Reputation Cost: 10 work. This is described further in the section “Magic”. You
You are generally liked and known as a nice person. You also work like a sort of magical compass needle and are able
find it easy to get bank loans, make contacts and get to sense the power of people, places and objects. You often
recommendations and praise. notice small arcane events that other people’s minds just
rationalize away.
Honesty Cost: 5
In the long run, it pays to be honest. You always speak the Mathematical Talent Cost: 10
truth and have a reputation for trustworthiness and An unusual knack for numbers and logic. You work like a
truthfulness. living calculator and are able to do difficult mathematical
operations very quickly, in your head. You only need to
Influential Friends Cost 15 expend half the normal number of points for the skills
You have friends with power mathematics, statistics, logic and physics.
and influence. They can be
5
Mechanically Inclined Cost: 5/10 You often have a feeling about things, and it usually turns
Some people just have a knack with mechanical devices. Not our to be right. Your premonitions are both about good and
just computers, but every-day appliances, electronics and bad things. There is a cold chill running along your back if
office machines respond to you. Of course, you probably someone is hiding behind the door with a large axe. You
have some rudimentary skill with such things, but this is sense that you should not take this particular plane (and for
more than that. You are one of those people who can smack good reason: it later flies straight into a mountain). A sixth
the recalcitrant hard drive, finesse the car ignition, wiggle the sense only applies to what happens to yourself. It is not the
wires on the stereo, and suddenly everything works. The GM same thing as the general feeling a person with intuition has.
may wish to treat this as a special roll if it gets out of control
– or the player ties to abuse it. Status Cost: 5/10/15
You have an important status in society. You might be a
Mentor Cost: 5/10/15 prominent politician, a respected businessman, or someone
You have a mentor, who might be a teacher, older relative, or else of significance. The higher your status, the more likely
simply someone you met in the course of your life. Your you are to get corporate and political favors, bank loans,
mentor is a wise individual, and often seems to know much assistance, etc. This can serve as a disadvantage if you are
more than they are willing to let on. Your mentor’s too easily recognized on times that you would rather remain
availability will vary from game to game. Regardless of his incognito.
availability, don’t depend upon your mentor to pull you out Disadvantages: Select your character's disadvantages
of trouble. Also remember that your Mentor may call upon from the list below. The value next to each disadvantage is
you for tasks and errands, and how willingly and how well the number of skill points received from each disadvantage.
you perform may determine your Mentor’s future attitude Write this number next to the disadvantage on the character
toward assisting you. While you can determine your sheet, to use it in figuring Mental Balance. Disadvantages
relationship with your mentor, you Gamemaster will create are described in detail in the Kult rule book on pages 38
her. Your mentor’s point value will determine how powerful through 42.
the mentor is and/or how available she is.
Disadvantage Cost
Motherliness Cost: 5 Amnesia 5/15
You have a knack for making children, younger women and Animal Enmity 5
all men feel safe and cared for. Crying children become Anxiety 5/10/15
silent and smiling when you are near. Worried, frightened or Bad Luck 15
irritated men grow calm and contented. This has nothing to Bad Reputation 10
do with sex; rather, everyone tends to think of you as his Black Sheep 5
mother. No man except the most callous or mentally warped Brash 5/15
will attack you or insult you. Compulsively 5
Healthy/Hygienic
Optimist Cost: 5 Curse 10/20
You always have positive hopes for the future. This does not Cynic 5
mean that you don’t see anything bad in a situation; it means Death Wish 10
that you see past the negative factors. This optimism helps Debt 10
you get through hard times, although some others might find Dependent 5/10/15
it occasionally annoying. Depression 15
Domineering 5
Pacifism Cost: 5 Drug Addiction 15/20
Violence is evil and never leads to anything else than more Ecomaniac 5
violence. There is no right use of force, only uncontrolled Egotist 5
outbursts of vindictiveness and aggression. A pacifist does Fanaticism 10
not use force even in self-defense, regardless of what he or Forgotten 10
others are subjected to. it is a virtue which inspires awe, Greed 10
admiration and sometimes, angered frustration. Guilt 5
Habitual Liar 5/15
Resistance to Illness Cost: 15 Hatred 10
Your health is unusually strong. You virtually never become Haunted 10
ill. You only take half the normal losses from poisons and Health/Hygeine Negligent 5/10
drugs. Innocently Blamed 15
Intolerance 10
Sixth Sense Cost: 15 Low Self Esteem 10
Low Pain Threshold 15
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Maimed 15 infrequent, no more than once a week. For 10 points, the
Mania 15 attacks may be more frequent, or stronger, requiring an Ego
Manic-depressive 20 throw to overcome them. For 15 points, the attacks are both
Martyr 5/10 frequent and severe. Try to resolve this using roleplaying
Mental Compulsion 5/10/15 more than die throws.
Mental Constriction 10
Mistaken Identity 5/15 Bad Luck Cost: 15
Mortal Enemy 15 The powers aren’t on your side. Betting on horses or buying
Narcoleptic/Epileptic 5/10 shares is a bad idea for you – it always fails. In situations
Nightmares 5/10 where the outcome is determined by chance (as opposed to
Oath of Revenge 5 skills and abilities), the Gamemaster rolls 1d20. If the result
Paranoia 15 is 5 or less, the worst possible thing will happen. A character
Persecuted 10 with bad luck is either out of grace with the enigmatic deities
Phobia 5/10/15 of fortune, or they have a mental disposition that draws them
Poltergeist 5/10/15 into hopeless situations where they must fail. Characters
Rage 15 with bad luck feel incompetent and usually suffer from and
Rationalist 15 inferiority complex.
Reactionary 10
Reckless Gambler 15 Bad Reputation Cost: 10
Rival 5/10/15 You are not well liked. For some reason, people think badly
Schizophrenia 20 of you. No one who knows who you are would lend you a
Sexual Neurosis 5/10/15 cup of sugar or help you in any way. If you do anything
Sexually Repressed 5/10/15 foolish in public, people are inclined to start looking for
Sexually Tantalizing 10 ropes and trees.
Socially Inept 5
Split Personality 15 Black Sheep Cost: 5
Submissive 10 You are, in some manner or another, distinctly different from
Touchy 5 other members of you family (or other close social group).
Unwilling Medium 15 You might be a conservative in a family of liberals, you
Vain 5 might be gay, a convert to another religion, etc. Not only are
Wanted 5/10/15 you uncomfortable around your family members, but you
may even be treated poorly.
Amnesia Cost: 5/15
You cannot remember detail of your past. For 5 points, only Brash Cost: 5/15
portions of your memory are blocked. You’ll know your You prefer action, not words. You like to move, to do
name and much of your background; only partial episodes something quickly, not to sit and deliberate. In situations
will be missing from your memory. Your Gamemaster will where you have to wait for others to talk, you get impatient
be able to fill in the missing details. For 15 points, you and antsy. You tend to rush in where you can do something,
cannot remember most of your past, including your identity. even if it is foolish. For 5 points, you just get easily agitated
Your Gamemaster will create a past for you, and may also but can still refrain from unnecessary actions, although you
choose a few advantages or disadvantages, as well as skill , will get impatient with others. For 15 points, you will rush
that you won’t know about. into action no matter what the consequences.
8
You are obsessed with the environment. Maybe this is a
recent conversion, or maybe you have been environmentally Habitual Liar Cost: 5/15
sensitive for years, but now you are a radical: Greenpeace is The five-point liar is not a mythomaniac. He just has a habit
a bunch of wimps and Captain Planet needs to bang some of telling a lie instead of the truth whenever it seems
heads.. You recycle compulsively, spurn wasteful autos, and practical or provides an easier way out of a situation, at least
take every opportunity to make a nuisance of yourself to for the moment. Of course, he usually has to lie again to
polluters and wasters. You can’t go near a fast-food protect his first lie from being found out – and soon he is
restaurant – or if you do, you can’t keep yourself from entangled in a web of little untruths and finds himself unable
lecturing the poor ignorant high-school kids behind the to extract himself without being exposed. Other people
counter about cattle grazing and Styrofoam. You wear regard him with some distrust. The fifteen point liar is
natural-fiber second-hand clothes, are vegetarian, use only worse, a real mythomaniac who invents incredible stories
environmentally friendly products, and constantly hassle about his own past, of imaginary relatives and friends, of jobs
others about how they are raping the planet. he claims to have had and events he says he experienced.
The mythomaniac is a very convincing liar, because he wraps
Egotist Cost: 5 his whole life in lies so that finally, he comes to believe them
You always think of yourself first. Your own happiness is himself.
the most important priority. Compassion and helpfulness are
only a put-on which smart people can see through and ignore.
You cannot understand why you should stick your neck out Hatred Cost: 10
for anyone else. Other people often regard you as an You have a strong, even irrational, hatred of someone or
insufferable schmuck. But you fail to understand that your something; so strong that you can be unreasoning at times.
behavior harms yourself, and ought to be changed. You find confrontations (even physical ones) difficult to
avoid when you are in the presence of the object of your hate.
Fanaticism Cost: 10 You might hate your government, a certain religion or
You are fanatically committed to some idea, religion or religious group, or particular minorities.
ideology. You interpret everything according to this creed,
which is always right. If reality suggests differently, reality Haunted Cost: 5/10/15
is wrong. Those who disagree are you enemies and must be You are haunted by supernatural powers. It can be the souls
exterminated or at least indoctrinated until they understand of deceased people who want revenge or seek to urge you to
the One and Only Truth. Fanatics have a tendency to often do or finish something that is needed for them to rest in
erupt in long sermons, filled with slogans and platitudes. peace. It can be a poltergeist that has taken a liking to you,
They rigidly refuse to re-evaluate their opinions and desire to or even a demon or a beast form the abyss that wants to
have an ordered, understandable world around themselves. devour you. Haunting by small, harmless spirits gives five
points. Serious haunting by demons and other dangerous
Forgotten Cost: 10 creatures gives 15 points . . . and a short life expectancy.
Your personality is so bleak that people never care about you
or what you think. No one seems to remember you distinctly Health/Hygiene Negligent Cost: 5/10
for more than a few weeks at a time. You can’t get any close You are totally unconcerned with your diet, with your health
friends, everyone treats you as a stranger. Not even your and with your appearance. You forget to shower, wash your
own family (parents and siblings, of course you do not have a hair, or use deodorant; this is either because you have other
spouse) think highly of you or ever gets in contact with you. things on your mind, or you are just a slob. As a result, your
You must not have a Charisma score exceeding 5 to have this hair is greasy, your clothes grubby, and you smell bad. Most
disadvantage. people are not likely to want to associate with you unless
they have to. Regarding what you eat, either you are one of
Greed Cost: 10 those people who can vacuum up burritos and Big Macs and
You are dominated by an unending craving for money and still remain rail-thin, or you are seriously overweight. In
wealth. You are prepared to sacrifice health, family and either case, your body is a wreck on the inside.
friends to get a large fortune.
Innocently Blamed Cost: 15
Guilt Cost: 5 Whenever anything bad happens near you, everyone thinks
You deserve whatever has happened to you. You’re a bad you did it. For example, when something falls down and
person. You don’t have to have actually done anything in breaks everyone in the room immediately looks at you. In
particular; you don’t even have to really be guilty of court, no hard evidence will of course lie, but witnesses will
something. What is important is that you truly believe that seem to remember you as the culprit and the judge will
you deserve whatever bad treatment you may receive or bad interpret all circumstantial evidence to your disadvantage.
luck you may have. Perpetual feelings of guilt can be People around you will inevitably form an opinion of you as
brought on by . . . unreliable, clumsy, and/or malignant.
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insufferable. Never let the opportunity to remind someone
Intolerance Cost: 10 what you have done for them (or others) pass you by. For 5
Most other people are wrong. Their opinions are wrong, they points, you are a Martyr in name only. For 10 points, you
behave wrongly, or their background is wrong. An intolerant cannot resist the urge to take someone’s problems as your
person is like the xenophobe, but his intolerance is not own, especially if you get some extra sacrifice and suffering
directed only against people form other cultures. He also out of it.
disapproves of people of the wrong sex, age, economic status
or profession. They all act and think stupidly. In short, most
people probably regard you as a sort of fascist. Courage is not the absence of fear, but rather
the judgment that something else is more
Low Self-Esteem Cost: 10 important than fear.
You see yourself much worse than everyone else views you.
You think you are ugly, stupid, unliked, and generally
despicable. You are so convinced that you will fail at
anything that you do that you probably won’t even attempt it.
You take any criticism, even well meant constructive Mental Compulsion Cost: 5/10/15
criticism, as a personal attack. You have a fixation with a particular idea or act. It can be
anything from a small quirk, like always stepping in the
Low Pain Threshold Cost: 15 middle of the tiles on the pavement (hardly worth 5 points) to
You do not endure pain well. On situations where you have really troublesome fixations, like changing clothes once per
to make a Constitution throw to avoid fainting from injuries, hour or feeling that it is absolutely necessary to memorize the
your Constitution rating is effectively halved. names on all street signs you pass. The Gamemaster
determines how may points the compulsion gives. A mental
Maimed Cost: 15 compulsion does not need to have a direct connection to
Your appearance has been seriously distorted by some anything in your past. It can be a seemingly inexplicable
terrible event, (e.g., a car accident). Your Comeliness score result of tensions in your personality.
is 3, no matter what it was before you acquired this Some possible mental compulsions:
disadvantage. You are, in other words, horribly disfigured. - Anorexia/bulimia – food fixation
Your original Comeliness score must be 10 or higher for you - Cannibalism – fixation about human flesh
to have this disadvantage. - Cleanliness – you wash and tidy up all the time.
- Kleptomania – compulsive stealing
- Clothing – always wearing a particular type of clothes
Mania Cost: 15
- Collecting – an abnormal desire to keep everything
You are always in top gear and unnaturally cheerful. You
forever
make big plans and are often a workaholic, with a tendency
- Mantras – you endlessly recite certain words and phrases
to fix your attention on some detain in your work which you
- Memorization – a compulsion to learn useless facts
then think about unceasingly. You overreact to all
- Numeromania – counting things and juggling numbers
impressions and rush off without thinking. Manic people
- Nymphomania – sexual fixation
have no sense of proportion, cannot distinguish between what
- Personal fixation – you identify with or worship a
is important and what is trivial, what is central and what is
person, hero, idol
peripheral. They rush ahead on impulses without looking
- Pettifogger – abnormal attention to details
behind them or to the sides.
- Pyromania – a compulsion to set fire to things
Manic-Depressive Cost: 20
Mental Constriction Cost: 10
You alternate between deep depressions and manic
You have pushed some unpleasant event in your past into the
cheerfulness. Each phase in this roller-coaster ride takes 2-3
subconscious part of yor mind. It may be a crime or some
months. The change comes suddenly; the hard-working
horrible act that you have performed, witnessed, or been the
enthusiast is suddenly a hopeless, dejected grumbler, unable
victim of. It was so terrible that your mind could not handle
to do anything. And this may just as suddenly turn into a
it, and the only defense was to push the memory aside and
fearless person who thinks he is capable of anything. Manic-
refuse to acknowledge it. However, the memory is still there
depressive insanity is a very complex disease, which usually
and affects your life. Only through psychotherapy, hypnosis
demands perpetual medical treatment or therapy to make life
or other extensive treatment can you get the constricted
bearable.
memories back and deal with them. While these thoughts are
constricted, they surface as phobia and neuroses. If, as a
Martyr Cost: 5/10 child, you came down into the basement and saw your
You are the suffering servant; you bear the weight of the mother lying dead and swollen in a sea of snakes, you may
world on you tired shoulders – at least, this is what you like become phobic against snakes and/or cellars, and you are
to tell yourself. Other people may simply find you
10
unable to remember how your mother died. Any such phobia they reach you. Your home is full of hidden microphones.
counts as a separate disadvantage and gives the normal The car in the street outside is full of people who are
number of points. watching you. It is best not to go out. But on the other hand,
while you are at home they know where you to get you . . .
Mistaken Identity Cost: 5/15 Anything bad that happens to you has been engineered by the
People you meet always mistake you for someone else, e.g., conspiracy. Anyone who tries to tell you there is no
a celebrity or a criminal, and treat you accordingly. You do conspiracy thereby proves himself to be part of it. Paranoid
not necessarily have to resemble a specific person, but your people have usually been exposed to abandonment or
personality type makes people think they’ve seen you on TV. misunderstanding early in life. Perhaps the character’s
5 points is a mistaken identity of a popular personality, 15 parents disappeared mysteriously, or he was persecuted.
points means people are wary and scared, thinking you’re
some sort of a terrorist they’ve seen pictures of. Inevitably,
people will keep calling the police to report they have seen
you, and whenever you enter a bank everyone, and most
definitely the guards, will be tense as coiled springs. Persecuted Cost: 10
Mortal Enemy Cost: 15 For some reason, people in general and the authorities
Someone is out to get you. This is a ruthless person who will persecute you in particular. You may belong to an oppressed
do anything to get his hands on you. Your enemy may hire minority (homosexual, immigrant, political extremist) or you
assassins, send letter bombs, tamper with your car, frame you may have done something that caused the persecution. You
for a crime, try to ruin your business, or lay in ambush. The are subjected to repeated arrests, your house is searched, you
enmity is mutual, and you are doing everything to get your have difficulties getting the necessary paperwork done at
foe before he gets you. public agencies, foreign countries refuse to give you a visa,
and if you ever speak out publicly, you are ridiculed or
Narcoleptic/Epileptic Cost: 5/10 criticized in the tabloids.
These are two very different conditions, but similar enough
in game effect to be described together. A narcoleptic is Phobia Cost: 5/10/15
subject to suddenly falling asleep – often at inopportune You are unreasonably scared of something. It may be a
times. An epileptic has seizures, which are usually certain type of object, or a situation. The phobia may be
designated minor or major (petit mal or grand mal) by their insignificant in most situations, e.g., if you are afraid of
symptoms. In a petit mal, the subject is merely heights. Of it may make you life a constant hell because it
transfixed/immobilized for a short period. In a grand mal, relates to very common things (e.g., fear of animals, people
the subject has convulsions and collapses. Neither is life- of the opposite gender, germs, etc.). A slight phobia (5
threatening in themselves, but they can be unnerving to points) can be overcome by making a simple ego throw. A
observers, and suffering a seizure at the wrong time can be successful die roll means you control your fear. An
dangerous. Seizures are often triggered by outside stimuli, uncontrollable phobia gives 10 points. In this case you
such as a red light blinking at a certain frequency. cannot confront the object of your fear without fainting,
breaking down, or running away. A 15 point phobia is one
Nightmares Cost: 5/10 that is not only uncontrollable but also dominates your life,
Your sleep is disturbed by terrible dreams, probably e.g., a fear of the opposite gender or of being outdoors. A
originating in a dark secret. You wake up screaming, soaked phobia was usually caused by some unpleasant event when
in sweat. You are constantly tired because of lack of sleep. you were confronted with that which later became the object
In serious cases, the dreams may glide over into reality and of terror.
provide a path for inhuman creatures to move into our world. Some possible objects of a phobia:
- Altitude (acrophobia)
Oath of Revenge Cost: 5 - Certain animals
You have sworn a sacred oath to avenge some evil that was - Blood
done to you. Determine who is the target of your vengeance, - Children
and the reason for it. You cannot avoid trying to get back at - Closed rooms (claustrophobia)
the hated person or persons if there is an opportunity. A - Crowds (demophobia)
substantial part of your time is consumed by your constant - Darkness (skotophobia)
planning for how to execute your oath. - Daylight
- Death (necrophobia – corpses, cemeteries, skulls,
Paranoia Cost: 15 symbols of death)
You believe that people are secretly in league against you. - Dirt (rupophobia)
There is a conspiracy to harm you. Individual people, groups - Fire (pyrophobia)
and powers are our to get you. Your telephone is bugged. - Germs, viruses, and conceivable infection
Your letters show clear signs of having been opened before - Holy places (hagiophobia)
11
- Insects (entemophobia) or humbug. Demons and creatures of darkness cannot exist.
- Loneliness (monophobia) There has to be a natural explanation. You also find it very
- Modern technology (technophobia) hard to believe that there are secret societies that sacrifice to
- Music dark powers – they are just a few crazed lunatics who should
- Noises, sudden or loud (brontophobia) be taken care of by the police. In other words, your outlook
- Occult events is pretty much that held by the authors of this game, and most
- Open places (agoraphobia) other modern, secularized people. The problem is that the
- People of the opposite gender world isn’t quite as you think . . .
- Plants, choose kind, e.g., mushrooms, creepers
- Sex Reactionary Cost: 10
- Snakes You do not take the idea of change (particularly social,
- Spiders (arachnophobia) cultural, or religious) well. You’re not simply “conservative”
- Strangers and strange habits (xenophobia) about things; you respond negatively towards change. Your
- Subterranean places (troglophobia) responses are characteristically extreme, and may even be
- Supernatural beings violent.
- Water surfaces, deep water
Reckless Gambler Cost: 15
Poltergeist Cost: 5/10/15 You are a compulsive gambler and simply cannot pass a
You have an uncontrollable psychokinetic ability. In times casino or a horse track without entering. Once inside, you
of stress or frustration, cannot stop until you have gambled away all of your money.
minor kinetic incidents Determine if the character has a favorite game, such as
occur: objects are horses, roulette or poker. This disadvantage may not be
knocked over, fragile combined with the advantage “Luck”.
items shatter,
miscellaneous articles Rival Cost: 5/10/15
are moves about, etc. You have earned a rival, someone who is in constant
Note that you, and not competition with you. This is not a healthy rivalry, one that
some supernatural agent, could motivate you to improve. Your rival will go out of
are the cause of this their way, even act illegally, to interfere with your
effect. If another agency performance. They might steal something of yours, spread
were the cause, they you lies about you, or even try to cause you physical harm. The
would be suffering from Gamemaster should determine the point value of your rival,
the “Haunted” depending upon how strong their hostility is and how often
disadvantage. You can they appear to trouble you. For even 5 points, the enemy
choose a “Haunted / should prove troublesome, at the very least slandering you
Poltergeist” option, and name or stealing something from you. Your Gamemaster
let your Gamemaster and the story determine what is the will create your rival.
origin of this effect. This is a more enigmatic and involving
approach to the phenomenon. Regardless of the cause of this Schizophrenia Cost: 20
effect – uncontrolled psychokinesis or haunting spirit – You have an uncontrollable ability to see through the veils of
sometimes this effect will be useful to you, other times it will reason, which most people surround themselves with to fend
be (at least) a nuisance or (at worst) a threat. The extent of off madness.
the effect, from overturned mugs to exploding windows, is
determined by the point value of this disadvantage.
Sexual Neurosis Cost: 5/10/15
You have a weird sexual behavior. Perhaps you are mortally
Rage Cost: 15
scared of any contact with the opposite sex, or you may be
You are seething with rage and full of hostility. Perhaps you
grossly oversexed. Often the two are combined to make up a
had a particularly difficult life, or perhaps there is simply no
truly screwed-up personality. Characters with sexual
reason for your rage. You find your temper very difficult to
neuroses may be frigid, nymphomaniac, abnormally
control, and other people seem to notice this – they tend to be
frightened of sex, sado-masochists, or have some other
edgy around you. In times of stress, an Ego throw is required
aberration that affects their sexual functioning. The
to avoid breaking into a fit of rage and becoming violent
Gamemaster decides what is permissible. Sex murderers and
toward anyone around you – friends included.
pedophiles should not be allowed as player characters.
Rationalist Cost: 15
Sexually Repressed Cost: 5/10/15
You firmly refuse to believe anything that is not acceptable
You are sexually repressed. Perhaps you simply fear sex in
to modern science. Magic and religion are just superstition
general, or you might be a closeted homosexual, or have
12
some fetish you dare not indulge in. Some might consider doesn’t matter how bright you are or how much willpower
you frigid, or a prude, or just confused. The depths of your you personally have – others rule you. You tend to listen to
repression, along with its repercussions, establish the point anyone with a higher Ego than you, and you may have to
value of this disadvantage. This disadvantage, combined make a successful Ego throw in order to do something
with the disadvantage Sexual Neurosis (which Sexual contrary. Of course, if someone is telling you to do
Repression is a variant of), can create some very unusual something obviously suicidal or utterly against your nature,
situations or personality traits. you won’t necessarily listen.
13
but they are more sensitive to terror, and if one's Balance is Creatures with a mental balance of -200 or lower
low enough, terrifying events will cause severe reactions avoid you if possible. For every point of Mental Balance
within the character, including but not limited to physical over +100, your disadvantages disappear by 1 point. You
changes and new disadvantages. are no longer able to use force or to feel a destructive
To calculate a character's Mental Balance, take the aggression in any situation. You will meet your own dark
sum of the values of his disadvantages, and subtract from it shadow, a materialization of your repressed dark side (see the
the sum of the values of his advantages. This value is the section on "The Awakening" in the Kult rule book on pages
character's Mental Balance. For example, a character has a 255-258).
total of twenty-five points in advantages, and thirty points Dark Secrets
worth of disadvantages, his Mental Balance would be -5. Dark Secrets are events that happened in the
The following tables, copied from page 46 of the character's past that the character may not even remember or
Kult rulebook, show some of the things that happen or might know about but which haunt him regardless. Characters with
happen to characters with particular Mental Balances. These a negative Mental Balance must have a Dark Secret.
are included here to help you role-play your character better. Characters whose Mental Balance is positive may pick one if
they so desire. At least some of a character's disadvantages
Negative Mental Balance: should have some connection with his Dark Secret, although
-15 You emit a weak negative aura which makes not all of them have to. Also, players should be able to
children and animals uneasy in your presence. explain the background behind their character's Dark Secret.
-20 Disturbed. You may have magical intuition. There is a list of possible Dark Secrets below.
You are so abnormal that a health control These are described in more detail in the Kult rule book on
official would single you out as abnormal pages 31 through 34.
-50 You are so warped that a mental examination
would classify you as mentally ill.
-75 Psychotic. When shocked, your body changes. Simplified Characters
These effects are described in the section on Simplified characters should choose a Dark Secret
"Meeting with Terror" (Kult rule book, pages from the list presented under their archetype description.
83-89). You may begin to get limitations in
addition to disadvantages (see "Beyond Dark Secrets:
Humanity" in the Kult rule book, starting on Curse
page 75). You are having trouble maintaining Family Secret
emotional contact with other people and will Forbidden Knowledge
break off any relationship that gets too intimate. Guilty of Crime
-100 Your advantages drop by one point for every Insanity
Mental Balance point under -100. You are Occult Experience
permanently losing control of your Pact with Dark Powers
disadvantages. Your light side takes the form Possessed and Haunted
of a light shadow that follows you and attempts Responsible for Medical Experiments
to contact you (see the section on "The Supernatural Experience
Awakening" in the Kult rule book on pages 255- Victim of Crime
258). Victim of Medical Experiments
Astrology Carousing
The art of interpreting astronomical phenomena in relation to This is not simply the ability to party; anyone can do that. It
events on Earth. The astrologer can make horoscopes to see is the ability to party purposefully and successfully: to
the future of a person, and can calculate an individual’s overhear important facts, catch the interesting rumors,
possibilities and personality from the time of birth. He negotiate yourself into a position of being introduced to the
believes there is a correlation between astronomical right people, successfully pretend to be drunk (when it would
constellations and events in the past and the present. An be useful), get others intoxicated enough to do your bidding,
astrologer automatically has some knowledge of astronomy; etc. You should describe what you are trying to do at a
¼ of the skill score for astrology. A high effect means that particular party, and not just throw the die. Good role-
the astrologer believes himself to see correlations and truths. playing can modify the effect.
Astrology in this game does not work like magic. It normally
doesn’t “work” at all. The GM can allow the astrologer to City/Area Knowledge
make a true prediction, if this serves the plot. But normally, You know about the history, geography, and important
astrology is very bogus and has little or no relevance for features of any particular city or large regional area:
reality (even though the astrologer may believe in what he is Washington D.C., Chicago, Toronto, the Raleigh-Durham
doing). area, etc. At lower skill ratings, you know about as much as
a well read tourist; at 10 or above, you know as much as a
Bargaining native. You can identify the best places to eat, find the local
You are skilled at the art of bargaining. This skill is good in landmarks, and you know a little bit of important local
markets when haggling over the price of tomatoes, or in the history.
boardroom when discussing business deals.
City/Area Secrets
Body Artistry You know the dark secrets of any particular city or city-area.
You are skilled in artistically altering the human body, You know who bribes the city officials, where the secret
through body piercing, tattoos, scarification, and branding. entrances to the sewers are, the best places for drug deals,
People may desire this for any number of reasons: personal who might be good contacts, and where to leave the body so
statement, ritual significance, or sexual stimulus. no one will find it for at least a decade. If need be, you could
probably go into hiding for a long time and not be found.
Bugging
Bugging consists of the knowledge in how to plant hidden Climb
microphones, cameras, receivers and other equipment for The Gamemaster decides what effect is needed, taking into
secret surveillance of other people. You can use and repair account that it’s more difficult to scale a smooth wall than to
such equipment. A high effect means that you hear and/or climb up scaffolding. A long climb may mean that you have
see everything clearly in the place you have bugged. A low to roll several times. An insufficient effect means you hang
effect may mean that reception is poor, or the devices are where you are without getting either up or down. You can
detected after a short time. make a new attempt, but each attempt takes ten minutes. A
disaster means you fall down. Climbing equipment such as
Bureaucracy ropes and pitons will add +5 to the skill score when
You know the ways of red tape – forms in triplicate, review appropriate.
panels, commissions and committees, authorizations, etc.
You can either hide behind the bureaucracy as a means of Computers
never getting anything done (or, more actively, keeping it Knowledge of how to use computers. You are familiar with
from getting done) or you cut through a bureaucracy and get the most common operating systems and can use some
results fast. Either way, it means you know whom to call and programs. With a high score, you are able to write your own
what to say. programs. Here are some guidelines for the GM:
1-5 Use a personal computer, write text, play games.
Burglary Use simple software/applications.
You can get past fences, doors, windows and even walls, 6-9 Use a personal, mini, and to some extent a
without raising an alarm. You know the best ways of getting mainframe computer. Use most applications that do
18
not require special knowledge. Write some useful Creative Writing
programs in C, Pascal and possibly one or two other Words drip like honey from your gilded pen (or keyboard).
languages. Poetry, essays, short stories, novels, and other forms of the
10-12 Use all common types of computers. Use difficult written arts are covered by this skill. This is the more
programs like CAD and complicated spreadsheets. graceful and enjoyable form of Written Report.
Write large programs in most common languages. Gamemasters who require more realism may ask that
Write simple routines in Assembly language. Creative Writing be taken separately for each form of writing
13-18 You are able to use all computers, use, modify and that is used.
write advanced programs, even in Assembly
language. Repair some hardware. Cryptography
19+ You can do almost anything with computers. Write A cryptographer is trained to solve codes and puzzles. He
and modify programs in any language, debug binary knows the most common techniques for encrypting
core dumps, bypass copying protections and information. He can tell which type of code system has been
passwords, etc. Repair hardware. used to encrypt a coded message. Certain codes cannot be
broken without a key, but the cryptographer will have a good
Cooking idea of what sort of key is needed. High effect means the
You can cook the usual types of food that are eaten in your code is quickly solved, or the cryptographer quickly realizes
country, and perhaps from some other countries as well. The that it’s useless to work with it unless the correct key is
higher effect, the better your food tastes. If your task is to supplied.
prepare a difficult dish, or if your raw materials and tools are
not perfect, the GM may require a certain effect for the food Dancing
to be edible. A higher than normal effect will also be You know the basics of dancing, not just the kind everyone
required if you are about to prepare food that you are not can do in a club, but the kind people might even want to
used to. watch. You are trained in two specific types of dancing –
classical ballet, jazz ballet, Latin American showdancing,
Cosmology rock n’roll, folk dancing (specify culture), or something else.
You know the true reality. You know about the Demiurge, Choose two categories. A high effect means that your dance
the shattering of the Illusion, the Death Angels and the is well executed and enjoyable to watch, a low effect means
Azghouls. You know a little about Metropolis and Inferno. you barely managed to stay in rhythm.
Note: no character should be able to start play with this skill,
and it can only be developed with the Gamemaster’s Demolition
permission. Also, any character that knows this but has a You can make and use explosives. You can make signal
Mental Balance above –25 or below +25 does not truly rockets, smoke bombs, time bombs, and you know how to
believe it. They know it like most people know their apply the explosives to get maximum effect. A high effect
horoscope: interesting information, but hardly fact. As the means that you achieve the blast effect you wanted. A lower
character is forced to face the truth, of course, MB will be effect can mean that the blast became stronger or weaker
affected as usual. than you intended. You can imagine what a total failure
means…
Counseling
You have ways of easing the distressed and mentally Diplomacy
disturbed. You can, after sufficient conversations with The diplomat is a professional negotiator. Diplomacy is the
people, determine what their probable psychological art of getting everyone as satisfied as possible and solve
problems are, determine possible methods of recovery, and conflicts that may seem insoluble, through compromises,
aid them through the process. This can simply be a keen power pressure and skilful lying. These things cannot be
insight into the human spirit, or it might indicate professional simulated with die rolls in the game; you must act them out
clinical training. between the players and the Gamemaster. Good role-playing
may give a bonus to your effect. High effects indicate that
Craft you managed to convince your opponents of the solution you
Determine which craft you have mastered. It can be anything wanted, or that you reached an acceptable compromise for
from sewing to jewelry or bookbinding. This skill is used both parties.
primarily to control things you have learned as hobbies. If Disguise
you are trying to make something of professional quality or You can dress like someone else, apply makeup and imitate
difficulty, the GM may demand a minimum effect for someone’s pattern of movement and speech, to avoid being
success. A high effect means you managed to make exactly recognized for who you really are. It is much more difficult
what you had in mind, a low effect indicates a less to imitate a specific person than just disguising your real
sensational result. identity, or pretending to belong to a certain category. The
more difficult a disguise you attempt, the higher effect will
19
be needed. whether the goods are worth more or less in other places
around the world, and what the prospects are for future
Dodge values.
Dodging is the art of avoiding an attack. Success means you
step out of the way, and your opponent misses. Dodging is Etiquette
only fully effective in melee. Throwing weapons can be The art of behaving correctly in polite society. You can take
dodged, but the chance is only half your normal skill score. part in dinners and cocktail parties with Nobel laureates, old-
It is not possible to dodge projectile weapons. The effect fashioned European nobility, rich and powerful people
determines how well you manage to avoid the attack. You anywhere in the western world, and you will know how to
subtract your effect from the effect for your opponent’s handle yourself. Etiquette includes how dress properly, eat
attack. If you succeed with the dodge but his effect was and drink at the right time and with the right tools, bring
higher, you are hurt – but not as seriously as you would have presents when expected, and generally melt in with the cream
been if your dodge had failed. Dodging counts as an action. of society. High effect means you make no mistakes and
The skill “Dodge” is part of many martial arts. appear to have been born among the upper class. Since
cultural traditions are so different, it may be wise to specify
Drive Vehicle in which areas your etiquette applies.
When taking this skill, apply it to a type of vehicle, i.e. Falling Technique
motorcycles, automobiles, etc. Each vehicle is a separate If you fall or are thrown, you can roll with it and get back up
skill, and if you want to drive several types, you need on your feet without getting hurt. In this respect, the skill is
multiple skills. If you skill is 5 or more, you don’t need to identical to falling as taught in various martial arts. But
roll for normal everyday driving. Only in difficult situations “falling technique” is a little more. You also have the ability
and whey you need to make a dangerous maneuver will the to slow a fall from high altitude, if there is a wall or
dice be necessary. A high effect indicates a smooth and safe something nearby to use for breaking. Your effect is
ride. Particularly difficult maneuvers may require a subtracted from the effect of the injuries you receive from
minimum effect. such a fall.
21
5 You can make yourself understood, but your
grammar is lousy. Meditation
10 Your grammar is decent, but your accent is You have learned some techniques to meditate and regain
very foreign. your strength and endurance. A person who meditates
15 You speak the language very well. regularly can get along with only 3-4 hours of sleep per
20 You speak the language as well as any native
night. To do this, you need a skill score of 10 or more.
Anyone who can speak a language can also read and write in it.
Successful meditation can also be used to restore your
balance after being shocked. If you mental balance is
Lip Reading negatice and you fail your ego throw in a terrifying situation,
In relatively good light, you can read someone’s lips and
meditation can help you cancel the effects of the shock.
understand what they are saying. You may miss a word or
Meditating successfully for at least 2 hours increases the
two, but you should be able to get the gist of their
chance to succeed with this by 1d5 steps.
conversation. At a higher score, you can understand
perfectly what someone is saying. This does, of course,
Melee & Throwing Weapons
presuppose fluency in the language. For foreign languages,
Not all weapons are controlled by the same ability. You
your skill at lip reading is capped by your skill in the
must acquire knowledge about every type of weapon
language.
separately. There are six different types of melee and
throwing weapons: daggers, clubs, pole arms, swords, axes
and throwing weapons. A skill means you can handle all
Locksmithing weapons belonging to one type. Since all of these skills are
You can pick locks, take them apart, construct them, and
basic, everyone has a small chance to succeed with a
make keys. This is a wide-application professional skill,
weapon, regardless of training and weapon type.
used by locksmiths and criminals alike. The very basic
application of picking simple locks is covered by Burglary.
Motor Mechanics
This skill has more specific and technical uses and functions.
You are interested in motors and mechanical things. You can
fix motors and simple machines. Specify to the Gamemaster
Lore: Dreamworlds what type of motor or machine you are used to working with.
You have knowledge of the dreamworlds: you know of the
A high effect means you can repair a complicated
dream princes, of psyphagi, nachtschreck, and other creatures
breakdown, or work out how a complicated machine works.
of dream, and you know about the Dream Wanderers. You
A low effect means you only succeed if the device is really
know of various portals and a number of dreamworlds.
simple – otherwise it just gives off a cough, but won’t work.
Note: no character should be able to start play with this skill,
and it can only be developed with the Gamemaster’s
Natural History
permission.
You know the ways of nature. You can identify common
animal tracks, you can identify some animal behavior, basic
Lore: Metropolis plants and wildlife, take a guess at an animal’s health and
You know about the primal city, Metropolis. You have
probably age, etc. Maybe you’re a forest ranger, or you just
knowledge of the various inhabitants of the city, e.g., the
visited grandpa’s log cabin every summer. This is not an
Azghouls, the living Gods, etc. You also know about its
academic discipline; it is rarely learned in a school situation.
various parts and “districts”, e.g., the Living City, Machine
It can, however, be learned from another individual and from
City, etc. You know the theories of how to get there, and
experience.
you may even know the location of a few alleged portals.
Note: no character should be able to start play with this skill,
and it can only be developed with the Gamemaster’s
Navigation
permission. This skill also has the same Mental Balance
Using this skill, you can almost never get lost. You usually
limitations as Cosmology.
require some equipment, e.g., a compass, maps, sextant, etc.,
but you can effectively guide your way to almost any
Man of the World destination, regardless of the weather or time of day. This
You are a man of the world and know how to handle any
skill can be used for movement by land (the skill would then
situation you can expect to get into among strangers and in
be more properly called “orienteering”), air, or sea.
alien environments. You aren’t panic-stricken if you
suddenly find yourself in the Chinese countryside where
Net of Contacts
nobody speaks English and nobody can tell you where the
This is the art of knowing the right people in the right places.
nearest city is. You melt into the social environment and are
Net of contacts is a common headline for several skills, one
at home in luxury hotels as well as in the slum. High effect
for each group where you have contacts. For example, “Net
means you instinctively know how to behave among
of Contacts: criminals” means you know whom to get in
strangers. Low effect means you are less certain and behave
touch with if you need a hit man, an illegal weapon, or drugs.
more like any ordinary, but adaptable tourist.
22
Other nets of contacts can be scientists, politicians,
businessmen, etc. A high effect indicates that you happen to Parapsychology
know precisely the right person. A low effect may mean that You have knowledge of the hidden forces which modern
you only know vaguely who might be able to help you, and science denies – telepathy, telekinesis, kirlian auras,
you may need a go-between to get assistance from that pendulums, divining rods, ley lines and different types of
person. clairvoyance. You recognize these phenomena and you can
perform parapsychological experiments and measure various
Night Combat kinds of non-measurable energies. Parapsychology does not
Night Combat is the art of fighting in bad light conditions, cover occult phenomena. At high effects, you discover
from twilight down to total darkness. Senses other than sight whatever phenomena there are to discover, and you are able
– sound, smell, and vibrations guide you. For unhindered to give some sort of explanation.
combat in weak light, you need a minimum effect of 5 or
more. If the effect was lower than 5, 5 is Photography
You can handle a camera and develop film. With a high
score, you can choose different lenses and arrange artistic
pictures or make special effects. You can also do retouching
and editing. The more difficult the motif and the worse light
conditions, the higher effect will be required for a good
result. Otherwise, a high effect simply means the picture
turns out like you wanted it to. Combined with computer
The difference between an Atheist and a Priest skills, this could allow the analysis and editing of
is that an Atheist disbelieves in the day and photographic images.
questions at night and the Priest believes during
Pictorial Arts
the day and doubts at night. You can create objects of art with various techniques. Most
people specialize in one type of technique, and only have a
basic knowledge of the others. Decide if you are a painter,
subtracted from your skill score with your weapon. The sculptor, textile artist or something else. High effect means
same rule applies in total darkness, except that a minimum that the object is original, thought provoking, beautiful or
effect of 10 is required, and 10 is subtracted from your skill whatever you wanted it to be. Lower effects indicate that it
score with a lower effects. This skill may also be helpful if may be technically well made, but not artistically perfect.
you are temporarily blinded for some reason.
Piloting
Numerology This skill applies to either gliders, propeller planes, jet
This is an occult tradition, which is related to mathematics planes, fighter aircraft or helicopters. Choose which type
and cryptography. A numerologist can look for connections you can pilot. You then have half your skill score with all
by comparing figures and equations. He might compare the other types. If your piloting score is 5 or higher, you can fly
measurements of a building with the years or dates for large under normal circumstances without having to roll the die.
disasters, or the birthdates of certain one-egg twins, and High effect means a smooth and safe ride. Particularly
arrive at amazing coincidences. Sometimes his conclusions difficult maneuvers and air combat will require a minimum
are right. High effect means the numerologist his found a effect.
plausible connection between different numbers and
mathematical formulas. Play Instrument
The player chooses which instrument to play. Every
Occultism instrument is a separate skill, though of course anyone who
You have theoretical knowledge of various occult practices can play piano can play other keyboard instruments (organ,
and teachings; kabbala, spiritualism, magic, demonology, synthesizer, cembalo) almost as well, a trumpeter will
tantrism, satanism, occult societies and theories. High effect probably be able to handle other brass instruments reasonably
means that your knowledge of some theory, occult object, well, and so on. The skill also means you can read music and
ritual or group is helpful in the present situation. you know some pieces. A high effect means you play well
and the audience wants to hear more. A low effect means
Parachuting you only mange to play without obvious errors, but without
You know how to use a parachute, jump, land and fold the feeling.
chute. A high effect means you manage to land exactly
where you want, and do it quickly. If your score is 10 or Poisons & Drugs
higher, you are able to perform tricks and patterns with You can recognize, make and use poisons and drugs. You
others. are also able to make and use antidotes and serum, when
23
possible, and identify a drug from the symptoms it has more, you only need to roll in extreme situations like
caused. High effect means that you were right; the drug or jumping a difficult obstacle or hanging on to the mount
poison works as you expected. Total failure can produce during a chase over rough terrain. The higher the effect, the
interesting results if (for instance) someone is exposed to the more complete control you have over the animal.
drug you just make.
Scrounging
Projectile Weapons You have an unerring knack for finding useful implements
This is the skill to hit things with some sort of projectile- and objects among what other people would consider junk.
launching weapon. There are five types of such weapons, While some objects may require repair, others will be
and each type is a separate skill, which must be learned by perfectly suitable. Weapons, clothing, and even food may be
expending skill points, and is not affected by any other found this way, but within reasonable limits. Gamemasters
projectile weapon skill you may have. The types are: Bows, may provide bonuses or penalties for your scrounging skill
Handguns, Heavy weapons, Machine guns/Automatic based upon where you are using it. A high effect in this skill
Weapons, and Rifles/Crossbows. Since these are basic skills, can occasionally produce amazing discoveries.
everybody has a basic chance to hit. But in order to be able
to fire the weapon at all, someone must have shown you the Scuba Diving
basic mechanics – such as how to release the safety catch, or You know how to handle all normal diving equipment. You
where to put the arrow on the bow. There are technicalities know how fast you can ascend without getting the bends,
about all projectile weapons which are not obvious to a how to find your way under the water, and where it is
person who never handled one. If you must figure out by dangerour to dive. A high effect means you swim fast, know
yourself how the weapon works, you need to make an EGO where you are and can do whatever you set out to do
throw. This takes a few minutes – so it’s not a very good underwater. A lower effect may mean that you get problems,
idea in a combat situation. the work takes longer than you anticipated, etc.
Singing Swim
The ability to control your voice and sing beautiful music. If your score is 5 or higher, you can normally swim for a
Choose which types of singing you are skilled at: opera, rock, number of minutes equal to your CON+STR, without having
jazz, ballads, or something else. A high effect means your to roll any dice. After that, you must roll under your skill
audience is pleased and wants to hear more. If you fail score not to sink. A successful throw means you stay afloat
utterly, the tomatoes and the rotten eggs may come a-flying. for another CON+STR minute. For every throw you make,
your Endurance drops 5 points. When it reaches zero, you
Sleight of Hand begin to sink. You are totally exhausted, and the
You are good at holding things without their being seen, Gamemaster nastily consults the rules about drowning. If
palming objects, taking or replacing them quickly and you get ashore before that happens, you can be on your feet
covertly (if they are within easy reach), producing them after half an hour. Characters with a score of less than 5
unexpectedly, etc. Both stage magicians and criminals to must roll immediately when they get into the water to
great effect use this. determine whether they stay afloat. It is normally possible to
swim five meters during one combat phase, provided that
Sneak your effect is at least 5. A lower effect indicates that you
For every two kilos of load the character is carrying, subtract missed a couple of strokes. An effect lower than 3 means
one from the effect. The Gamemaster decides what effect is you took an involuntary gulp of cold water. The effect is
necessary to avoid detection. The difficulty depends on may reduced one step for every kilo you are carrying. When there
external circumstances such as creaky floors, darkness, debris are high waves or very cold water, the GM may demand a
on the floor, background noise, and so on. If you roll higher higher effect for the swimming to be successful.
than the required effect, the number you rolled above the
limit is subtracted from the effect for all those who are Throwing
actively searching for you. A high effect means that not even This skill entails throwing an object as far as possible and
mice and birds notice your passage. A low effect means you hitting what you are aiming at. How far you can throw
make some noise, but not enough to be spotted directly. depends on the size and weight of the object. No character
can throw anything that weighs more than his load capacity.
Sport A high effect indicates a long and well-aimed throw. A low
Determine which sport you are good at. Every sport is a effect may mean that the thrown object has too little power
separate skill. when it hits the target to do any effect. Throwing weapons
are controlled by separate skills – not “Throwing”.
Streetwise
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Tracking Change Targets: Normally it takes an action to change
You can follow the tracks and trail of something or someone. the target of your attack. If you know Change Targets it
You can identify the source and age of the tracks with some takes no action at all; you can attack your new opponent
at once.
certainty. Difficulties on this might vary based upon
Combine: You are able to do several things
simultaneously. You may perform one extra action in an
action phase than you normally are allowed to. However,
It is not simply that we’ve lost contact with the this action is deducted from those available to you in the
Earth, but that we’ve lost contact with our role combat round.
Double Shot: You can fire so rapidly with your handgun
as the link between Earth and Heaven. that it only takes one action to fire two bullets. There are
no penalties and both bullets hit the same body part.
Fast Load: You can reload a gun in half the time it
circumstances, including size of tracks, terrain, age of tracks, normally takes. This time is indicated under the Load
and recent weather conditions. The Gamemaster might column on weapon tables. If two figures are listed, the
require a certain effect to successfully follow the tracks second figure includes the use of a speed-loader.
Regardless, a successful use of this skill cuts the reload
indefinitely.
time in half. This skill must be taken separately for both
Trivia bows and crossbows.
This is a catchall phrase for a knowledge-based skill that Feint: You are able to fool your opponent with a feint.
doesn’t really fit under anything else, e.g., the history of Feints work against all kinds of weapons. Your opponent
baseball cards, famous fashion designers in history, etc. It gets +5 on his attack throw and you get –5 on yours.
can include knowledge of academic disciplines learned as a Quick Draw: You are able to draw your weapon
hobby, although often your knowledge might lack scholarly extremely fast. This takes no action, you can attack
rigor. For instance, you might have as Trivia the area immediately from having the weapon sheathed/holstered.
“Romantic Poets.” With this, you can recognize a few The maneuver is valid for handguns and melee and
poems or poets, maybe even a few broad themes, but you throwing weapons. Note that the weapon must be within
easy reach and not, e.g., in your bag.
won’t be able to place it in the context of the history of
poetry or literature.
Written Report
You are skilled at expressing yourself in writing. You know
Two-handed Combat
various styles of written expression and can write formal
This is a special skill, which enables you to fight with one
letters, speeches, magazine articles and simple prose. The
weapon in each hand, or to switch if one hand is injured. A
higher effect, the better text you produced.
character that fights with one weapon in each hand gets one
extra action per combat phase. The skill costs 10 points and
has no skill score.
Living Standard
Unarmed Combat Living Standard is a measurement of a character's
The art of boxing, kicking, throwing and wrestling. You can economic and social station, dependent upon the country he
choose to have simply “unarmed combat” as a skill, but this is living in. Thus, a person with a living standard of 2 or 3 in
gives you none of the advantages that the martial arts confer, America might have a living standard of 5 or higher in a third
with greater damage and special maneuvers. Unarmed world nation. To determine a character's living standard,
combat is the type of skill you might find in a person who match a realistic expectation of his normal income with that
has often been in fights, but has received no formal training – of each of the ten categories below. Each category gives the
simple punches and kicks. The skill includes kicking, average monthly income, net amount of money available per
punching and wrestling. Damage for kicks, punches and month after paying expenses such as rent and utilities, money
wrestling techniques will be found in the weapons tables. in savings accounts and other liquid funds, available credit,
Unarmed combat is counted as a weapon skill, so the effect is and typical residence.
a separate die-roll, just as for weapon skills.
Simplified Characters
Weapon Maneuvers Each archetype template comes with a range of
The term maneuvers refers to special tricks and techniques three possible living standards. The middle standard is the
you can learn to use in combat. You can only use one most realistic for the archetype, but may vary according to
maneuver at a time unless you have the maneuver Combine. personal taste and game master consent.
To succeed with a maneuver you must first succeed with you
weapon skill throw, and then with the maneuver. Each 1. Destitute Monthly Income: $300
maneuver is a skill, which is bought in the ordinary way. Net Avail/Month: $200
Savings: none
Credit: none
Home: none
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Net Avail/Month: $10,000
2. Poor Monthly Income: $700 Savings/Investments:
Net Avail/Month: $400 $4,000,000
Savings: none Credit: $3,000,000
Credit: none Home: properties worth
Home: public housing/share $4,000,000