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Character Generation

This document provides a brief summary of the character creation rules for the Kult roleplaying game. It outlines the two methods for character generation - point-based or simplified - and describes how to generate values for the eight primary abilities and seven secondary abilities. It also lists numerous possible advantages and disadvantages players can select that help define their character and impact their abilities.
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0% found this document useful (0 votes)
18 views27 pages

Character Generation

This document provides a brief summary of the character creation rules for the Kult roleplaying game. It outlines the two methods for character generation - point-based or simplified - and describes how to generate values for the eight primary abilities and seven secondary abilities. It also lists numerous possible advantages and disadvantages players can select that help define their character and impact their abilities.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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Kult Character Generation

Player's Guide

1
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

3
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
4
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

6
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.

Animal Enmity Cost: 5 Compulsively Healthy/HygienicCost: 5


All sentient animals hate you. Dogs bark, growl and bite, This is not the same as compulsive handwashers (“those
horses kick and throw you off, cats jump at your face, tryin to people are troubled” you think), but you are very concerned
scratch your eyes out. You do not throw animals into a rage, with what you eat, with exercise, with cleanliness. You must
they simply try to get you when the opportunity allows. If perform your usual exercise routine every day, you have to
you try to feed a pet or an animal in a zoo, they are more have your usual vitamin doses, and you rigorously monitor
likely to go after your hand than after what you offer them. your diet. You might be a strict vegetarian or even a vegan.
At the first sniffle, you start popping the vitamin C mega-
Anxiety Cost: 5/10/15 doses. You also may have very rigid grooming standards:
You are assaulted by occasional anxiety attacks. It doesn’t you must use certain shampoos, soaps, etc., and use them on
matter what you are worried about or what precipitated the a regular basis or you feel “dirty” and whey you reel dirty,
attack – almost anything will do. While in this state of you are distracted. There are some activities you might be
anxiety, panic may often set in and you will freeze, unable to very reluctant to engage in or places you won’t want to go
accomplish anything. For 5 points, the attacks are mild and (e.g., you’re not going into the severs willingly). You don’t
7
necessarily require your companions to follow you regimen, Death Wish Cost: 10
but you may take on a subtle air of superiority. (“If you took You don’t know what fear is. Death is something that
better care of yourself, you wouldn’t have colds so often. happens to others, not to you. But deep down, without
Your body is a temple.”) wanting to admit it to yourself, you always seek out and
challenge death. You are not the sort of person who
Curse Cost: 10/20 willingly commits suicide, but you never avoid danger and
You cannot escape your destiny. As in Greek drama, you are you are careless with taking risks. A death wish may
inexorable driven to fulfill the prophecy. The more you try originate in the death of someone dear to you, or a severe
to avoid it, the more you are dominated. The Gamemaster or disease that you suffer from.
you should determine the exact nature of the curse you are
suffering from. You get 10 points for a curse that does not Debt Cost: 10
dominate your life, or 20 points if the curse controls your You are deeply in debt from college loans, revolving credit,
entire destiny. Together with the Gamemaster, you should etc. This debt weighs heavily upon you and gnaws away at
also determine if the character knows about the curse or not. your happiness. No matter which Living Standard you are
If you want, the Gamemaster can invent a curse that not even entitled to or pay for during character creation, you are
the player knows the exact nature of. It may also be possible reduced to the next Standard lower: you are always paying
to lift the curse, but only with extreme effort. It is usually off your debts, your credit rating has worsened, etc.
necessary for someone else to lay down his life unselfishly Dependent Cost: 5/10/15
for the cursed person. The curse is not always “operative” in You have someone under you protection; it may be a friend,
the game. It may be triggered by specific circumstances, relative, or anyone else of your choosing. You do as much as
e.g., when the character comes into a certain place, reaches a you can to help them when in need. Should they be put in
certain age, gets to an important event in life (marriage, any danger, you will go out of your way, even risk your own
childbirth), reaches a certain mental balance, at full moon or life, to save them. The Gamemaster gets to decide the point
a time dominated by a certain part of the zodiac. Curses may value of this disadvantage; it varies, depending upon how
be inherited, or be caused by cursed objects in one’s often the Dependent comes into play or how much help is
possession, or by the character breaking a pact with dark needed. Help can vary from financial assistance to having to
powers. Consult with the Gamemaster before selecting a save their life. Your Gamemaster will create your
curse, since there is every chance that is may affect the story Dependent.
of the game.
Some Possible Curses: Depression Cost: 15
- All of your good intentions have evil results You are always fighting against depression, often feeling
- You always hurt or kill the one you love down and gloomy. You have a tendency to see only the bad
- Doomed to lose all riches and become destitute side of any situation, and you often want to quit when the
- Friends and loved ones die going gets too tough. If life gets complicated, you anguish
- Cursed to go to hell after death and resort to drink or medicines. Various adversities and
- Wars/epidemics/natural disasters seem to follow you unpleasant events in the past may cause depression.
- Incapable of staying in any one place for long
- Predestined to die at a certain event in life, e.g. at the Domineering Cost: 5
birth of your first child or on your wedding night, or to You are insufferably domineering. You always have to tell
die in a certain way, e.g. a car accident, falling off a other people what to do. You expect everyone to listen to
bridge, etc. you and your opinions, and you can’t stand it when someone
- Evil alter ego – a character with a positive mental doesn’t take your good advice.
balance can have an alternate personality (with equally
large negative mental balance) that surfaces at certain
Drug Addiction Cost: 15/20
times: at nights, full moon, emotional moments, etc.
You are addicted to a drug. It can be alcohol, narcotics, or
- No merits. All glory and honor for what you have done
medicine. The drug makes you introverted and dulls your
will be given to other people.
senses. If you cannot get the drug, you suffer withdrawal
- Your soul belongs to and angel of death, azghoul or
problems. Getting hold of (and using) the drug occupies a
other creature which will collect it when your mental
large part of your life and your thoughts. Everything else
balance goes under –50.
comes second. An addict who can’t break out of his habits
will eventually be destroyed. Choose which drug you are
Cynic Cost: 5 addicted to. Illegal narcotics are expensive and bring the
You tend to see the worst in anything, and rarely expect a added problem of having to cough up a of cash every day.
positive outcome. This does not mean that you are When this is the case, the disadvantage gives 20 points.
depressed; just that you always expect the negative to occur.
Some people find this and unbearable trait. Ecomaniac Cost: 5

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.
9
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.

Sexually Tantalizing Cost: 10 Touchy Cost: 5


Persons of the opposite sex (or same sexual persuasion) are You have a short fuse. The least irritation is enough to make
so fascinated by your beauty or personality that they cannot you furious and ready to use force. Anything that can be
stop thinking about how to get in bed with you. All interpreted as criticism of you or your actions is particularly
communication is disturbed by their infatuation, they keep sensitive. In situations of stress, it is probable that you will
losing their concentration when you speak to them, and keep lose control.
their gaze fixed at your genitals. Eventually, all persons of
the opposite sex with whom you meet for more than a Unwilling Medium Cost: 15
fleeting moment will try to make advances if the situation so Your disposition makes you vulnerable to possession. You
permits. A Comeliness or Charisma score of 15 or more is are an open vessel for spirits and demons who desire a
demanded for you to have this disadvantage. Note that this channel of communication, or a body that they can use for
really is a disadvantage, even though everybody of the their purposes. Your resistance against possession is only
opposite sex will be favorably disposed towards you, they half of what it would normally be. In addition, spirits of
will not care a whit about what you want or say. various kinds have an uncanny ability to sniff out people like
you . . .
Socially Inept Cost: 5
Basically, you are a geek. And chances are, you don’t care Vain Cost: 5
(alternatively, you are defensively proud of your geekdom). You are incredibly vain. You are always concerned with you
In a social situation, you are a real liability. You can’t dress physical appearance: fixing your hair, wearing the nicest
(all of you pants are high-water; you wear clashing colors, clothes (or being very upset when your apparel is not up to
checks and plaids, T-shirts with goofy slogans on them), you par, or gets soiled), perhaps exercising only to keep in the
have no manners (not that you are intentionally rude, it’s just best shape, etc. Being vain does not necessarily mean that
that no one ever told you not to chew ice at a formal dinner; you are good-looking, just that you are concerned about your
and you have one of those loud-guffaw laughs . . .). You looks. Alternately, “Vain” could apply not to your
wear a pocket-protector because it’s practical, and your horn- appearance, but to your intellect. Instead of being overly
rimmed glasses have tape across the nose. You have a concerned with you physical looks, you can be overly
tendency to ask impertinent questions at embarrassing times, concerned with how others perceive you intellectually.
and you have an adolescent fascination with/fear of the
opposite sex.

Split Personality Cost: 15 Mental Balance


You have two (or in extreme cases more) different Mental Balance is a measurement of the stability of
personalities within you. It is usually opposite aspects of a character. The close to zero a character's Mental Balance,
your personality, which have split and are kept apart. One of the more stable he or she is. A positive Mental Balance
the personalities may be strong and active, while the other is means that the character will not be adversely affected by
feeble and ineffective. Or perhaps one is violent and the horrifying events, although those with an extremely high
other is peaceful. The player and the Gamemaster should Mental Balance will seem un-normal to other, more
decide together how the two personalities get together in the mundane, characters. Similarly, characters with extremely
character. A usual way of doing it is to let on personality be low Mental
active under normal circumstances, while the other one
comes into action in crisis situations, when the character has
been shocked. Or one personality may be active at work . . .We will never reach God as he is in himself;
while the other comes out in leisure times. People who have The highest Truth we can apprehend is the
committed evil acts may develop split personalities to protect rapturous recognition that God utterly
themselves from the guilt and the dark secret.
transcends the Human mind. . .
Submissive Cost: 10
You let other people control you; you might even secretly
like it. Maybe you just prefer authority in your life. It Balances will see un-normal,

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

Positive Mental Balance:


+15 You emit a weak positive aura that makes Skills
children and animals feel comfortable in your All characters will have skills. These define what a
presence. character can and cannot do more sharply than abilities.
+25 You may have magical intuition. You are Skills are generally governed by a certain ability, which is
known to be a harmonious and stable person, defined because of an ability’s impact on success with the
whom everybody likes. skill. Basic skills are easily learned skills with which all
+50 You have a natural empathy. People feel safe in characters automatically have a value of three in. These skills
your company. have no governing ability, although at times your
+75 Beings with a Mental Balance of down to -100 Gamemaster may ask you to roll against your abilities to
avoid you if they can. You cannot be possessed perform a Basic skill. The rest of the skills generally have
by creatures with a Mental Balance of higher governing abilities, with a few exceptions. If there is a skill
than -250. with no governing ability, you are not limited as to how far
+100 You automatically get the advantage of "Body that skill may be increased (excepting physical limitations).
Control" if you do not already have it. Academic skills require that the character have an
EDU value of 13 or greater, representing time invested at a
14
college or university. Each character has a base of 150 skill and eight skills that each have a value of 10. Simplified
points, modified by advantages and disadvantages. Your characters do not have to worry about the skill level
game master may modify this number, so be sure to check exceeding that of the skill's controlling ability, until they
with him. Each level in a skill costs one skill point per level, attempt to increase those skills by using experience points, as
up to a level equal with that of the controlling ability. Each normal.
step above the level of the corresponding controlling ability Simplified characters may also get martial arts.
costs three skill points. However, they cost "multiple skills" since each is actually a
Academic skills have specialties, which cost one group of skills. A martial art learned at pupil level will cost
point per level, as normal skills. However, to acquire a one of the two skills with a value of 18. A teacher level
specialty in an academic skill, the character must have a martial art costs one 18 and one 15 level skill. A master
value of at least five in the basic academic skill. For level martial artists costs one 18 level skill and both 15 level
example, Physics is a specialty of Natural Science. Thus, to skills. Simplified characters may not begin as Grand
take the Physics skill, a character must invest at least five Masters.
points in the base Natural Science skill.
If a specific skill you would like your character to Basic Skills
have is not listed, and there are no other skills similar to it, Climb
consult with your Dodge
Gamemaster. The Hide
sheer volume of Read/Write Native Language
possible skills and Search
talents available force Sneak
a limitation to Swim
generalized fields for Throwing
circumstances such as Unarmed Combat
these, so if there is
something not listed, Projectile Weapons
you and your Bows
Gamemaster should Handguns
generate a new skill. Heavy Weapons
During your Machine Guns/Automatic Weapons
game, your Rifle & Crossbow
Gamemaster will
probably grant you
Melee & Throwing Weapons
access to skills not
Axes
listed in the following
Daggers
tables. These will
Impact Weapons
generally be skills of a
Pole Arms
magical nature, and
Swords
are generally
Throwing Weapons
organized in a
Whips & Chains
different fashion than
the skills below. As a
rule, unless otherwise
noted all magical Agility Based Skills
skills are controlled by the Lore they fall under, although the Acrobatics
may require ability throws as well. As magic is very Body Artistry
complex in this game, it is not covered in this section. Craft
Depending on your Gamemaster, magical skills and Dancing
information may be difficult to acquire, so I have not Escape Artist
included this information here. Chances are these will be Falling Technique
revealed to you the more your character learns of Lores and Parachuting
their meaning. Play Instrument
Martial Arts are a special kind of skills. These have Scuba Diving
their own section. Sleight of Hand
Sport
Simplified Characters
Simplified characters get to pick two skills that each Weapon Maneuvers
have a value of 18, another two that each have a value of 15, Change Targets
15
Combine
Double Shot
Fast Load
Feint
Quick Draw

Charisma Based Skills


Ego Based Skills
Acting
Accounting
Animal Training
Administration
Bargaining
Agronomy
Carousing
Alternative Medicine
Diplomacy
Architecture
Disguise
Astrology
Etiquette
Bugging
Fortune Telling
Bureaucracy
Instruction
City/Area Knowledge
Interrogation
City/Area Secrets
Net of Contacts
Computers
Rhetoric
Cooking
Riding
Cosmology
Seduction
Creative Writing
Singing
Cryptography
Demolition
Electronics
Erotica Perception Based Skills
Estimate Value Burglary
First Aid Counseling
Haut Monde Drive Vehicle
Herbalism Forensics
Hypnosis Forgery
Info Retrieval Gambling
Languages Lip Reading
Locksmithing Night Combat
Lore: Dreamworlds Photography
Lore: Metropolis Piloting
Man of the World Scrounging
Meditation Shadow
Motor Mechanics Tracking
Natural History
Navigation
Numerology Skills without Ability Base
Occultism Two-handed Combat
Parapsychology
Pictorial Arts
Poisons & Drugs Academic Skills
Radio Communications Humanities Scholar
Seamanship Medicine
Security Systems Natural Sciences
Sign Language Social Sciences
Streetwise
Style Academic Skills
Survival All of the academic skills consist of several specialties. The
Trivia basic skills indicate a thorough general knowledge in one
Written Report area of knowledge; Natural Science, Humanistic Scholarship,
Medicine or Social Sciences. A score of 10 or more in the
basic skill means you are a college graduate in that area. In
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Natural science you are an engineer, in Humanistic Acting
scholarship you are a Bachelor of Arts, in Medicine you are a You can play a role convincingly. You are used to learning
Bachelor of Medicine (which is not the same as a fully lines and improvising. The Gamemaster can require a
trained doctor), and in the Social sciences you are a Bachelor minimum effect if the part is particularly difficult. A high
of Arts or Law. Specialization is a new skill which costs as effect indicates that you make an outstanding performance.
much to acquire as the primary skill. Having a specialty Low effects mean that your interpretation is okay, but less
means you are something of an expert in that area. In order convincing. Failure occurs when you forget your lines, enter
to specialize, you need a minimum of 5 in the primary the stage at the wrong time, and stumble over your own feet.
academic skill. You cannot specialize in an unrelated field, Administration
e.g., the primary skill Medicine does not allow you to You know the theories, techniques, and principles of business
specialize in Arabic literature. All academic skills are based administration. You can manage employees, increase
on Education. efficiency, and otherwise handle the various facets of running
a business. This can apply to businesses of various sizes or
Humanities Scholarship natures. Alternately, this can be chosen for Public
You have a good general knowledge of history, languages, Administration, which deals with leadership in public
religion and other cultural subjects. Specializations may be
society.
Anthropology, Archaeology, Philosophy, History, Art,
Linguistics, Literature, Psychology, and Religion.
Agronomy
Medicine You know the principles of farming and agriculture. You
You have a medical degree and a good general knowledge of know the best time to plant, what soil is good for planting,
the human anatomy and various diseases. You are able to how to cultivate budding plants, treat ill or malnourished
perform simple surgical operations, make a diagnosis of plants, etc. This skill can apply to backyard gardens or large
common diseases, and suggest treatment. This does not mean farms (including the use of farming equipment).
you have any practical experience with treating sick people –
such experience is covered by the “first aid” skill.
Specializations can be Anatomy, Toxicology, Pharmacology,
Alternative Medicine
Physiology, Neurology, Pathology, Psychiatry, and Surgery. You are skilled in alternative healing techniques. This skill
covers the spectrum of non-standard (“standard” meaning
Natural Science contemporary scientific) medical skills, which vary in
You are more or less and engineer. This gives you a basic efficacy of treating illnesses or wounds. Possible forms of
knowledge of mathematics, physics and chemistry. You can medicine include acupuncture, ayurveda (an ancient Hindu
perform various types of calculations and have a general healing method), homeopathy (a system based on the
knowledge of Electronics and Chemistry. Without application of small doses of drugs that in larger doses cause
specialization, you only have superficial knowledge of symptoms of the disease being treated), qigong (a Chinese
Astronomy, Biology and Geology. Specializations can be method of controlling the flow of natural energy throughout
Astronomy, Biology, Computer Science, Electronics, Geology, the body), shiatsu (traditional Japanese massage therapy), etc.
Physics, Chemistry, and Mathematics.
The skill should be taken for each form of treatment known.
Social Sciences Gamemasters should determine the medical efficacy of each
You have knowledge in fields such as economics, law, form of medicine on a case by case basis, if alternative
political science and sociology. Specializations can be medicine is being used for long-term treatment of wounds.
Economics, Law, Sociology, and Political Science. Suggested effects include lowering the healing time by one-
third to one-half: healing from a light wound, which normally
Accounting takes one week, would take three to five days. Some forms
You have knowledge of how to manage the ledgers and other of treatment may be fruitless, or even counter productive;
accounts of a company. The skill can be used to check that a this, again, is for the Gamemaster to decide.
company’s books are in order, and detect any frauds or fishy
numbers. The lower you roll, the more you understand about Animal Training
the company’s business deals, or the better you manage you You can handle and train animals. You can soothe agitated
company’s accounting. animals, guide or direct animals, and train them to do various
tasks or tricks. Wild animals are more difficult to train than
Acrobatics are domesticated animals, and animals that are unfamiliar
You can do somersaults, climb ropes, swing like Tarzan in with the trainer are also more difficult. Gamemasters should
trapezes and do other acrobatic feats. A high effect means determine difficulties or bonuses, but they should be in the –
you move perfectly, a low effect means you risk loosing 5 to +5 range.
control over your muscles.
Architecture
You have some education in architecture. You can design
and analyze buildings and building plans, incorporating
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artistic value and functional design. You can locate into various buildings, and what tools are required. You also
electrical conduits, plumbing, air vents, etc. You also have know where to look for surveillance cameras and alarm
some knowledge of architectural history. You are also sensors, but you have no special skill at disabling them. A
capable of noticing architectural anomalies – where hidden high effect means that you quickly and silently get into the
rooms might be, what appears to be a newer construction, desired place. At lower effects it takes a bit linger, and you
etc. You must have a minimum skill of 13 in order to be a make some noise.
professional architect.

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
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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
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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.

Electronics First Aid


You can repair, assemble and handle electronic systems and You can apply bandages, put an injured person in the right
machines. You understand how electric machines work and position so that he can breathe, prevent shock, and perform
can build simple devices. High effect means a good repair or resuscitation (mouth-to-mouth, etc.). If the injuries are
construction. A low effect means some small errors have severe, the Gamemaster can require a minimum effect for
crept in. your efforts to do any good. Success means you stop the
bleeding, restart respiration in someone who almost drowned,
Erotica etc. High effect means you have done as much good as first
You have learned a number of the ways to enhance libidinous aid can do. Low effect means you barely prevent the damage
experiences: you know the tools, toys and techniques to from becoming worse.
heighten the sensory experience, and you know all about the
various locations on the human body that are particularly Forensics
sensitive to erotic stimulation. Perhaps more important, you You know what to look for at the scene of a crime. You can
can quickly and intuitively know what will most stimulate a handle fingerprint powder, you know where to look for
particular partner. fingerprints, you can identify fibers from a person’s clothes,
and examine a bullet to see if it matches a certain weapon
Escape Artist (i.e., ballistics), etc. You must describe to the Gamemaster
You know how to extricate yourself from a variety of what you are doing, but he may give you hints about which
bindings: simple locks, ropes, etc. Complicated locks require things to examine and what you should avoid. The higher the
either the burglary or lockpicking skill. If you are bound, effect, the smaller and subtler traces you will find.
your skill at picking locks using either of these skills is
limited by your Escape Artist score.
Forgery
Estimate Value The art of making faithful copies of documents, banknotes,
You know what things are worth. This is an advantage when identity papers, contracts, etc. You know where to get the
bargaining. Decide which type of goods you primarily want right sort of paper and ink, and how to use copiers, repro
to master; real estate, jewelry, cars, antiques, art, or cameras and such equipment. It takes rather a long time to
something else. Your knowledge is full in one field only; make a good forgery, and you must have access to good
when estimating the value of other goods you have half your equipment. High effects yield a perfect copy, which can only
skill score. When you get a high effect, your estimate is very be exposed by a thorough testing. Lower effects mean there
close to the real market value, and you may be able to tell are flaws in your forgery, which may turn up at close
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inspection. effect, subtract the extra points rolled from the effect of any
pursuers looking for him (i.e. using the skill Search).
Fortune Telling
You are familiar with the most common methods of fortune Hypnosis
telling; tarot cards, astrology, palm reading, mirror looking, The hypnotist can place a willing person in a hypnotic trance,
crystal balls and such. You can read people’s faces and a state of mind where subconscious thoughts and images rise
interpret their questions much in the same manner as a person to the conscious level. This can be used to reveal memories,
with natural empathy, and you can produce answers that which the person has constricted. It’s not possible to
seem plausible. This does not hypnotize anyone against his will. High effect means the
person quickly goes into a deep trance and you find what you
were looking for.
Many are those who know what they desire, but
few are willing to acknowledge it. Information Retrieval
You are skilled in using libraries, books, databases, catalogs
and registers to find out something that you need to know.
mean that you otherwise function as a person with empathy. Of course, you can only find such information that really
You have specifically learned to interpret people’s questions exists in a place to which you have access. The skill only
and anxieties over their future. High effect means you make means you know where to look. A high effect means you
a correct interpretation of the person whose fortune you tell. find the information quickly. Lower effects indicate that the
You can tell him something about himself that he thought search takes longer time, and/or you may not find exactly
you didn’t know, and make a plausible guess about his what you were looking for.
future.
Instruction
Gambling You are good at teaching others. You make dull topics
You can play most common games of chance; poker, interesting, and you have a good speaking style. You can be
roulette, blackjack, craps, baccarat, etc. You know how to a grade-school teacher, a professor, a private tutor, or
devise simple systems, and to estimate the probability of someone who is just good with explaining things. A variant
winning. You also have some experience at detecting people of this skill is the skill Education, a Social Sciences
who try to cheat. You know the most common tricks. High specialization, which means you know the theories and
effect means you win a lot of money – unless of course you principles of educational development. That specialization
are not playing to win a lot (you might attract attention). If does not make one a good teacher; it only means you have
several people are playing against each other, cards for “studied it.”
example, the highest effect wins. Player characters always
have a 25% chance to win in a game of chance, regardless of
Interrogation
their effect.
This skill is not equal to “torture”. Interrogation means you
are skilled at manipulating, fooling or threatening people into
Haut Monde revealing things they don’t want to tell you. It usually takes
You know the high life. You can name the best coffees, and a lot of time to break a person’s resistance. You try to make
identify the best wines. You know the most chic fashions, him gainsay himself, become entangled in a hopeless web of
and where the best (or at least the trendiest) restaurants and lies, or trick him into thinking that revealing the desired
vacation escapes are. You have an unerring knowledge of information is going to be of benefit to himself, that it will
the finer things of life, partially through experience and not be treachery against his friends at all, and so on. The
partially through what you consider good “common sense.” level of success is determined by subtracting the victim’s
effect on an ego throw from your effect on the Interrogation
Herbalism roll. A successful test (5 or more) means that the
You grow and cultivate herbs for both their culinary and interrogated person quickly reveals everything he knows.
medicinal purposes. You can locate and identify many such Lower effects (0-4) may mean that the interrogation takes a
herbs in the wild. You also know some applications of long time and perhaps the victim keeps something back.
herbalism, from tea distilling to preparing anesthetic
poultices. Real medical use of Herbalism requires either Languages
pharmacology (a Medicine specialty) or the skill Alternative All characters speak their native tongue fluently, but foreign
Medicine. languages must be learned. Every language is a separate
skill, so you must expend experience points on each language
Hide you wish to know. The Gamemaster decides if you need to
In order to avoid being seen, you must have somewhere to get a certain minimum effect, depending on what you are
hide. The more open the terrain, the higher effect is needed trying to say or understand. A simple guideline:
to avoid detection. If the player rolls higher than the required Score Level of Knowledge

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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.
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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
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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.

Radio Communications Search


You can use advanced radio equipment. You know common The Gamemaster decides how high an effect you need to find
frequencies and call signals. High effect means you quickly something. If you are looking for someone who is hiding, the
and smoothly send and/or receive messages. effect is modified by how well you target manages to hide. If
he rolls over the minimum required, the extra points rolled
Read/Write Native Language are subtracted from your effect. A high effect means you
In this skill, all characters begin the game with a skill score find everything there is. A low effect may mean you only
equal to their EDU. A good effect means you manage to find part of what you might have found.
read/write without errors, or that you express yourself well,
or that you interpret a difficult text. You do not normally Seamanship
need to roll any dice in order to read/write or speak. It is You can handle a sailing boat or motor boat of normal size.
only when you need to do something difficult involving the You can read sea charts, navigate, and assess the weather so
language that you must roll. It might be to read a very old that you know if it’s good enough for your vessel.
text, or a complicated one, or to produce a literary text that Maneuvering a submarine, or large vessels like oil tankers,
meets high demands. If you fail to decipher a difficult text, are separate skills. If you try to handle a large vessel, you
you can try again. How long it takes depends on the length have half your score in Seamanship. High effect means you
and difficulty of the text. It can take hours, days, months . . . safely control the vessel and quickly get where you are
going.
Rhetoric
You can speak before an audience and argue convincingly in Security Systems
a debate. You never lose your tongue and always find the You can install a security system, e.g., to protect a house
most brilliant arguments. High effect means you manage to from intruders. These systems consist of TV cameras and
say exactly what you meant in a convincing manner. Lower various sensors, alarms, human guards and schedules, codes,
effect means there were some flaws in your argumentation. locks, and types of construction materials. You are also able
Successful Rhetoric doesn’t automatically mean that you to analyze an existing security system and find any weak
convince those who hear you – this also depends on what you spots. If you want to get into someplace, “security systems”
are saying, and what your audience knows. Convincing a is the theory; “burglary” is the practical reality.
group of astronomers that the sun is an enormous lemon will
not succeed simply because the dice went your way. Seduction
You know how to be charming to the opposite sex, and you
Riding lack the natural shyness that most of us have. Your chance to
Choose which animal you can ride. Most people ride horses, succeed depends on how interested the other party is. If the
but in some cases it might be a camel. If your score is 5 or victim is just waiting to be seduced, your throw may be
24
modified. If the object of your desire is completely You know the way of the streets. Gangs are more likely to
indifferent, you need a very high effect. If the Gamemaster accept you, you know a few good informants, and you don’t
wants, your chances may be modified by the quality of your come off sounding like a poser when you use street slang
role-playing. The environment and circumstances may also (chances are, it comes naturally to you). You know a few of
affect your chances, and so can your age and looks. A high the prominent locations for drug deals and other criminal
effect may indicate that the victim becomes madly enamored acts. Naturally this skill is more effective in a city the
with you. A lower effect may mean that he or she accepts character is familiar with.
your dinner invitation, but will not go further than that.
Style
Shadow You look good. You know just the right clothes to wear,
The skill of following someone without being noticed. It what will probably come into fashion and what is just a bad
may involve such things as spending eight hours in a hotel mistake. If you aren’t already good-looking, you are at least
lobby or hanging around outside a building without arousing dashing in that tailored suit; if you are already handsome,
suspicion. If the person you are following turns around and you can dress to kill. While it helps to be well off, you can
suspects the presence of a follower, your effect for throw together just the right ensemble to catch someone’s
shadowing is subtracted from the effect of the followed eye. Conversely, you can use your stylistic sense to blend
person’s Perception roll. High effect means you don’t lose with certain groups (e.g., you can dress collegiate preppy and
the object of pursuit and you are not detected. look like you’ve done it all your life).
Survival
Sign Language You know how to survive in hostile environments, deserts,
You know how to communicate in Sign Language. Most arctic areas, the polluted wastelands of Eastern Europe, etc.
likely you know Ameslan (American Sign Language), but You know the edible plants, how to find water, trap small
you may know some variant on it: either an existing form of game, find edible insects, and protect yourself against storms
sign language or one that is made-up. This skill must be and cold. The worse the circumstances, the higher the effect
taken for each form of sign language known. needed to survive.

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

3. Low Income Monthly Income: $900


Net Avail/Month: $550 Equipment
Savings: none The only thing left for the player to do is purchase
Credit: $2,000 his character's equipment. Since the game is set in the
Home: small rented modern day, conventional equipment prices are relatively
apartment easy to come by. There is another packet which has listings
for weapons, armor, and accessories, as well as items not
4. Lower Average Monthly Income: $1,100 easy to come by, such as poisons.
Net Avail/Month: $800 Characters may use their savings to purchase
Savings: $500 equipment, but savings can be quickly depleted. They may
Credit: $5,000 also buy equipment on credit (if they have any), but they
Home: rented apartment must pay it back, which will take away from the net amount
of money available per month to the character.
5. Average Monthly Income: $1,500
Net Avail/Month: History
$1,000Savings: It is recommended that a player come up with a
$1,500Credit: detailed history of his character, so that he will have a clearer
$20,000Home: rented idea of the role he is to play. Among the important details a
apartment/townhouse player should try to include are is career, when and where he
was born, his current home, who he works for,
6. Upper Average Monthly Income: $2,000 friends/enemies he has, and surviving family members. The
Net Avail/Month: $1,200 player will also want to indicate his height, weight, age, and
Savings: $5,000 hair/eye color.
Credit: $50,000
Home: condo/house worth
$70,000

7. Well-Off Monthly Income: $3,000


Net Avail/Month: $2,000
Savings: $20,000
Credit: $150,000
Home: condo/house worth
$150,000

8. Very High Monthly Income: $5,000


Income Net Avail/Month: $3,000
Savings/Investments:
$50,000
Credit: $100,000
Home: condo/house worth
$200,000

9. Rich Monthly Income: $10,000


Net Avail/Month: $6,000
Savings/Investments:
$800,000
Credit: $2,000,000
Home: properties worth
$1,500,000

10. Very Rich Monthly Income: $17,000


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