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PROLES

Dysangelium

Indecent Proletarian Sci-Fi Role-playing Game

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

62 pages of good stuff

Author:                      Briza von der Lagerbauer (1.2.2002)

   Translation, support and occasional co-author:                      Sir Jake mcHill (20.7.2003)


1 CHARACTER’S CHARACTERISTICS.. 4

1.1 Statistics.. 4

1.2 Gender.. 4

1.3 Age.. 4

1.4 Homeland... 5

1.5 Personality... 5

1.6 Sanity... 5

1.7 Empathy... 6

1.8 Fanaticisms.. 7

1.9 Health... 7

1.10 Movement.. 8

1.11 Skills.. 8

1.12 Forbidden Abilities.. 9

2 TEST MECHANICS.. 11

2.1 Success tests.. 11

2.2 Opposition tests.. 11

2.3 Skill checks.. 11

2.4 Combat.. 11

2.5 Experience.. 13

3 THE REICH OF LATTER-DAYS.. 14

3.1 The history of the final times.. 14

3.2 Cults.. 15

3.3 Gangs.. 17

3.4 Criminal leagues.. 18

3.5 Freaks and geezers.. 19

3.6 Mega corporations.. 20

3.7 Secret societies.. 21

3.8 Associations.. 22

3.9 Aliens.. 22

3.10 Demons.. 23

3.11 Animals and other stalkers.. 25

3.12 Mutants and chaos spawn... 26

4 METROPOLIS OF BERLIN... 28

4.1 Visions of Berlin... 28

4.2 City blocks of Berlin... 31

4.3 Berlin surroundings.. 33

4.4 Encounters in Berlin... 34

4.5 Berlin personages.. 34

5 OTHER REGIONS.. 38

5.1 Regions of the World... 38

5.2 Chaos circles.. 39

5.3 Dimensions.. 40

6 GODHEAD.. 41

6.1 Satan’s henchmen... 41

6.2 God’s henchmen... 41

6.3 Death (meiosis). 42

7 MERCHANDISE.. 43

7.1 Clothing... 43

7.2 Weapons.. 44

7.3 Ammunition... 46

7.4 Explosives.. 46

7.5 Armor.. 47

7.6 Vehicles.. 47

7.7 Miscellaneous equipment.. 48

7.8 Body parts.. 50

7.9 Wrong substances.. 50

7.10 Services.. 52

7.11 Cybernetics.. 54

7.12 Status.. 56

7.13 Apartments.. 56

7.14 Flights.. 57

8 PARANORMAL DOCTRINES.. 58

8.1 Spiritual energy... 58

8.2 Learning a spell.. 58

8.3 Casting a spell.. 58

9 MATRICKS.. 62

9.1 Logging in the Matricks.. 62

9.2 The Matricks computers.. 62

9.3 The Matricks Programs.. 63




 

Foreword:

Rules of the game are not too clearly explained (or translated either), so understanding the game mechanics may require prior experience of RPGs

It does not matter if the circumstances of the game are physically, biologically or historically probable, as long as they are somehow logically possible. Proles use mostly D6 and D20. In addition, D100 is sometimes required.

 

(Translators remark: Warning! This game is extremely Satanic, vulgarly chauvinistic, lewdly obscene, atrociously violent, ardently Nazist and anti-Semitic and contains extremely distasteful satirical depictions of historical persons living or supposedly dead. It may offend the strongest sensibilities and confound the most steadfast mind. What follows is a bunch of very distasteful, mind-twisting rubbish and cruel jokes about public personages and humanity in general. If it feels very funny, you may need to seek professional help. Knowing this and being ready to read a text whose meaning is to ridicule, offend and slander simply everything and everyone in or out of existence, you may proceed further. If you are offended by the following content, write us a letter. I’m sure we’ll find it extremely hilarious.)

1 CHARACTER’S CHARACTERISTICS

Typical character is a real Aryan man. Of course you are given complete freedom choosing your character type. Nerds, pygmies and baboons are recommended.

1.1 Statistics

Character is composed of four basic statistics.

Movement for equal character creation requires the players to roll 3D6 for each of their statistics

 

Statistic

Short

Body

BOD

Dexterity

DEX

Intelligence

INT

Willpower

WIL

 

Statistics can be described as:

Body reflects character’s health, stamina and strength.

Dexterity describes how dexterous, quick and agile the character is.

Intelligence includes intuition, memory and logical capacity.

Willpower is about self-control, courage and presence.

 

Modifiers:

Modifiers are added in some cases to specific values.

 

The (Dreaded) Stat Modification Table:

 

Stat Value

Modifier

1

-3

2-3

-2

4-6

-1

7-14

0

15-17

+1

18-19

+2

20

+3

 

Use this table to find modifier for each stat.

Modifiers are counted from the appropriate value, for example: BOD value in damage modifier.

1.2 Gender

There are four genders: (1-2) male, (3-4) female, (5) neuter and (6) hermaphrodite, roll D6 (or choose if GM is feeling particularly generous).

1.3 Age

Characters usually start actively raising hell when d20+15 years of age.

1.4 Homeland

It is usual to be born in Germany, but other countries are possible.

 

D20

Country

1

Columbian Kingdom

2

Holy land of the Primal Ooze

3

Bulgarian Oligarchy

4

Albania

5

Democratic world of France

6

Commie society of China

7

Indian Theocracy

8

Pornocracy of Thailand

9

Liberal-Democratic state of Morocco

10

Monarchy of Jamaica

11

United States of America

12

Dutch Conservative Netherlands

13

Fundamental Society of Poland

14

Czech Federation

15

Iranian Theocracy

16

South African Dictatorship

17

Dynasties of Egypt

18

Republic of Mexico

19

Myanmar Communist Dictatorship

20

Russian Commonwealth Dictatorship

1.5 Personality

In Proles, describing the character’s personality can be a difficult prospect. Personality is composed of Sanity, Empathy and Fanaticisms. Sanity and Empathy is a value, either negative, positive or zero. It can be used to modify some test, usually in social interaction (e.g. Empathy in persuasion attempts).

 

Behaviour models are quite as follows:

Laconic (negative Sanity and negative Empathy) have tendency to be terse

Sanguine (positive Sanity and positive Empathy) have tendency to be optimistical

Melancholic (negative Sanity and positive Empathy) have tendency to be sentimental

Choleric (positive Sanity and negative Empathy) have tendency to be bad-tempered

1.6 Sanity

Sanity describes character’s state of mind and clarity or cloudiness of thought. Starting level is D6 – D6.

 

Sanity

Thoughts

Conduct

+6 or more

Serious inquisitor

Obsessed

+4 or +5

Zealot

Virtuous

+2 or +3

Bright

Determined

+1 to -1

Clear

On alert

-2 or -3

Confused

Gambler

-4 or -5

Delusional

Warped

-6 or less

Schizophrenic

Impulsive

Lowering Sanity (experiencing “abominations”)

Below are some examples of things that can lead to Sanity reduction. Roll WIL Success test. If the test fails, Sanity is lowered by one point. If the test succeeds by over 10 points, Sanity is lowered by 2 points.

 

Example

Test

Friend dies

+10

Personal loss

+5

Serious injury

0

First contact with alien

0

Bad acid trip

0

Meeting a demon

-5

Dying

-10

Learning spells

[see Spells]

 

When Sanity is lowered by over a point, a shock follows. Shock is so called ’quiet moment’ which goes on for D6 minutes. Release from shock usually feels euphoric, which may raise Empathy by 1 point (chance is 1/6).

Raising Sanity (experiencing “sensibilities”)

Below are things that may raise the Sanity. Roll WIL Success test. If the test fails, Sanity is raised by one point. If it fails by more than 10 points, Sanity is raised by two points.

 

Example

Test

Touch of the Holy Spirit

+5

Good Acid trip

0

Swallowing a spirit in astral form

its Sanity score

 

Over a point rise in Sanity leads to Trance. In Trance, you sense without suffering for D6 minutes, which often feels very purposeful. Coming down from a trance is very depressing and may lower Empathy for a point (chance 1/6).

Successful therapy (psychoanalysis-skill test) can raise or lower Sanity. This however requires mushrooms and therapy sessions.

1.7 Empathy

Empathy is character’s sociability; openness and ability to sense emotions. Starting level is D6 – D6.

 

Empathy

Emotions

Stance

+6 or more

Beaming with innocence

Social acceptance dependency

+4 or +5

Dazed with feelings

Entirely too social

+2 or +3

Pathetically naive

Disturbingly social

+1 to -1

Cautious

Self-confident

-2 or -3

Indifferent

Reserved and quiet

-4 or -5

Cold

Misfit, hostile

-6 or less

None

Psychotic

Lowering Empathy (experiencing “traumas”)

Below are some examples of things that can lead to lowered Empathy. Roll WIL Success test. If the test fails, Empathy is lowered one point. If the test fails by over 10 points, Empathy is lowered by 2 points.

 

Description

Test

Hazing

+5

Betrayed/Shamed

+5

Victim of incest

0

Rape victim

0

Torture

-5

Cybernetics

[see Cybernetics]

 

If Empathy is lowered by more than one point it is common to become hysteric; character begins running amok for D6 minutes. Recovering from hysteria is often felt as psychologically unfettering and as such, can raise the Sanity by one point (chance 1/6)

Raising Empathy (experiencing “appreciations”)

Below are some things that may raise Empathy. Roll WIL Success test, if it fails Empathy is raised by one point. If failed by more than 10 points, Empathy is lowered by 2.

 

Description

Test

Someone helps

+5

Finds a friend

0

Becomes a believer

0

Screwing

*

* Partner makes a Screwing skill check; difficulty is by how much it was successful or failed by.

 

If Empathy is raised by over one point, he either has an orgasm or behaves like a loon. This ecstatic state goes on for D6 minutes. Coming back from this state is often felt as anxious, which may lower Sanity by one point (say, 1/6 chance)

Successful therapy (psychology-skill check) can raise or lower empathy. Sometimes a cauterization treatment (Treating the brain with red-hot irons) is necessary.

1.8 Fanaticisms

Character begins his life with D6 – [INT modifier] of fanaticisms. Always when a character has to make a decision about something that is associated with one of his fanaticisms, he has to roll Will Success test. If he fails, he has to behave as ordained by the uninquisitive fanaticism or loses point of Empathy.

Beings that have Willpower of 20 and any fanaticism are called saints.

Example: A guy has Naturalism fanaticism. He encounters a demon and as he does not believe in anything unnatural, he has to test his WIL. If he fails, he has to think as the demon as a freaky mutation. Or if he had Urbanism and encountered a demon, his refined manners would force him to behave cool front on of it. Improvise!

 

Common Fanaticisms:

 

D20

Fanaticism

1

Altruism/Humanism

2

Anarchism/Hooliganism/Barbarism

3

Atheism/Agnostism/Secularism

4

Egoism/Solipsism

5

Elitism/Egalitarianism

6

Deism/Gnostisism/Probabilism

7

Fatalism/Sentimentalism

8

Feminism/Chauvinism

9

Hedonism/Eudaemonism

10

Nymphomanism/Pervertism

11

Fascism/Racism/Nazism/Genetism

12

Idealism/Positivism

13

Communism/Stalinism

14

Conservatism/Fundamentalism

15

Liberalism/Dogmatism

16

Materialism/Capitalism

17

Naturalism/Urbanism

18

Nihilism/Realism

19

Perfektionism/Neopessimism

20

Roll twice again from this table

 

Character can also believe in something insane, like being persecuted, sick, or being afraid of the foam of urine.

Fanaticisms can be consciously altered, for example with psychoanalysis (hypnosis-suggestion)

If character can get rid of all his Fanaticisms, he starts to show signs of being a real Ũbermensch

1.9 Health

Characters health is reflected by Hit Points. Character can take his BOD score in damage (=Hit Points). At zero hit points character falls unconscious. When hit points fall below zero, character dies.

Targets armour points are reduced from the incoming damage.

Character is naturally healed by d3 points in a day when resting, if active d3-2 points.

 

Injuries

·         Bleeding: From getting 5 to 10 point wound character has to test his BOD or starts to get 1 point of damage every round; 10 point or bigger wounds bleed 3 points every round.

·         Fatal damage: If character receives damage more than twice of his BOD, his body is beyond repair, a bloody pulp. Although all should know that the hypothalamus contains the vitality of the spirit.

·         Falling: Characters suffer d6 points of damage for each 3 meters fallen.

·         Acid: Normal acids do d3 points of damage per round for d6 rounds after contact.

·         Drowning: Characters can hold their breath for d3 + BOD modifier minutes. After that character suffers d6 points of damage per minute thereafter.

·         Burning: Small fires, like torches cause d6-1 points of damage. If character is engulfed by fire, he will get d6 points of damage per round for d6 rounds. Being burned in bonfire causes 2d6 damage per round.

·         Poisoning: Many poisons will kill character in d6 rounds if he fails BOD test.

1.10 Movement

Character can move his DEX meters in a round when walking. Running speed is DEX times 3.

1.11 Skills

Skills are tested by testing the ability associated with the skill. Skills have to be bought with experience. If character has not bought the skill, test is made with half the ability. You can buy a skill over and over again, getting a cumulative +1 bonus to your skill checks.

 

Skill list:

Skill

Cost

STAT

Description

Acrobatics

40

DEX

Movements of the body.

Acting

40

WIL

Skill of performing dramatic roles.

Anthropology

70

INT

Human cultures, evolution, races.

Appraising

10

INT

Knowledge of the value of loot.

Archaeology

70

INT

Knowledge of ancient cultures.

Art (style)

30

WIL

Mechanics of making art.

Astrology

50

INT

Telling the future from the starts. (It’s true)

Astronomy

70

INT

Knowledge of the space above.

Automatic guns

40

DEX

Use and care of automatic guns, such as Machine pistol.

Biology

70

INT

Living beings and their bodily functions.

Boating

40

DEX

Skill of steering boats.

Bows

40

DEX

Use and care of bows and crossbows.

Brawling

30

DEX

Skill of hand-to-hand fighting.

Bursting guns

40

DEX

Use and care of bursting guns, such as Machine gun.

Chemistry

70

INT

Knowledge of the properties of matter.

Chirurgy

70

INT

Modern mechanical treatment (e.g. surgery)

Climbing

20

DEX

Skill of climbing.

Computers

40

INT

Ability to use a computer.

Cooking

10

WIL

Skill of preparing good food.

Cyberlink

60

INT

Operating the cyberdeck.

Cybernetics

60

INT

Knowledge of cybernetics.

Demonology

50

INT

Skill for casting of Demonology spells.

Diagnosis

70

INT

Recognizing symptoms.

Disguise

10

INT

Ability to alter ones appearance and manner.

Dodge

40

DEX

Ability to dodge attacks.

Driving

20

DEX

Steering motorized vehicles.

Economy

40

INT

Skilled at making more money.

Electronic security

30

INT

Bypassing electronic security.

Electronics

40

INT

Knowledge of electronic gadgets.

Explosives

50

INT

Knowledge and application of explosives.

First aid

30

INT

Skill at treating injured people.

Forgery

40

INT

Skill of forging documents.

Gambling

30

INT

Ability to cheat (win) in games of chance.

Geology

60

INT

Knowledge of rocks and geological phenomena.

Gunsmith

60

DEX

Knowledge and production of firearms.

Handguns

30

DEX

Use and care of handguns.

Heavy machinery

40

DEX

Ability to control massive machinery.

Heavy weapons

50

DEX

Use and care of mortars, cannons, bazookas and other heavy weapons

Hiding

20

DEX

Skill of hiding ones person well.

High Mathematics

70

INT

Quite advanced mathematical techniques.

History

60

INT

Knowledge of written history.

Library search

20

INT

A Skill concerning the methods of searching different databases

Locksmith

40

DEX

Skill at picking, repairing mechanical locks.

Mechanics

30

INT

Knowledge concerning things of mechanical nature.

Media

30

WIL

Interviews, performing and stuff.

Meditation

40

WIL

For recovering spiritual energy.

Melee

40

DEX

Ability to use melee weapons.

Mentalism

50

INT

Skill for casting of Mentalism spells.

Music (instrument)

30

INT

Ability to play an instrument.

Necromancy

50

INT

Skill for casting of Necromancy spells.

Occultism

60

INT

Knowledge of forbidden arts, used in learning spells.

Oratory

10

WIL

Skill of public speaking.

Other language

30

INT

Languages. Everybody speaks his native, usually German.

Parapsychology

50

INT

Knowledge of matters spiritual in nature.

Pathology

50

INT

Knowledge of different maladies and communicable diseases.

Perception

20

INT

Trained skill of perceptibility and alertness

Persuasion

30

WIL

Ability to persuade the target with sweet, sweet words.

Pharmacy

60

INT

Knowledge and manufacture of medicals

Physics

70

INT

Knowledge of secular and fringe physics

Pilot

60

DEX

Skill of steering flying machines.

Programming

50

INT

Knowledge and application of programming languages.

Psychoanalysis

60

INT

Understanding of inner workings of man’s soul.

Psychology

60

INT

Knowledge of human behaviour.

Read/write

10

INT

Ability to read and write.

Riding

30

DEX

Skill of controlling the steed.

Rifles

30

DEX

Use and care of rifles.

Screwing

20

WIL

Practiced ability and knowledge of advanced techniques of coitus.

Seduction

20

WIL

Knowledge of enchanting behaviour.

Sensor analysis

30

INT

Use of radars and other sensory equipment

Shotguns

30

DEX

Use and care of shotguns.

Sign language

30

INT

’Speaking’ the sign language.

Sports

30

DEX

Ability to perform on track and field.

Stalking

20

DEX

Sneaking, hiding and shadowing.

Streetwise

30

INT

Connections and knowledge of underground and criminal elements.

Swimming

20

DEX

Ability at not sinking.

Teaching

20

WIL

Ability to make someone believe you.

Theology

60

INT

Knowledge of religions and their practices.

Throwing

20

DEX

From knives to grenades.

Torture

30

WIL

Questionable practices of persuasion.

Trickery

30

DEX

Pick pocketing and stuff like that.

Wrestling

40

DEX

Ability to rub the other one down.

1.12 Forbidden Abilities

Radiation and overall weirdness has built the human body to an unnatural direction. Characters may naturally buy forbidden abilities. They are bought with statistic points which are lost permanently. It is forbidden to use them in backward and conservative circles even when there is nothing strange about them.

 

Skill

Stat pts

Description

Ambidexterity

2

Both-handedness

Anaerobic

4

Does not need oxygen.

Autarchy

4

Does not need sustenance.

Bioluminescence

1

An appendage starts glowing.

Chameleon

3

Ability to change colour.

Cold resistance

4

Ability to withstand extreme cold (not freezing though).

Double-jointed

5

Acrobatics with +5 bonus

Eidetic memory

3

99% visual memory.

Entamoebism

4

Ability to grow false appendages.

Heat resistance

4

Ability to withstand extreme heat (not burning though).

High pain threshold

3

Works as 1 point of armour.

Hygroscopic

4

Does not need water.

Immunity to disease

2

Total immunity to diseases.

Infrasight

3

Can sees infrared.

Over-empathic

4

Telepathic communication with 10m radius.

Potency

1

No recovery time from orgasm.

Rapid metabolism

4

Heals x2 rate, needs x2 amount of food...

Regeneration

4

Character regenerates hit points 1 each minute

Self-amputation

5

Ability to remove own appendages at will (they grow back in d6 weeks).

Sheer senses

3

+5 to perception tests.

Substance immunity

2

Total immunity to wrong substances.

Substance tolerance

3

Character is immune to wrong substances bad effects.

Superplasticism

4

Ability to stretch limbs to twice the original length.

Totally awaked

4

Does not need to sleep

Toughness

4

+5 Hit points

Versatile sleeper

1

Can fall sleep at will and take random naps to equal a night’s sleep

Webbed phalanges

2

Swimming +10.

 

Buying forbidden abilities may lead to mutation. There is always 1/6 chance of developing a mutation after getting a forbidden ability.


2 TEST MECHANICS

Warning: understanding tests requires an inordinate amount of intelligence. Usage of common sense recommended.

 

Test difficulty levels:

 

Difficulty

Level

Routine

+10

Easy

+5

Normal difficulty

0

Hard

-5

Absurd

-10

2.1 Success tests

Add difficulty level to value to be tested, and roll D20. If the roll is under the adjusted value, test is successful.

If you wish to know how well it succeed, check how many points the roll is lower than the tested value. If you threw exactly the required roll, you succeeded critically. In the case of tested value being over 20, points over value 20 are added to the roll and critical results with a roll of 20 or over.

If character is asked to test some of his statistic (e.g. test BOD or die); roll normal Success test at the value of the statistic

2.2 Opposition tests

Both participants roll D20 and test their value scores as in Success test; the one that makes his roll by wider margin wins. If both fail, bigger roll succeeds. Critical wins always. If both roll a critical, an astounding, but unnecessary display of skill forces all spectators to stand with their mouths open for one round (stun all spectators for 1 round).

2.3 Skill checks

Skill checks can be Success- or Opposition tests. Value to be tested is the statistic associated with skill (see Skill list). If one does not have learned the skill, halve the value of statistic. If the skill has been learned more than once, each time gives a cumulative bonus of +1 to skill value.

 

Example of Success test: A guy with DEX 16 and Trickery skill +2 (total 18) tries to steal a wallet from a person. Game Master decides that the situation is hard, -5 to test (total now 13). His skill roll (d20) is 12, so he succeeds stealing the wallet.

Example of Opposition test: The GM rolls will the person notices the theft of his wallet. His INT is 6 and he does not have Perception skill, so the skill value (6) is halved (total 3). The target cannot success spotting the theft if he does not roll a critical (=3)(To succeed he has to roll at least 12!). He rolls 2, amazingly succeeding in perception Success test, but failing in Opposition test. The GM decides that the target notices that his wallet is missing, but does not understand where it went.

2.4 Combat

Initiative

Initiative: D6 + [DEX modifier] + [weapon Initiative]. Highest result acts first.

Example: Guys A and B start to fight against each others. Guy A has a knife (Initiative +1) and DEX 16 (modifier +1, total +2), Guy B has a baseball bat (Initiative -1) and DEX 8 (no modifier, total -1). Guy A rolls initiative (d6) and gets 1; his total initiative score is 3. Guy B rolls initiative (d6) and gets 6. His total initiative score 5. Guy B can attack first.

Thrown weapons, firearms and bows

Difficulty of the shot is mainly influenced by range and visibility. Damage is also affected by the firing range.

Distance (range)

To hit

Damage.

 

Visibility

To hit

Point blank (<3m)

+4

+4

 

50-100%

0

Short (3-10m)

+1

+1

 

10-49%

-2

Medium (10m-1x)

0

0

 

1-9%

-6

Long (1x-2x)

-2

-2

 

0%

-10

 

Example: A guy tries to shoot a target on a window 50 meters from him with a 15mm shotgun. 15mm shotgun has range of 40m, so the target is in long distance 40m-80m (1x-2x). He gets -2 to hit and -2 to damage roll. He would also get another -2 as target is only partly visible (more than 50% though).

 

Bombs

Bombs have range of 20 meters. They will land on point blank range within 1 meter, on short range within d3 meter, on medium range within d6 meters and on long range within d20 meters. Skill test points over or less than skill score is added to this roll.

Bombs and warheads generate 3 “blast radii” upon explosion radiating from the centre. Each radii has its separate effect determined by the blast radius from the explosion. First radii having the most effect, second radii having less and third radii the least.

Example: A guy with DEX 10 and Thrown weapons skill +2 (total 12) throws a pressure bomb at a target in long range (-2; total now 10). His skill roll (d20) is 8, which is 2 points less than his skill at long range. So, the bomb will land at d20-2 meters from target. Rolling 10, it lands 8 meters from the target. Pressure bomb has blast radius of 5meters, so the first radii would be from 1 to 5 meters, the second radii from 6 to 10 meters and the third radii would be from 11 to 15 meters.

Fire modes

Normal fire:

Most guns can fire only one bullet in a round. Use normal skill test.

 

Sustained fire:

Automatic guns capable of sustained fire are indicated with an asterisk “*” in the weapons list Initiative. Sustained fire takes number of bullets declared by the shooter, up to the maximum salvo of the gun (which is shown in brackets next to the asterisk). Skill test is rolled normally, but the number of hits target gets is the amount of points that the skill roll is under the required score to hit.

In medium or closer range for each bullet fired the attacker’s chance to hit raises by 1.

Example: A guy with DEX 12 and Automatic guns skill +2 (total 14) fires Uzi (capable firing 5 bullet auto fires and the guy decides to shoot them all, +5 for five bullets, total 19) at a target in short range (+1; total now 20). His skill roll (d20) is 14, which is 6 points less than his skill at long range. So, all five bullets hit the target as it is Uzi’s max sustained fire capacity. 5 separate damage rolls are made, target’s armour protecting against each.

Automatic guns are subject to jams. With skill test roll of 1 weapon is jammed for d6 rounds.

 

Multishot:

Guns indicated with two asterisks “**” in the weapons list Initiative can be used to fire more than once in a round. Quite often they have more than one barrel. Separate skill test is made for each firing. Maximum range width is 90 degrees if shot at different targets. All shots are made simultaneously without separate initiative rolls.

Example: A guy with DEX 14 and Handguns skill +4 (total 18) fires Needle pistol (capable firing 3 needles in one round and the guy decides to shoot them all) at two targets in long range (-2; total now 16). He decides to shoot left target first once and then right target twice. He makes three skill rolls (d20): 19, 4 and 15. So the first needle misses the left target, but the last two needles hit the right target. Two separate damage rolls are made, target’s armour protecting against each.

 

Burst fire:

Guns with burst fire always fires 6 shots. Target takes number of hits determined by the range with a successful fire skill test: point blank d3+3 hits, short range 2d3 hits, normal range d6 hits, long range d3 hits. Either burst fire weapons’ ammo round contains 6 bullets or pressing a trigger always releases this amount of bullets. Burst fire capability is mentioned as “(b” in weapons list Special.

In all cases, armour protects separately against each hit.

Example: A guy with DEX 13 and Bursting guns skill +2 (total 15) fires Machine gun (capable firing 2 bursts and the guy decides to shoot them both at same target) at a target in short range (+1; total now 16). He makes two skill rolls (d20): 13 and 18. The first burst hit the target; the other is a complete miss. He rolls how many bullets hit the target (2d3): 4. Total of 12 bullets were shot of witch just 4 hit the target. Four separate damage rolls are made, target’s armour protecting against each.

Burst fire weapons are subject to jams. With skill test roll of 1 weapon is jammed for d6 rounds.

Melee/unarmed combat

Melee- and unarmed combat utilizes opposition test if opponent tries to block or dodge the attack.

Characters can add their BOD modifier to melee and unarmed damage.

Using two melee weapons one in each hand: both hands have -1 penalty to hit, in addition to left hand penalty of -3. Take separate initiatives for both weapons with –1 modifier for both.

Critical hit

Critical hit results when to hit roll is exactly the tested value or when the value is over 20, with result of 20 or over. Damage from critical hit is multiplied by two. Critical hits also damage target’s armour protection by 1 point.

Subduing

Character has to make targeted hit with blunt weapon to target’s head with -5 penalty. In addition to normal damage the target has to test his BOD reduced by the damage taken. Helmets provide +10 bonus to the test. If the test fails, target falls unconscious for rolled damage number of minutes.

2.5 Experience

Game master rewards players with experience points which can be used for various things detailed below. Experience is abbreviated as “xp”.

Beginning experience

Starting characters get their age x10 points of experience.

Buying skills

Skills are bought with the cost of the skill. You can buy a skill over and over again, getting a cumulative +1 bonus to your skill checks. You can also buy forbidden skills but with the risk of mutation.

Raising statistics

Raising a statistic by +1 takes its value times 10 experience points.

Enlightment

With WIL times 10 experience characters can have or get rid of desired fanaticism.

Enlightenment is deranging, so it can raise or lower Sanity by one, roll D3 – 1.

Experience amounts

Recommendable amount of experience per adventure is around 30 points, depending of course what characters experience. Of course if actions become routine, experience amount from them are lowered.

 

Example of Experience amounts from a single day’s session:

Successful tests

-          Routine 0

-          Easy 1xp

-          Normal difficulty 3xp

-          Hard 5xp

-          Absurd 10xp

Killing 5xp

Role-playing

-          Decent acting 5xp

-          Playing convincing role 5xp

-          Obeying fanaticisms 5xp

Finishing a goal 10xp

Religious awakening 20xp

Running around Amok 30xp

Dying 50xp.


3 THE REICH OF LATTER-DAYS

The morality of the abrasive living world has reached the point where citizens of the world have become indecent. They have abandoned all honesty. No-one cares about the drained junkies, freaks, commies, pygmies, nerds, mutants, cultists, ghouls, lycanthropes or whores - or in other words – normal citizens. God and Devil reject mortals if they can. Their insensible motives drive the least of the souls to ends of hellishness, to a state in which all is lost. Year is 2007, you are in Berlin and things are truly not well. Hell has opened, there is betrayal and lusting going on, suffering and meanness can be found, and horrors and unrest are sawn everywhere. Citizens live only to survive for tomorrow, caring a little, questioning nothing, and just trying to continue their former routines, sensibilities dimming and suffering alone in their personal hells.

The violent upheaval which was the result of the alien races so obnoxiously appearing, has made the entire concept of holiness to disappear. Nothing is true and everything is allowed. Truth only serves the strongest.

3.1 The history of the final times

In the year 1996 everything started to change most unsettlingly. What led to that which was going to come:

 

1996

·          An Iconoclast seen in Berlin

·          Strange beliefs gain popularity

·          A wave of earthquakes shakes the world

·          War of Iran and Iraq

·          Aliens contact earth,”Klutto Barrados Nikto!” This results in great panic.

 

1997

·          Blasphemous devil tours the land

·          Great swine kills the president of Germany, Hermann Hertl

·          Scuffling between Leo Meller and Mr.Caitanya

·          Many sea monster sightings in depths

·          The rise of German national socialist party.

 

1998

·          Enormous wave of refugees from Africa to Europe. People are freighted around in trucks. Pygmies populate Berlin sewers.

·          Strange incidents on moon and in the oceans of earth.

·          Life discovered on the moon of Mars

·          Contact with China lost

 

1999

·          Spaceship the Great MF I explodes on Mars

·          Large group of people who worship God disappear quite suddenly

·          Aliens start moving to earth in large numbers

·          Archangel Michael goes insane listening to Leo Meller and Mr.Caitanya argue

·          Hell of a lot of demons abound

 

2000

·          Clocks stop strangely and gravity fluctuates randomly, situation never completely returns to normal

·          Children are more often born dead

·          Screeching pope John Paul II is deposed from his seat, servants of god are persecuted

·          Birth of German imperium and the war of the world. Empire finally composes of all German-speaking people.

·          Ronald Reagan elected as the president of United States

 

2001

·          World is no longer a nice place to be

·          A large unknown object is discovered on moon

·          Libyan terrorists blow up the nice statue of liberty

·          Intelligentsia whispers about the end of the world, and famous evangelist Leo Meller dares to say that God has abandoned mankind.

 

2002

·          Human cloning in common usage

·          Russia has quietly turned back to communism without noticing

·          Japan turns violently to Communism

·          Ugly French-German seer Jacob Deshayes prophesies future for next 8 years and so happens as “they” say

 

2003

·          Emperor welcomes Satan to Berlin

·          Group of scientists go insane after observing detonics mate in nature

·          Russia joins war of the world with its massive armoured divisions

·          Worship of ancient Sumerian gods common.

 

2004

·          Conservative-Lestadians are split into two groups: Conservative-Conservatives and Conservative-Compassionates

·          Famine and pox

·          “Helter Skelter”, black-white race war around the world

·          Satan shoots at Bulgaria with his cannon

·          Holy man appears in earth’s atmosphere

 

2005

·          A group of real men goes out into the space to look for Eden

·          Radiation-spawned mutants are a threat to society

·          Believable virginal birth: ugly transsexual Adam Hilsner gives birth to 12 children, father is holy spirit or the 12 disciples (she says they all astrally shagged her)

·          Blood rains from the sky on the poles.

 

2006

·          Serial killer and Kosher butcher Karl Kürten is caught and convicted of 99 murders.

·          Small boy is hit by a train in Finland. Boy is later found killed

·          Cross-eyed Hamelnein piper leads thousands of mutants into his space ship and leaves Earth

·          Hate Parade in Berlin has this year two million guests, a sizable chunk of which are epsios

 

2007

·          Emperor Castor is assassinated with a shield in his palace

·          Castor’s clone Friedrich is awaked and takes the reins of power

·          The seam in the cycle of eternal return, curtain is cloven in twain.

·          31.10.07: The depressing reality of now..

 

2012

·          End of the world.

 

Different exciting and mysterious groups and orders are very popular in the future.

New world order

World is being led around by Illuminated Daan (Ancient devilish order). Illuminated Daan-order (or party) has for years affected politics from behind the curtains – sometimes very rudely. With its vandals and busy mercenaries the order sows discord and self-deceit everywhere. All are to whore themselves, everybody has to be on sale and all have to jump to the other side. Only those with no shame can momentarily deflect the inordinate reality.

In the beginning of the millennium, the discontent in democracy led to the establishment of German dystopic imperium. The bold people of Germany remembered their old days of glory and new national movements gained popularity. In the year 2000 the leader of Illuminated Daan, Castor Hohenstauf was crowned as the emperor of the new German imperium, and one of his sect leaders was chosen as the general secretary of UN. The power of Illuminated Daan grew out of hand and the great upheaval happened – the rest is history.

3.2 Cults

There are so many cults that none knows all, but here are some of the most famous.

Conservative-Conservative Lestadians

Pentecostal cult whose advocates live very strict and frustrated, even violent style of life. Composed of people who cried when god did not save them in the year 2000. They are very bitter towards believers and curse the name of Jesus. Now Conservative-conservative Lestadians try to find meaning in nihilism. They attempt to beat just everybody down.

Conservative-conservatives dress according to their mindset, which is dark. They can be recognized by their black or ash-grey suits, whiskers and their dour expressions.

Cultists have taken a liking to Ketamine (wrong substance)

 

Conservative-Conservative

[Stats (3d6+mod): BOD +2, DEX 0, INT -1, WIL +2. Skills: Driving, Shotguns, Handguns, Read/write, Mechanics, Melee, Heavy weapons, Heavy Machinery, Brawling, Theology.]

Conservative-Compassionate Lestadians

Widespread excetologic brotherhood of quakers which advocates a very strict style of life. They want world peace and are staunch advocates of the rule of masses, a cause for which they are ready to lay their lives for. Conservative-Compassionate Lestadians are very nice, sanguine and gentle. They worship god whatever is heaped on their way.

[Stats (3d6+mod): BOD 0, DEX 0, INT 0, WIL 0. Skills: Read/write, Media, Teaching, Persuasion.]

Neo-Conservative Lestadians

Uncouth people having wide experience in life. They were not accepted as Conservative-compassionate or Conservative-Conservative Lestadians, that is why they took over their first church and performed their first ceremony in which was christened the first high priestess of the church, “virgin” Betty (Ex-philharmonic mormonic).

Neo-conservatives are still lazy, bitter, and mean and stoop towards alcoholism; but they try to fight these sinful habits. Nowadays they have started to behave according to Conservative-Conservative Lestadian’s beliefs; however, they cannot stand Leo Meller.

They say they are born-again but cannot perform any miracles.

Their symbol is Virgin Mary crucified. They also laud Christian communism. Neo-conservative churches are prime places to rouse a rabble. Mostly they are abandoned houses.

[Stats (3d6+mod): BOD 0, DEX 0, INT 0, WIL -1. Skills: Brewing.]

Kirke Order of Dog Blood (former Movement of the Rainbow)

Indecent witch-cult whose members would do anything to reach mystical experiences. Cult’s base is in southern France, in an abandoned rock quarry. Among the visitors have been scientologists who support the occult and nazist government of Germany, drug dealers and prostitutes.

Kirke Order of Dog Blood has spread to almost all mentionable cities of the world and amongst their number are reclusive deviants interested in magick. In a rough estimate, there are 144.000 members. Supporters of the cult are cheated by the Devil, although they believe they are serving the God.

[Stats (3d6+mod): BOD -1, DEX -1, INT +2, WIL 0. Skills: Astrology, Read/write, Acting, Occultism, Parapsychology, Persuasion.]

Brotherhood of Pazuzu (or Four Ram Movement)

Obscene religion which honours the god of disease. Leader of the cult, ’absolute personification of obscenity’ Rääkkä, owns large plots of earth near Berlin, like cemetery, where he and other cultists do unspeakable things to corpses.

Brotherhood of Pazuzu worships devil half-consciously, Pazuzu is one of the arch-daemons of Satan.

[Stats (3d6+mod): BOD +1, DEX 0, INT 0, WIL +1. Skills: Driving, Biology, Pharmacy, Chemistry, Cooking, Screwing, Read/write, Melee, Occultism, Theology, Pathology, Psychology, Brawling.]

Children of Nebo

Children of Nebo walk around in their billowing robes dancing, singing and playing exotic instruments. They tell of the coming destruction of the world while wearing transcendental scarves. Cult has connections to Krishna-cult; they just think that aliens are gods or their buddies. Cultists flaunt themselves, saying that they are better than others and smarter. Children of Nebo are children of God, even though they do not look at Satan with proper amount of contempt.

Their teachings are contradictory and exaggerated.

[Stats (3d6+mod): BOD 0, DEX 0, INT +2, WIL -1. Skills: Archaeology, History, Read/write, Occultism, Teaching, Persuasion, Theology, Psychology.]

Disciples of Durgan

Durgan’s disciples are widely known to be bad news, they follow all destructive pursuits. Not afraid of anything, they have abandoned all of their fanaticism except the belief in God.

Disciples brook no ineptness. They worship god, but do not accept any other schools of belief.

Their clothing composes of a rubbery sweat suit, high rubber boots and a balaclava made of black rubber. In ceremonies they dress in a primitive loincloth, straps, and a golden mask. Golden jewellery and khopesh is included. The khopesh are enchanted with exploding ticket to hell which only works when in hand of a disciple of Durgan. The Khopesh do not scream, but mumble doomsday messages, like”Repent – the end is nigh. Sacrifice all sinners for Durgan in bonfires!”

[Stats (3d6+mod): BOD +4, DEX +2, INT +2, WIL +4. Skills: Shotguns, Throwing, Climbing, Read/write, Melee, Theology, Psychology, Brawling.]

Raelians (UFO believers)

Rael movement started when their leader got abducted by mugwumps who introduced him to Yahweh. Many Raelians have had experiences with “higher” alien intelligences. They deny the allegations of malignant plans aliens have for humanity, proving these only with their inane beliefs. Raelians hope for contact with aliens, be it abduction, artificial insemination or body mutilation. There are some who believe that they are apt to be New Ageans or theosophically inclined, even thought atheistic.

Raelians have ruined their credibility by being born in most amusing and simple bodies. Their style is not either exactly cool. Raelian symbol is a Star of David with a Swastika inside it.

[Stats (3d6+mod): BOD 0, DEX 0, INT +2, WIL 0. Skills: Archaeology, Astronomy, History, Read/write, Media, Theology, Parapsychology.]

Black Dawn (Neo-Cainites)

Gnostic hedonistic and profane movement, whose ideology abandons the God and the Devil. They aspire to godhood by the means of secret rituals. They sometimes meet in secret places, hiding in the folds of the black satin of the night when they begin their frantic chanting and obscene movements. In appearance they are very serious and strong-willed.

 

Cultist

[Stats (3d6+mod): BOD 0, DEX 0, INT +1, WIL 0. Skills: Driving, Handgun, Read/write.]

 

Magister Magistri

[Stats (3d6+mod): BOD 0, DEX 0, INT +5, WIL +3. Skills: Driving, Biology, Perception, Yoga, Read/write, Meditation, Melee, Disguise, Occultism, wrestling, Theology, Pathology, Parapsychology, Hiding, Brawling. Spells: Astral demonstration.]

3.3 Gangs

Berlin contains numerous gangs; here are the most common ones. Gangs and cults have no discernable differences.

 

Los Genitals gang member

Los Genitals

Cruel and hated gang of Turkish men which has its fingers in politics. They hang around various mafias, which use Los Genitals for different dirty work. Government is also known to use Los Genitals in its murky operations. Gangers have a coarse skin which is covered in greasy pores and long black hairs. They like to dress in brown leather jackets, black ties and in pants that smell of old urine.

[Stats (3d6+mod): BOD +2, DEX 0, INT -1, WIL +1. Skills: Driving, Shotguns, Handguns, Wrestling, Brawling.]

Purge

Purge is composed of normal working men in age range of 20-35 years who, for some reason have turned into active hooligans. When they are on the move, they use large showy black plastic bag to cover their face. They like satanic black hardcore techno. Nothing else is known.

[Stats (3d6+mod): BOD +2, DEX +1, INT 0, WIL +1. Skills: Driving, Streetwise, Melee, Heavy machinery, Brawling.]

Poopauo

Peaceful and lazy gang which has concentrated to computer crime and paedophilic pornography. Their rooms are filthy, and they have several small habits in which they indulge in them, like eating candy, smoking, beer, drugs, masturbation and pederasty. If they have nothing to do, they read jokes. They have to be at ease everywhere.

Gangers like to dress in electric blue and neon green fabrics which have small blinking varicoloured LEDs.

Most renowned member is Josef Pamsa himself.

[Stats (3d6+mod): BOD 0, DEX -1, INT +2, WIL -1. Skills: Driving, Special skill (lure a child), Shotguns, Read/write, Programming, Teaching, Gambling, Computer use, Forgery.]

Violence Supporters (formerly Evil skids)

Group of young chaos-worshippers who seek cheap thrills from occasional vandalism. They can be recognized from their filthy tattoos and cruel behaviour. Violence supporters are led by sour and quite fat Raspail Starttimaari, who is known to be a drunkard. Violence supporters are said to be punks.

[Stats (3d6+mod): BOD +3, DEX 0, INT 0, WIL +3. Skills: Stalking, Streetwise, Climbing, Read/write, Hiding.]

Maws

Mainly composed of fat people suffering from allotriophagy (garbage-eating). Gang often holds large eating and sex orgies in stadium of Brasser, when naïve trip hop music is playing in the background giving some spice to orgies. Sometimes Maws get too excited in their orgies and start rending each other, if thus happens the music is quickly changed into violent and satanic heavy metal. Philharmonic Mormonics are usually playing the music in their orgies. It is known that they have difficulties fitting their pants when masses of fatty flesh wobble on the stadium in unholy heat.

Maws clothing is quite meek, they cover their lower body with green cotton underwear, their upper bodies with a batman-shirt and their feet are adorned with sneakers. Perched on their heads are small hats. In orgies, a tricot is worn. Their tempers are easily inflamed.

[Stats (3d6+mod): BOD -1, DEX -2, INT -1, WIL +4. Skills: Streetwise, Cooking, Screwing, Read/write, Wrestling, Brawling.]

Philharmonic Mormonics  (or Chaos Hure; or Pustwats)

Gang who finds its reason from the joy of music and dance. Members are bisexual (13%), homosexualists (15%), paedophiles (10%), hermaphrodites (6%), transvestites (24%), transsexuals (26%), hetero (5%) and other (1%). Gangers are sympathetic towards all living things. They approve all as friends, whom they from time to time however try to persuade to come to their beds to be caressed. They have horrible base needs, and their life is thus scaldingly painful in nether regions. There are diseases festering in gang’s orifices.

Drugs, music, freaking out and being free have been on the list for the gang since 2002, when it was established. Philharmonic Mormonics take part in all kinds of sexual contact, suchly announcing their shamelessness. They think shame is unhealthy.

Dressing is very important to Mormonics. They like to dress trying to accentuate scary things in themselves, and their dress is very opulent. Glam rock and gothic make up is popular, as are different schools of decadence and sadomasochistic apparel. Clothing is very opulent.

Philharmonic Mormonics use baphomet which others do not like, as their symbol. Gang is also satanic in other ways.

[Stats (3d6+mod): BOD 0, DEX +3, INT +1, WIL 0. Skills: Appraisal, Biology, Electronics, Electronic security, First aid, Pharmacy, Stalking, Streetwise, Screwing, Handguns, Read/write, Music(instrument), Persuasion, Dance, Seduction. Forbidden skills: Potency.]

Morbid Flesh (or Anal Flesh)

Quite unthreatening, this is a gang widely known for experimenting quite carelessly with various psychoactive chemicals, the members of which are ugly or disabled. They desperately follow the fashions in a childish attempt to rectify their grotesque shortcomings. No member of Morbid Flesh will undergo plastic surgery, because they are more afraid of pain than any other suffering. Split Lips, a hangaround gang of Morbid flesh does not accept beauty. However, no action is ever taken. Members of Morbid Flesh dress according to the subculture that is fashionable at the time. This year, the fashion has been the uniform of a hotel bellboy. Stephen Hawkings represents well the gross appearance of Morbid Fleshians.

[Stats (3d6+mod): BOD -5, DEX -5, INT +3, WIL -1. Skills: Appraisal, Electronics, First aid, Pharmacy, Read/write, Riding (Wheelchair), Computer use, Gambling.]

Neo Bees

Group of moronic hip hoppers. Some of them (the ugliest) are New age-activists. They disdain Purge members for their proletarian background. Neo Bees dress casually and pretend to be cool.

Gang organizes funky parties which is nice.

[Stats (3d6+mod): BOD 0, DEX +1, INT -2, WIL 0. Skills: Streetwise, Read/write, Music (sing), Persuasion, Dancing.]

 

Bears

Another well-organized gay gang, usually some kind of bikers. Members of bears are stocky, hairy and large gay men. They like manly things like swimming, hugging and fucking. They are very nice and helpful people. They do not like Philharmonic Mormonics, and have become tired of their inane attempts at seduction. Like Maws and Conservative-Conservative Lestadians, who try to evade them if possible.

When a bear rises from his puppy status, he usually contracts the bear lycanthropy.

 

Puppies

Young Bears. Excitable. Confused and in need of a father figure.

[Stats (3d6+mod): BOD +2, DEX -1, INT -1, WIL -1. Skills: Wrestling, Driving, Swimming.]

 

Teddies

Very hairy, fat and sweet bears.

[Stats (3d6+mod): BOD +5, DEX -3, INT 0, WIL +5. Skills: Cooking, Swimming, Screwing, Driving.]

 

Polar Bears

Old grey Bears.

[Stats (3d6+mod): BOD +4, DEX -2, INT +2, WIL +4. Skills: Cooking, Screwing, Shotguns, Read/write, Driving, Wrestling, Swimming, Seduction, Brawling. Forbidden Skills: Toughness.]

 

Grizzlies

Fatherly older teacher Bears.

[Stats (3d6+mod): BOD +4, DEX -3, INT +4, WIL +5. Skills: Cooking, Screwing, Shotguns, Read/write, Driving, Swimming, Wrestling, Brawling, Oratory. Forbidden skills: Toughness, High pain threshold.]

Hooligans (Slander: Numb Kids, Douche Bags)

There have formed vandalist groups of 3-600 youngsters. These groups are always on the move, occasionally destroying state or private property. They are not drawn together because of a hatred for the society, but battling boredom with wrongful means. They are usually from middle-class families and are at least moderately educated, although there are exceptions to the rule. Lowly Hooligans still support some football team. Groups usually have a despotic leader and one or more idiots. They approve of culture in their own way. Use of narcotics in groups is common.

Stats (3d6+mod): BOD 0, DEX 0, INT 0, WIL 0. Skills: Stalking, Streetwise, Read/write, Disguise, Acting, Art (any), Lock picking, Seduction.]

3.4 Criminal leagues

Chinese triads, Japanese tongs, Russian and Italian mafias still control the underworld surprisingly well. Nothing more is told about them here.

Beard Mob

Large criminal organization which controls the extortion business with information about people’s intimate hygiene. They also tempt youngsters to grow beards with transferred hairs. Young body is transformed into older and more honourable form by implanting body parts from those who died of great age.

Schreien Geizhals

Meaning soul traders. Bodies do not sell well now that a lot of merchandise has come from Africa, which is why former slave traders have turned to selling souls. Sometimes they sell body parts of exceptional quality. Schreien Geizhals is a group of stocky older men although younger dealers disappointed in prostitution may be accompanying them. League owns all the art galleries in the city.

van Schie family

They are easily the most obnoxious league in Berlin. Their trade includes beating, walloping, etc. But they also take advantage of monopoly of giving mercy, and illegal trade of memories. Van Schie is warring with Rääkkä who has raped all pets of the family. League is well equipped for killing.

Chronozon Club

Led by Madame Mickey. Their operations include kidnapping children and forcing them to reveal illegal things of their parents that the mob would use to blackmail them. Chronozon Club controls all still operating day-care centres. Each mob member dress completely on their given colour, but Madame Mickey wardrobe is rainbow collared.

Gehennom’s Cherubs

This international criminal league is led by Gabriel van der Lagerbauer. He has about hundred disloyal henchmen and assistants who all dress in their own guerrilla army uniforms. Brutal executions and torture among them is common. Gabriel himself often eats brains of his still alive men who have previously failed in some task.

The Cherubs deal with all kind of criminal activities and are totally without any morals. Their main headquarter is in Jäykkäkersa, a guarded palace. Gabriel’s staff often visits North African chaos circles, looking for influences, connections and wickedness.

3.5 Freaks and geezers

Militia forces

Emperor Castor revived the old SS-tradition, changing it according to his erotic wishes. Nowadays SS-troops have automatic Lugers and Kevlar vests. Militia uniform is nice; it includes thick-soled leather boots, black leather jackets, black 8-point cap, black breeches, knee and elbow protectors. Eyes are covered by black mask.

Commander of SS-troops is national commissar Oskar Narbe, officer accomplished in world war and possessing even supernatural features (he is rumoured to have jackal’s head.)

Militia has sworn an oath of fealty to the Emperor and is so on the same side, although often unknowingly.

Militia is led by commissars who have undergone long training in war, and who are responsible only to four national commissars. These four are Simon Pornaie, Oskar Narbe, Gothard Krieg and Kaiser von der Lichen. They all have undergone deadly surgery in which they were almost wholly cybernized except for the brain. They are human-brained cyborgs, whose mental functions are controlled by soma and despacho. These four national commissars ride the streets of Berlin on their doomsday steeds.

 

Kaiser von der Lichen

 

Militia

[Stats (3d6+mod): BOD +2, DEX +1, INT 0, WIL +1. Skills: Automatic guns, Driving, Perception, Shotguns, Throwing, Stalking, Streetwise, Climbing, Handgun, Melee, Wrestling, Gambling, Forgery.]

Pygmies

Their origins are obscure, but they came with other refugees from Africa. They hid themselves in the Berlin’s sewers where they still live. They are very small and like human meat. Their appearance is very obscene and egregious, they have inordinately large heads and they always move naked, a small rumpled willy hanging on their hips. Some Pygmies have unnatural (meaning supernatural) abilities.

[Stats: BOD d6, DEX 4d6, INT 2d6, WIL 2d6. Abilities: Dark vision, direction sense.]

Mandrils, or baboons

Common player character. When hell opened, some people started to be reborn as dog-apes, meaning baboons for unknown reasons. They do not look like normal dog-ape. These baboons have better postures and they walk upright. Dog-apes detest their bodies and praise the human body, which tends to make them sad. Enraged baboon is almost psychotic. People have not yet become accustomed to baboons, especially their carmosine-red asses of which they themselves are not interested in any manner. Long coats, sports equipment, sideburns and 50’s hairstyle are their material trappings.

[Stats: BOD 2d6, DEX 4d6, INT 2d6, WIL 5d6. Abilities: Leap d20 meters.]

Lumberjacks

Lumberjacks wander in the forests surrounding Berlin. They move alone or in groups, felling trees here and there randomly. 25.7.2004 Military police rounded up all the bums they found from back alleys, parks and garbage dumps. Then the bums were trained to be lumberjacks. They have now forgotten about their easy bum days and take their challenging job very seriously, having to wrestle with mutants almost daily.

Emperor is worshipped almost as a deity. They try to prove their allegiance in all ways bringing the word of Emperor to mutants. Emperor in turn loves lumberjacks; he sends them food, cigarettes and medicine. Emperor also occasionally meets some lumberjacks in person, at that time there is conversation and drugs are used. Lumberjack’s uniform is opulent red-gold suit with ruffles.

[Stats (3d6+mod): BOD +4, DEX+2, INT 0, WIL +3. Skills: Automatic guns, Brawling, Cooking, Drive, Handguns, Mechanics, Perception, Shotguns, Sing language, Stalking, Wrestling.]

Nerds

Droopy-eared beings with round stomachs, long limbs and long nose. They live in abandoned buildings, forming herds which have no leader. They do not know anything about honourable behaviour and as such, cannot get along even with hippies. Nerds live by looting or their slavery. They are very cunning but there are lots of other things they are ignorant of.

Nerds appeared in the middle of destruction, like in houses abandoned in the war.

[Stats: BOD 3d6, DEX 2d6, INT 3d6, WIL 2d6. Abilities: They withstand radiation, toxins and diseases very well.]

Nerd

Ghouls

Hungry people that have abandoned their humanity and started eating corpses. They look totally tormented by their long-lost humanity, God’s last joke on them. They are just craving to devour any meat.

Ghouls like to lie next to recent corpses for warmth, which they also like to abuse. Many ghouls are possessed by evil spirits.

[Stats (3d6+mod): BOD -2, DEX -1, INT -3, WIL -5. Abilities: Dark vision, immune to diseases.]

3.6 Mega corporations

Comparable with organizations, since they are no longer characterized with just gathering profit.

Alcohol Products

Humongous, Multinational Corporation whose main headquarters are in Hell. Company largely controls the world’s finance while enjoying the Emperor’s protection. Illuminated Daan owns a large part of the company, which is why many Americans protest against in. Alcohol Products owns among other properties: Moray Eel fast food chain whose hamburgers are addictive, Death Games Incorporated (DGI) whose games cause paranoia, Nuke-cigarette factories whose cigarettes cause nausea, Thrombi Music Company whose records contain backwards messages, and Tsunami television factory whose TVs monitor citizens. Company’s head secretary is Ahriman Alcohol from Woodlake who is also known as Josef Pamsa.

Goloka Industries

This giant corporation was formed when several multinationals underwent a fusion. It is led by Yakuza and its assets rival even Alcohol Products, which is its most hated enemy. When Japan turned to anarchy, Goloka lost its footing there. Company is known for its ruthless methods. Goloka manufactures electronics, space technology, cybernetics, computers and Baal-operating system. Goloka’s most known product is Matricks. Also well known is PCSD™ (Pleasure Centre Stimulation Device, requires brain cable), a small gadget that produces good wibes.

Delirium Incorporated

Continues the honourable traditions of eugenics. Delirium Inc. deals with human cloning among other things. At first they tried to create an ideal slave, but when it was revealed as a Demon, they gave up on the project citing moral reasons, and are going to start cloning angels. Delirium Incorporated also performs the ethical breeding in sperm banks.

Delirium Incorporated is in passive control of Rääkkä Hema, who owns majority of the stock. The personnel of Delirium Incorporated are cloned from the same source, a young slightly retarded gay man who committed suicide in the army. Creative planning section is entirely composed of Nerds that are pumped full of water.

3.7 Secret societies

Secrets societies that plan the fate of humanity in secret.

Illuminated Daan

Ancient satanic society whose members include many of the historical persons, like pope Pius XI, several Roman emperors, Dalai Lama, and couple of antichrists. Society’s main leader is Castor Hohenstauf (recently assassinated), but the main power has been Satan’s for years. For the new main leader, Bokor has the most support.

Illuminated Daan works in secret, attempting to bring one unholy goal into realization: destruction of the society, after which the Satan began ruling the world. Some of the organization’s fronts have been YMCA, Ordo Templi Orientis, Gideons, Zion’s abbey, Albigensians, Rosicrucians, Freemasons, Network sales companies, Scientologists and Knights Templar. Their symbol is strange eagle-like bird which is like some creature with its thighs opened.

Martians

Defiant communists living on Phobos, moon of Mars. They were quiet anarchists when living on Earth. In the end they became very tired of Earth and its society, and moved to Phobos where they live in a happy communist society. Some strange phenomenon has changed the Martian’s mindset, they seem to lead very selfless lives, and they have same goals and are quite blind for new beliefs. Of the captured Martians, only three have been successfully woken from dream-like state they were in, and after that they just lazily demanded that they be released to normal life. They clothe themselves in cubistic uniforms, red baskers and army boots. They look up to Ernest”Che” Guevara and Juha Päiväniemi. They hate the Communist Russia’s dead president, Vladimir Zhirinovsky.

 

Red Martian

Always ready, bold and resolute but alienated in human relations.

[Stats (3d6+mod): BOD +1, DEX +1, INT 0, WIL +2. Skills: Sign language, Perception, History, Concentration, Language (Esperanto), Read/write, Mechanics, Teaching.]

Hasid

Jewish cabal whose purpose is Jewish world control. Hasids sometimes worship the God who they believe to favour them. Hasidians perform cabbalistic magic, which really works. Hasidians have founded the Trilateral Commission. Hasid is very underground society in Berlin.

Trionis

Society whose purpose secretly advance Satan’s agenda by spying and performing secret operations. Trions abducts human and animals, to which they graft strange organic sensor arrays. Sometimes they also insert a tiny thiamata who lives in its host’s bodily cavities. Trionis has infiltrated the government of Germany. Several high-ranking commissars have a small thiamata living in their colon. Trionis is aware of all other secret societies except Majestic-23.

Majestic-23 (or Prozess Dom auf Äusserste Strafe)

New society established by nerds whose members like all kinds of conspiracies and shadowy deeds. Majestic-23 is continually trying to infiltrate all large organizations and try to gather information about different citizens which they then use against the world. Majestic-23 is interested in Satan and would like to reach an agreement with him. Majestic-23 has several symbols, but the most widely known is an ear which has a coppery halo.

Red Proletarians

Filthy Communists who live around the borders of civilization punning against the capitalist pigs. They hate capitalists, and are ready to destroy the whole earth if people and other meat do not turn to communism. Their leader Stykki Habibi has awaited the end of the world for a long time.

Red proletarians have never read a page of Marx, but are very fanatical and know a lot about communism.

 

Red Proletarian

[Stats (3d6+mod): BOD 0, DEX 0, INT +1, WIL +1. Skills: Anthropology, Appraising, Automatic guns, Disguise, Economy, Gunsmith, Heavy machinery, Mechanics, Oratory, Persuasion, Read/write, Rifles, Stalking, Teaching.]

3.8 Associations

People search for acceptance in associations.

·         Victims of Godlessness – VOG support religion in order to get laid with God’s worshippers. Members are romantics.

·         Fraternal Nihilists – Hedonists. Membership fee is 2000 marks. Members gather at April’s fools’ day.

·         Anonymous Junkies – Resigned junkie-doctors who spread the word of the reality of withdrawal effects.

·         Zuschauen – Bums who demand that street children be transported to USA or be killed.

·         Life Donors – Spokespeople for suicide and euthanasia.

·         Ugly Ducklings – Insomniac people who resist measuring time, like certain opening times for stores or TVs programming.

·         Fairy Confederate – Supporters of the German empire. Have not been born for naught.

3.9 Aliens

Since -96 Terra has known several new alien races. Their appearance was the shock that started the final times. Alien’s plans for earth seem to be dishonourable and they may secretly be on the side of Satan.

 

Epsios

Epsios

First aliens that came to earth. They are large-eyed, tight-bodied and green. Their thought-processes and attitude are not very different from humans, which is why they usually get along with humans very well. Epsios have very low self-preservation instinct which often surfaces as quite self-destructive style of life.

The dress of epsios is largely reminiscent of 70’s fashion: They have platform shoes, bright and psychedelic billowy clothes and they use a number of different wigs, scarves and jewellery.

A large part of young Epsios has come to earth to live as bums. Epsios leaders usually just spank these individuals well and good.

It is said that they are from Betelgeuse.

[Stats: BOD 2d6, DEX 3d6, INT 3d6, WIL 2d6. Abilities: Lost body parts regenerate within a week.]

Detonics

Mystical alien race. Detonics resemble like an enormous hairy pus-excreting filthy piece of leathery shit which suddenly quivering, approaches slowly pulling itself forward with its muscled ailerons. Newborn detonic can be held in hand and stroked gently. From far away, it may look like a beast.

Detonic ships are obscenely stiffened cigar-like organic shapes, covered in pus and hanging droop, strangely twitching and pulsing, obscene organic objects whose frantic twitching occasionally approaches a crescendo, releasing an animalistic scream and a salty gas cloud.

[Stats: BOD 5d6, DEX 4d6, INT 4d6, WIL 5d6. Abilities: Immunity to toxins, alien sense of orientation.]

Thiamata

Large bodied, three-legged, three-eyed and completely whacked-out beings; their colour is black. Their leaders have a large spherical object where their heads should be. They came here to warn us about Mekolites who were approaching earth.

Thiamata have been around us for thousands of years. They have boldly masqueraded as humans and eaten them when they happen to wish. They haven’t cared about earth’s philosophies, which they sometimes run across, but give themselves completely to Thiamatism, life in insect-like society fulfilling their role in it.

Thiamata like to dress themselves according to human culture, and try to blend to the mass. Usually they wear jumpsuits and false moustaches. These days they do not care much about hiding their true appearance.

Thiamata have nicely soft and warm tummy, it is slightly fuzzy and it is nice to touch.

Thiamata and Epsios are old allies as nations.

[Stats: BOD 4d6, DEX 2d6, INT 3d6, WIL 4d6. Abilities: Telepathy 10m radius, clairvoyance, ability to alter physical size.]

Zombies

Unknown alien race. They are like unintelligent corpses who wander around on the streets in the night. They came to earth in a large and completely sealed object, which has not emitted anything since that; it just goes around in its pained orbit around the earth.

Zombies dress officially and uniformly, they all wear a black suit and a clever tie.

Zombies are contemptuous of consciousness, saying it is not real enough.

[Stats: BOD 3d6, DEX 2d6, INT 2d6, WIL -. Abilities: Thermal vision, can communicate telepathically with an another zombie.]

Theta

Spirit-beings who come from planet ZX 432. A typical theta is true of heart, but mean. They possess human bodies, which they then repress and order around most uncaringly. They smell like sex organs. They are held as beings that do not question anything. Thetas often possess humans, detonics, mekols and machines. Possession happens via strange beliefs theta feeds to his victim. Fanaticisms are almost always thetas.

Theta’s astral body is light brown soft mix of crab, spider and fungus which breathes hate and desperation.

Someone has said that thetas and demons are of same origin or just alike.

[Stats: BOD d6, DEX 2d6, INT 4d6, WIL 4d6. Abilities: Body possession.]

Alpha Centauril lap-being

Alfa Centauri, three suns which revolve, or more like slither around each other randomly. Earth mathematicians are nonplussed about which one of the suns is revolving around which one and how they reflect on universe in general.

Who can understand that earth like planet which bounces around those three suns? Who understands lap-being from Alpha Centauri? If you learn to understand it, you understand yourself! But just as you are on the brink of understanding yourself this impulsive being scratches your eye out! You cannot do violence on it, because even then it overreaches you, because aforementioned animal can suffocate itself! Yes, this Alphan, as it is sometimes called by earth people is warm and cuddly and perfectly fits your lap, pink like a teddy bear that completely fills people’s thoughts but care, because if you stroke it the wrong way you are going to tear your hair out! And this Alphan laughs and cries with the voice you laugh and cry with or otherwise you squeak.

[Stats: BOD d6, DEX 5d6, INT 2d6, WIL 5d6. Abilities: Self-suffocation, sixth sense.]


Mekol in heat

Mekol (Drunken pronunciation: mhegg'kholeit)

Almost three meters in length, black and yellow-eyed things which have long appendages of which there are six. Their body is full of pustules and smells terrible. Their heads resemble old men’s heads although they have needle-like inflamed drill tusks. Mekols came to earth to kill all Thiamat Mekols have strange abilities, like stretching their neck and limbs to almost 4 meters. They are afraid of all flying things and high places. Mekols are beings slaved by couple of prideful thiamat traitors.

[Stats: BOD 5d6, DEX 2d6, INT d6, WIL 4d6. Abilities: Infra-red sight, stretching of neck and limbs to 4 meters; 2 points of natural armour, resilient with extra +10 Hit Points, can “breathe” water.]

Mugwump

These beings follow people who suffer from serious hallucinations, and are a being most often encountered by people who use hallucinogens. It tries to make its victim believe he is an important person in a very serious story, and tries to drive a person on the move. Usually these victims either disappear or are found in Morocco.

Mugwump looks very much like epsios and they are said to be of same race. They have light green skin covered in horny bumps, large eyes and a small mouth that may stretch suddenly and several tubes in its head, of which two secrete an intoxicating liquid.

Mugwumps swallow large amounts of hallucinogenic substances.

[Stats: BOD 3d6, DEX 2d6, INT 2d6, WIL d6. Abilities: Secrete intoxicating liquid, rapid teleportation.]

3.10 Demons

Hell opened permanently in -99 when large groups of Demons moved on earth. In Berlin, they took control of Teufelmarkt’s Harbour area, which is now controlled solely by them.

Demons are bodiless beings, bunches of fanaticism particles which form their bodies by compressing air and adding fumes rising from earth and water. These bodies resemble living beings, but in reality are like automatons although complete enough to perform basic actions of human body.

Whole world is like one place for them. They know everything that happens and can shout it out with all their heart, at least everything not told in confession. Demons have no spirit, which is why they hate all that is holy. This is what differs between Demons and all other living beings (but not dead). Demons are immune to psychological effects. All demons communicate with Enoch language.

Some Demon breeds:

 

Cacodemon

Cacodemons or mothmen

Winged mean devils or cool black smoke clouds. Cacodemons crave respect and practice destructive acts. They have limitless imagination in pride. Cacodemons can transform into human form. They are afflicted by mutations when they do so. Working as humans, they seek recent news and are active in societal functions, especially the church. Personality of a Cacodemon, if it so can be called, has romantic tendencies.

[Stats: BOD 18, DEX 17, INT 16, WIL 15. Abilities: Fly, anaerobic, can take control of machines, thermal vision, prophesy, shape change to human, cause insanity.]

Offalfleas or begetors

Obscene giant crickets with human faces and telescopic penises with scorpion-like stinger. Offalfleas roam the countryside in humongous swarms causing pain and destruction. An uncomfortable storm goes before them. Offalfleas are insatiable hungry.

[Stats: BOD 20, DEX 8, INT 5, WIL 15. Abilities: Can consume anything, thermal vision, their bite causes 2d6 damage, smell blood within 1km.]

Gobsters or beasts

Stinking mass of unquantifiable meat, dead skin and hairy patches – no ears or consciousness. It swarms with beetles.

Gobsters wander in the sewers in small packs, emanating bizarre noises and spitting goo. Berlin’s sewers lead down to Hell, from whence the Gobsters have come to do as they are meant to, meaning freaking out. Gobster meat is valued in among Ghouls. Eating it is quite a trip: Empathy drops to 0.

[Stats: BOD 22, DEX 12, INT -, WIL 11. Abilities: Can ooze trough thin holes, anaerobic, their acid spit cause d6 points of damage for d6 rounds.]

Boasters or ruffians

Muscled beings with a reptile’s head and who often carry large cannon. They are known for their dreadful war-scream: “Unga Bunga Timba An Kaua! “, whose blood stopping timbre makes the strongest submit. Who hear the scream understands his human limits in the front of gods. 4 points of natural armour.

[Stats: BOD 30, DEX 10, INT 8, WIL 18. Abilities: Can leap 2d6x10 meters, thermal vision, smell blood within 1km.]

Boisters

Winged and miserable-looking little demons with a face of a bat. They are used as pets or mascots.

[Stats: BOD 5, DEX 11, INT 11, WIL 7. Abilities: Fly, thermal vision.]

Gapes  or redeemers

Either black perverted angels or ram-headed giants who have enormous genitals. They seem to be the leaders of the Demon society. Alcoholism is gapes main area of expertise in tempting. They won’t easily refuse a pint themselves. Gapes take their role as maddest dudes in the world seriously. They are irritable of the weak and demand blood-sacrifice.

[Stats: BOD 25, DEX 10, INT 15, WIL 16. Abilities: 3 points of supernatural armor, 2 points of natural armour, anaerobic, thermal vision, immune to spells.]

Drool cheek deamons

Beings equipped with strong lower legs. They seem to be like strongly decomposing deer carcass. Backs of their necks are covered with shrunken heads, whose faces reflect extreme pain or just look miserable. They have black greasy shell, piercing black empty eyes, mouth that looks like an anus in their heads and millions of black greasy pores on their thighs.

Drool cheek deamons work as mercenaries and practise trade, which is not very successful. Baskers, bras and polo shirts are used by the Drool cheek deamons.

[Stats: BOD 14, DEX 6, INT 7, WIL 10. Abilities: Mesmerizing stare (WIL vs. WIL Opposition test), anaerobic, dimensional travel, shape change to goat.]

Fiends

Hoofed, stooped not-funny fiends. Their skin is light pink and covered in black veins. Only thing they like aside from killing is cocaine.

[Stats: BOD 20, DEX 9, INT 7, WIL 17. Abilities: 2 point of natural armor, thermal vision, smells blood within 1km, their bite causes 2d6 points of damage.]

Moomins

White skinned, walrus-like bastards which seem to be in great agony. They demand rectification for their sufferings through violence. Moomins go around naked in an attempt to offend people’s sensibilities. However, this does not make sense because their sexual organs are hidden in the body for storage. Their slanderous songs are equally inane. No one takes Moomin’s hatred seriously.

[Stats: BOD 13, DEX 7, INT 8, WIL 12. Abilities: sense fear within 1km.]

3.11 Animals and other stalkers

All noncivilized races are counted among animals.

Desert Butterflies

They came from small offal piles which have accumulated on the streets of Berlin. These disturbingly erotic insects are beautiful butterfly-winged veined penises; you could even say perfect specimens. Their wing strokes shoot forth small black spermatozoons that at later time proudly rise from offal as a beautiful full-grown Desert Butterfly.

They float at the tops of high buildings and around rivers where they boldly whack each other with their stalks. They are a new species in Berlin, but have lived at the site thousands of years ago.

Gazelles

Gazelles mistakenly got their name from African gazelles, although they do not resemble (even) them in the least. Berlin’s gazelles are small and tiny-eyed shy pig-like ruminators. Gazelles are fat, and their ass is big just like pigs, but they have small, insignificant head which has a small pig-like snout. They pass out from loud noises, and can easily die from fright. Their flesh is completely inedible blue ink.

[Stats: BOD 2d6, DEX d6, INT d3, WIL d3.]

Gamma monkeys

These agile beings flash from wall to wall, and hide themselves at the same moment. They are monkeys that have a cat’s sleek features. Their heads resemble cats, but their posture is monkey-like. They run on all fours and then have inordinately long body. Tail is very fluffy and striped black and white. They endlessly chant “Hee!”

[Stats: BOD d6, DEX 5d6, INT d3, WIL 2d6. Abilities: leap d6x10 meters, dark vision.]

Blue Beings

Blue beings are the same size as pygmies but resemble slugs. Flies are excited in their presence. Nothing else is known of these beings for they are always killed on sight.

Primal shermite

Hermaphroditic animal being that is half human, half woman. Dress in loincloths. Very rare, only couple individuals wander near Berlin. Although shermite is partly woman, they are interested sexually only in people of female persuasion.

Jungle birds

This mixed breed of birds is composed of parrots, bats, three-eyed blackbirds, ravens, doves and pelicans. They can all interbreed. They live in large flocks in the jungle around Berlin. When eating they coo constantly. Carrion birds, each and every one.

Lycanthropes

Certain areas of Berlin are infected with Lycanthropy. It possesses different groups of citizens and in some places all people are infected.

The sickness always surfaces on full moon, when infected turn into their companion species. Certain mushroom allows the change to begin also. In the beginning Lycanthropes were connected with old zodiac but in the upheaval the zodiac was changed transforming the old Lycanthropes in the process. There are gazelle, giant slug, bear, giant cockroach, pixie, magpie, giant fly, platypus, opposite gender, orangutan, giant squid and superhero lycanthropes. In the morning, only proof that something happened are fur patches, lint and propaganda lying on the streets. Lycanthropy is contracted by the bites of the infected. Silver can kill Lycanthropes in animal form, but not very easily. Giant slug lycanthropes are allied and irresponsibly spread their disease. They do not think of it as a disease, but as a personal belief or lifestyle. Bear lycanthropes once speculated that possibly even 11% of the citizens of Berlin are infected with some form of lycanthropy. Lycanthropic is a nightmarish state, freedom from the terrors is only attainable when a connection with its species is established. Sufferers are most afraid of the unreal perception of the world that develops slowly as the disease proceeds. State is also characterized with extremely violent behaviour and paranoia. First symptoms are nightmares and stifling flashbacks. When the disease is far gone the sufferer’s symptoms start to worsen, his physical condition detoriates and his features start turning apish. Hands also grow unnaturally large. Lycanthropes lead a hermit-like existence almost without exception. They praise their companion species, which in turn seem to be mortally afraid of them.

Ghouls and Moomins get some kind of sick joy when they hunt Lycanthropes, and make this very clear to them.

El Chupacabra

Scaled dog-like alien beast that enjoy goat blood. They have line of horns in back and huge claws. El Chupacabras are known of their blood sucking noises. Not much else is known as not a single one has been caught alive.

3.12 Mutants and chaos spawn

Outside Berlin there are so mutated beings that citizens have decided to allow killing them. Chaos spawn are mutants who are so incredibly ugly that even seeing them can lead to shock and nausea. Chaos spawn are completely emotionless, which is shocking. They are also often connected to other worlds. Chaos spawn are born from too much shamelessness. Chaos spawn are led by Lemuridae, group of four-armed apes (no legs), which can be recognized from their curving nostrils. First talon in their lower arms is a rending spike. Lemuridae control chaos spawn with micro chips, theta control or small flies, all of which are showed in the backs of the victim’s brains, which is often aware of them. Lemuridae are known to be in connection to Berlin’s city officials

Chaos spawn have no awareness of self, instead it is replaced with false self-image which is usually very negative, even though the real image is very flattering because chaos spawn are unhealthy-looking mutated monsters with no conscious aspects.

Chaos spawn’s statistics are usually rolled with just D6.

 


Lemuridae

 

Mutations

Normal citizen has 1/6 chance of personal mutation.

Growth of the mutations is a very dramatic process to follow, especially if it happens to be you who is mutating. Roll D6 mutations from personal mutation table for real mutants. They slowly develop within d6 weeks.

 

Roll                 Mutation

1                     shrunken limb: does not work

2                     body filled with maggots

3                     holes through body

4                     humongous limb

5                     can spit acid: range 10m, damage 3D6. To-hit roll is made with DEX test.

6                     grows sluggish in cold, -1 to DEX in room temperature.

7                     devilishly ugly: extremely distasteful appearance

8                     quills, can breath in water

9                     sheds skin once in a week

10                   diseased: body marked by sickness, sores oozing pus, etc...

11                   eyes on short stalk, +2 to perception tests, 360 degree visibility

12                   humongous genitals, 1/3 of body size

13                   grotesque body

14                   has crabs shell, 5 point natural protection

15                   Siamese twin hanging from body

16                   egregious body odour

17                   immune to spells

18                   looks confusing, -1 to hit for opponents

19                   looks horribly old

20                   has a tentacle, d6 meter long

21                   repulsive touch

22                   pin head, -5 to INT

23                   emits pleasant odour

24                   can shoot out sticky tongue for d6 meters

25                   bizarre patterns on skin

26                   every D6 days all limbs change place randomly

27                   chimera, crossbreed with d6 animals

28                   gigantic: 10 to BOD, -5 to DEX

29                   explodes at the moment of death, dealing 2D6 damage to all within 5m radius

30                   thick skin: 1 point natural armour

31                   just dies when eventually fails a WIL-test

32                   poisonous and strange-looking blood: even a small dose kills

33                   enormous, cancerous growth: if removed grows back in a week

34                   extra limb: 75% chance it works

35                   dies in one day if cannot get fresh blood

36                   random animal body part

37                   if takes at least 8 points of damage in one hit, grows a limb on the wound’s place.

38                   foaming mouth

39                   does not suffer from pain

40                   satanically fat: DEX –2, 1 point natural armour

41                   brittle-boned and goes into pieces if takes more than 1 point of damage

42                   double-jointed: DEX +3

43                   brittle-boned and goes into pieces if takes more than 2 point of damage

44                   bird’s beak on face, bite damage: d6

45                   has elephant’s trunk

46                   pores excrete sticky slime

47                   crossbreed with praying mantis

48                   midget: BOD -4, DEX +1

49                   expressionless mask-like face

50                   anaerobic: does not have to bother to breathe

51                   somehow happy, Empathy +10 and does not ever change

52                   body morphed to resemble a whale

53                   cannot stand daylight: takes D6 damage in a minute

54                   additional eye: perception +1

55                   swollen head filled with fluids, -1 INT

56                   regeneration: heals 1 point in a minute, detached limb grows back in D6 days

57                   senses in disarray: cannot distinguish anything with normal senses

58                   spastic: trembles like hell: DEX=3

59                   extremely hairy: hairier than gorilla

60                   features rearrange randomly on face

61                   limbs change place randomly

62                   twisted bones, crooked body

63                   completely hairless

64                   missing limb

65                   metamorphs into a huge cockroach

66                   develops into a pile of bulging muscles: BOD +5, DEX=D6

67                   humongous maw: bit damage 2D6

68                   totally moronically looking, INT D6-D6

69                   looks like a genius, INT D6-D6

70                   D6-D6 to Sanity

71                   D6-D6 to Empathy

72                   D6-D6 to a random stat

73                   crossbred with a random animal

74                   raving berserk

75                   hunchback

76                   bloated head: INT -1

77                   you mindless: character is in a coma

78                   rotting flesh

79                   body swarms with beetles

80                   transparent skin

81                   tail of a manta ray

82                   has elephant’s ears

83                   immunity to diseases

84                   immunity to poisons

85                   has inflamed wounds that are ugly, unhealable and painful

86                   eyebrows grown together

87                   has a body of an infant

88                   split lip

89                   antennas on head: +2 perception

90                   hanging colon

91                   insides hang partly outside the body.

92                   has enormous cow udders and is very horny

93                   ghoul-like hunger

94                   “elephant man”, totally deformed, -2 to DEX

95                   generates indecent noises when moving(like sloshing, sucking sounds and farts)

96                   epileptic

97                   skin hanging in folds

98                   hermaphrodite

99                   roll twice again

100                  roll D6 times again


4 METROPOLIS OF BERLIN

City has been badly ruined, it is feels like “after the bomb” looking at the abandoned blocks. City is very dark and partly deserted. Berlin can be experienced only in one way: improperly.

4.1 Visions of Berlin

Berlin through eyes of an outsider

Capital of the German empire and centre of the world. Berlin is at the moment c. 1 500 000 citizen (human) metropolis. Its industry leans toward medical, electronic, pornographic and drug industry. It is very wealthy even if only minority of remaining citizens work anymore. All the riches are divided equally between the aristocracy. Normal citizens live alone in deserted apartment buildings, barely daring to come out of their houses. Emperor’s bodyguards and militia patrols the streets and check 666-tattoos randomly. If it cannot be found, they order you to take it or hint threateningly. Berlin is divided into several sections, all of which have their own rulers

Berlin through resident’s eyes (Robin, Nerd, Age 32-y, neuter)

It normal to spend months in a cellar here in Berlin, moving only at night, not knowing anyone and to live in filth. You can survive in Berlin. Fear of failure prevents outsiders from understanding that there is nothing to lose in Berlin.

Visitor’s impression of Berlin

Six times a day, you can hear a mosque call that comes from Teufelmarkt. TV continually shows same hypnotic cartoons, which are all forgotten in a day. Streets are rife with dirty trash and undergrowth. Pouring rains that can go on for weeks or minutes. Sometimes a catastrophe siren calls, at other times you can hear crackling radio signal. Exciting whispers. Ground seems to move under the feet, at other times earth does not seem to turn at all. At night outside of the city is icy cold. Centre of the city is warm, and because of which the mornings are stifling. Roaches and other cool insects move around. Hanged people left next to the road. Fires, flaming crosses, unsteady flow of time, religious parades and brawls.

Berlin as announced by a representative of Illuminated Daan

Germany’s dude Friedrich, who is cloned from an ID member has highest authority and is only responsible to other members of ID, in which he does not hold equable position. Mayor S. Ewald, who seems to be the city’s leader, is an ID probationary member. Perfect law of Berlin has been finished at last and everything has a cash value, even the value of law, which god of the mortals cannot afford.

Berlin as seen by unknown resident

Getting into Berlin without becoming public prey is meaningless. Berlin is a large polluted area which has been mobbed by all the thrash in the universe. It is a place where there is practically no other law than law of ownership. Price of every thing and every one is in large database – “Black Room”, which physically resides somewhere under ground. All of Berlin is in complete chaos, continual building and change. It seems to be surrounded by skyscrapers although their lines maze around the area. Everywhere you can see heavy machinery, building ruins, abandoned/liberated buildings, and half-finished buildings, old or even ancient constructions. Citizens themselves seem to be indifferent towards everything that happens. They are from around the world, most of the original population having disappeared a long ago. No one can endure Berlin for long, and bygones are rarely remembered. Oldest Berliners, who are probably clued onto what is happening, are voracious beings who live only at night when they meet in their mystical usual places. Other beings are aliens, “superstitious” primitives, demons, ghosts, hallucinations or other lost people, most of them however masquerade as humans. Berlin also has its own species which is encountered nowhere else. These beings are not well known and it is better not to speak of them, and their appellation - witches - is not accepted. They supervise the ruthless commerce of Berlin. In practice normal people do not meet them except as a main course. They work as highest lawmakers, complaining to whom is in vain because all the laws have been ratified and eternal judges are in their form already in power. Militia cannot do anything except obey or be trampled on the way. Satan has given highest power in Berlin to these creatures. They are upwards of three meters tall horrific beings. They have very long and slim appendages, and a large beaked head which sometimes has snout-like or expressionless human features.

Sewers of Berlin have mostly caused the detoriation in the area. Because sewers lead to Hell, is the affect of chaos very strong from that direction. From sewers often come mutants and some blue things that are killed on sight.


One strange feature of Berlin is that because of the reality-twisting chaos emanations, constructions from strange civilizations, even blocks or larger areas just pop up overnight. Most do not take note or care about the phenomenon, others immediately start considering the possibilities of profit concerning the new areas. These transferred locations usually blend in very quickly and original residents are often replaced the very next morning. Below is the map of Berlin, at least today’s.

 


Berlin

0 -|-|-|-|-|-|-|-|-|- 500 m

1 Secret police, 2 Propaganda office, 3 Science and Research Centre, 4 Looney bin, 5 Sewer central, 6 Brasser stadium, 7 Dianetics centre, 8 Humboldt university, 9 Space research centre, 10 Kaiser-Wilhelm-Gedänchtniskirche, 11 Bavarian Hall, 12 Graveyard.


Looney bin

Solid fort on top of a muddy hill. Fort was built by Berlin-society which later disappeared and whose purpose was fusing Berlin with the netherworld. Afterwards used as a mental asylum.

Looney bin is partly abandoned and in ruins. Some cells still contain madmen forgotten there, some of them have escaped and now wander around the halls of the fort. Fort’s personnel are composed of frankesteins, wakened soulless undead, former loonies who have been programmed to keep strict order.

Fort is crawling with spiders, astral spirits, demons and aliens.

Secret Police Headquarters

Closed underground group. Above ground building is strongly guarded brothel which looks like a giant washing machine, named ’Glitoris’. You can buy all kinds of services in the brothel, from necrophilistic fantasies to the playground of pederasts. It was established so that secret Police could spy on what the customers tell the whores. Brothel is purported to be private club, insides of which appears to be decorated warehouse. Members of Purge keeps (dis)order here, hired by the Secret Police.

Underground is a scene of frantic action. The place is its own microcosm, where you can find malls and other shops and services. It can withstand several ground zero nuclear blasts. From here, the Secret Police monitors the citizens, spies on other countries and practices sabotage. National chancellor Simon Pornaie is in charge of the facility. Operations are jointly led by Waterhead and Adolf. In addition, ID and Trionis have their own representatives here.

Propaganda office (Preisend Zeitung)

Established into Preisend Zeitung’s office(leading daily newspaper of Berlin). Building is a ruined goat sphinx surrounded by a flower garden. There is a negative atmosphere in the garden. You can find Castor’s opulent crypt here.

In the beginning of the millennium, its connections to Berlin government were severed by Juhan Af Grann who ascended to the leadership with the help of mugwumps. Juhan Af Grann practices heavy-handed brainwashing here.

Berlin Science and Research Centre

Building looks like a hotel from another time. Its front is curving heavy railing or wall, it has large black windows and its walls are like melting dark plastic. At the sides and back, the building’s walls are high, built of dull red-brown hardboard which has fist-sized holes in it, which in turn have downward facing pyramidal corners stiking out. Behind the building there is a drop to abandoned gulley which contains old junk. Behind the gulley, there are other buildings. Site is surrounded by continual darkness.

The research being done in the facility is a far cry from former logical science and humanity. Delirium Inc. sponsors this activity. Building is situated in the borders of Ruuttana, blending in. Originally, facility was established by nazcas in the third century. Later the building has been used as a sanitarium and a base for Trionis. Now it is Berlin’s Science and Research Centre. In addition to facility personnel, mutants, freaks, aliens, demons and other such things. Building is closed to outsiders and guarded by dangerous machines.

Sewer Central

Diseased refining plant which was meant to be one of the most impressive buildings in Berlin. Plant dribbles disgusting gunk into the neighbourhood, it oozes and spurts from bulging tanks. Because Sewer central has access to all parts of the sewers, the place is chaotic. Beings that are quite something wander in the facility, whose construction phases impressively from paradise to hell, usually just for long enough to notice it. You can even find chaos spawn there. The place attracts filthiness.

Brasser Stadium

Great Brasser stadium. Brasser stadium is a centre of seething activity day and night. All of Berlin gathers there to party. Activity is frantic, just like the final times were upon us. Public orgies, butchery and worship of heathen gods.

Dianetics Centre

Official clean office building, which has a large screen on top of it, which shows merciless truths about the person who happens to gaze at it. It receives anyone of the people of streets, promising a new meaning for life. These people are re-educated to work for Dianetics Centre. They forget everything about their former life very soon. This means an eternal divergence from the teachings of our lord. The people of highest authority are Nazis.

Humboldt University

University buildings are almost completely ruined because of violent protests and ensuing police activity, but you may find some traces of civilization, research and knowledge of things past. University mainly teaches Gnosticism. Professors are long age snapped maniacs who continue teaching while scary strange beings, like gargoyles, minotaurs and gorgons (cacodemons) roam the campus.

Space Research Centre

The Space Research Centre is a large dome covered with black plastic foliage. Dim light shimmer from the foliages holes. Moloch, divine artificial intelligence, whose personality was partly copied from Spencer Ewald and partly from Kiki, controls the centre. Goloka Industries provides financial support to it. Space Research Centre is now constructing the Great MF II, which will be used to send certain people to Mars (whose fate are analyzed from the zodiac) to establish a connection with the Phobos communists. In additional to the construction of the Great MF II, institute offers the study of Alpha Centaurian lap-beings.

Bavarian Hall

Degenerated great palace, which covers a large area with its side buildings. Works as SS-troop’s base and apartments for twenty witches. Emperor Friedrich Hohenstauf lives here in abandonment. Bavarian Hall controls the German empire. Its chancellors are Spencer Ewald, Waterhead, and national commissars Oskar Narbe, Kaiser von der Lichen and Simon Pornaie. Friedrich’s rise to power is questioned from all sides, but he is a perfect clone of his predecessor, and as such has chancellors respect.

Kaiser-Wilhelm-Gedänchtniskirche

Impressive, broken church in the heart of city centre. In the day of upheaval, tons of the blood of martyrs stained the streets near the church, and at the same time all the priests of the church went into coma. Church is inhabited by Conservative-Compassionate nuns, whose killing and raping has become a common amusement among citizens. Alien presence can be sensed in the church. Floors are filled with garbage, walls are covered in graffiti. Church is holy, it radiates supernaturally. In the centre hall of the church, archangel Michael languishes.

Graveyard

Graveyard is guarded by militia as there has been too many corpse thefts. Area is covered in black smoke that comes from burning bonfires of bodies. Graveyard is surrounded by tall electrical fence giving deathly shocks. In its center is a morgue building filled with piles of naked corpses, some in rotting state. Morgue workers make macabre trophies of bodyparts in morgue walls. In morgue cellars Delirium Inc employees create strange creatures in test tubes.

You can buy a coffin from here with 1000 marks, a sarcophagus with 10000 marks, a burial costs 500 marks, freezing costs 50000 marks, euthanasia costs 500 marks and urning 50 marks.

4.2 City blocks of Berlin

Every area has its own government which changes daily. Bureaucracies disappear as often as they are born.

Ruuttana

Area contains large official buildings and company headquarters which have detoriated as years go by. Area is filthy and ugly, its streets seething with rats and other disgusting vermin. Most of the buildings are closed, but most infamous of still operating offices are scientologist’s great dianetics centre, bureaucracies of Satan (in the former STAS offices), registration centre for world citizens, propaganda office of ID, main offices of multinalonal Alcohol Products and the offices of secret police. In Ruuttana, many cultures are represented. Area is patrolled by militia, and irascible office workers can be encountered randomly. Ruuttana’s site and order is believed to change continually. Next to the former Berlin wall, a chain of abandoned buildings have been inhabited by Nerds. Kaiser von der Lichen is the highest official in the area.

Schöneberg

Former middle-class area, abandoned buildings, shops and malls can be found there. Couple of inhabited buildings can be found. In the north, old, ruined upper class apartments where you can find ghosts and the insane, Homeless, disabled, bums and junkies live in its abandoned apartments where crime is rife and fetuses dangle from windows.

Lots of people with drug problems are in the area, wealthy and successful people feel they are under uncomfortable scrutiny in there. Only nightclub still in operation “Ass Balls” caters mainly to gay people who are interested in extreme sadomasochism.

Area is pretty nice. It is controlled by the Beard Mob and their hired goons, Los Genitals.


Schöneberg

 

1 Nightclub “Ass Balls”, 2 Temple of the Children of Nebo “Dharma, in nomine Dei”, 3 “Plastic Bank” (bank), 4 Alcohol Products branch office, 5 Schöneberg civic building “Magistralis Grotto”, 6 Alien embassy, 7 Attorney’s “Turbo & Art”, 8 Restaurant “Shangri La”, 9 Commercial centre “Xanadu”, 10 Mega mall “Katholisch Zilbert”, 11 Golokan chirurgery center, 12 Base of the Supporters of Violence, 13 Electronics store “Bevatron”, 14 Pawn shop “Punk Fungi”, 15 Head Shop “Dr. Benway”, 16 “Nach Eiszeit Warenhaus” (used third world war equipment and weaponry), 17 Brothel “Fröhlich Schnurrbart”, 18 DGI-arcade “Imperial Toys”, 19 “Nightgaunt” satellite centre, 20 “Moray Eel” fast food restaurant, 21 Radio station “Timme”, 22 “Gentleman’s Cover” apparel shop, 23 Chocolate factory, upstairs is luncheonette “Epidermis”, 24 Movie theatre “Cockerel” (old bakery), 25 Casino “Twilight Corner”, 26 Sewer central + Burrow rental, 27 Hotels “Stork” (**) and “Casanova” (*).

Wilmersdorf

Slum area – poor and immorally hatful place. Wilmersdorf has many bodypart fleamarkets.

Garbage heaps, slum buildings, strange plants and government offices for moral. Well-known ’Adam & Eve’ nightclub is situated here.

Purge and Violence Supporters are fighting for the control of the area

Minisuu

Minisuu has many stores and government offices, and a great market square in the middle. You can even meet other people in the day – terrible people – who gossip on the square in the mornings about aliens and fresh horrid news. Couple of months ago militia brought tens of thousands of uncivilized people from Africa and Asia who stand in the middle of the square in large groups. These people are confused and just watch passers by fearfully. They have long sharpened teeth and are covered in dried mud. No one seems to know what is going to happen to these people. Los Genitals members are seen often in the area, just moping around. Anderes Ufer is only active restaurant in Minisuu, menu is horrid of course.

General Phineas governs the area.

Jäykkäkersa

Large area inhabited by lower and lower middle class. Farther you go to northeast, the worse things you see. Jäykkäkersa is composed from sub-urban areas and large apartment buildings. Old east Berlin. Area feels gloomy and its few inhabitants are filled with dread. Suicides are common. Widespread epidemic which still lingers in the area has killed a lot of people. Bulgarian immigrants reside in the worst areas. Next to former Berlin wall a line of abandoned buildings have been taken over by nerds. Sky above Jäykkäkersa is filled with chaotic patterns, between which you can see beautiful planets and symbols. Bokor controls the area.

Merirosvo

Centre of the city. Not everyone (like aliens) is permitted here, and the area is sometimes even unnaturally difficult to approach. Merirosvo is filled with high buildings, mostly government and corporate offices. It is almost always covered in mist.

Area is governed by Goloka Industries, Delirium Inc, Greenwich Foundation and Alcohol Products.

You can find many nightclubs and striptease joints here, most popular is Tem'tashun.

Clash

Industrial area – filled with large power plants, factories and warehouses. There are businesses and apartments here too. You can’t find much life here unless you count mutants, cats and other freaks. Actually, the area is so polluted that overnight stay there may lead to serious lung damage. There are also secret government laboratories where beings clad in protective gear commit their secret research. Clash is poisonous to human beings. Sky over clash is like a view in turning kaleidoscope and its multicoloured lighting varies and glows in an interesting ways.

Trionis governs the area.

Section

Area is composed of dreary apartments, small stores and factories. You can also find militia base here, where obnoxious militia and other suchlike reside. ‘they just break everything’ the normal residents usually think. Great Mormon church lies abandoned here, and an area where experienced characters have built their castles.

Emperor Castor’s palace is somewhere in Section, it is big.

Area is governed by Simon Pornaie.

Teufelmarkt

Abandoned harbour area, nowadays swarming with demons. Horrid church has been built right in the middle of it. According to rumours it is situated east of Tiergarten, north from Wilmersdorf, north from island.

Tiergarten

Comfortable and peaceful park, where you can even meet normal drunken people and animals. You can kill the animals, which is done in certain circles for experience. Zombies sometimes wander here at night, sniffing and wondering fearfully at everything exciting. Animals found wandering in here are moved to Zoo.

Night-time control of Tiergarten is contested between hooligans, Neo Bees and moomin.

Zoo

Large zoo, where you can find mutants in addition to more or less normal animals. Famed for sphere-headed Thiamat, baby Detonic(which they think is a pussy cat!) and two-headed dog (Zoso). Area is teeming with aliens and leaders of the Epsios have their embassy here.

Sewers

Sewers lead to Hell. There are many levels in sewers, the lowest of which are natural caves. Sewers are inhabited by pygmies, demons, ghosts and ghouls.

Untergrundbahn 

Metro tunnels circle among the sewers. Berlin metro is dilapidated, and thus does not work properly. In addition the metro is used by passengers, and sometimes even metro workers who are mean to other passengers and the metro itself. Metro workers are very frustrated people as a result. They are hired straight from the Looney bin. To the horror of all, the fabric of the seats is not compliant with any safety code.

4.3 Berlin surroundings


Berlin surroundings

 

Berlin is surrounded by wilderness and wasteland. You can find eternal ruins, broken war gear, mutants, brontosaur, concentration camps and industrialized small towns.

 

·         Velten is controlled by Zombies, and there is a concentration camp, where Thiamat keep certain people.

·         Bernau is owned by the brotherhood of Pazuzu.

·         Rüdersdorf is destroyed industrial area, roamed by Purge and supporters of violence.

·         Königs Wusterhausen is radioactive wasteland teeming with flocks of offalfleas.

·         Fichtenwalde is swampy wilderness and there are lots of mutants and old people there.

·         Potsdam is a centre for religious awakening, and there is alien bar of Love Muscle.

·         Nauen is stormy dead wood where backwards people live.

Museum of Forbidden Art

This museum contains ID’s secret art collections which are mainly composed of books withdrawn from print before publication, and some rare important writings that went through the sieve. In addition, there is a large video archive and a collection of paintings that are seen only by members of ID and few others (among them, a Nelimarkka’s portrait of Epsios and Da Vinci’s sketches of a flying saucer).

Tegel International Airport

Militia keeps the airport in a dignified order. Getting a ticket requires filling a form that tests your fanaticisms and a passport. Airport is clinically clean, and there is not much life there. Flights are rare and often you are the only passenger in the plane. For some reason, when you step to the runways, the sky seems to be filled with colourful chemical shapes which flow down to the horizon. Same kind of thing continues for the whole flight. You can also spy floating plateaus, on which are standing ancient beings. Majestic-23 supervises the functioning of the airport.

4.4 Encounters in Berlin

A large part of people believe that they are only one who has a soul (Solipsism) and encounters may become quite imaginative, especially when you take into account the fact that most of the people have no soul. Others, quite many actually, are suffering from Capgras delusion, they stolidly believe that all of their close acquaintances are replaced with frauds. This really happens. Paranoia is common and many do not believe in other’s history, rights or even existence. Officials just pin everything on too little self-control. Almost everyone carries a some kind of weapon. That is why disturbances are not very common. Only the disabled, insane and ghosts go around without any self-defence implements.

 

Following are some examples of encounters.

Euthanasia-abolitionist’s violent demonstration against mercy killing, priest with a flamethrower burning things down, kid walking an old lady with a leash, D6 gangsters armed with SMGs looking for something to eat, blind lumberjack, Ku Klux Klan members hunting down enormous rat swarm, legion of pigs dressed in school uniforms, lost dimensional traveller looking for the ark of the covenant, someone looking for sanctuary being pursued by Durgan’s disciples, fallen conservative-compassionate in midst of self-loathing, some nut exploded last night on the street leaving a thick bag of sperm (flowing with moomin sperm), group of Durgan’s disciples snatched from the 20’s, Maw with a kicking human inside his stomach, giant robot angel catching sinners, giant monster attack, drool cheek daemon gathering scrap, diarrhoeic crazy man with a meek expression who has a tart candy in mouth, woman in bridal suit carrying a torch, group of small punks shouting after the character, Mugwump at the end of an alley pushing its crotch toward the character, disabled cook feeling his folds, riot of Maws who lost their temper, Martian terror bombing (bomb filled with flies), doctor with a foreskin tie collecting stuff from the street and wearing them, collector of body hair, drowsy man with a wild baboon accidentally sewn inside him, optimistic woman who has been stuck into a metal grill from her head for weeks, old couple on a shopping trip looking for young flesh, insane man in straight jacket driving a bus, large-scale search expedition of Black Dawn members are looking for archangel Michael, girl with low INT demanding love, blood merchant, sewer central flood, shy agitator.

4.5 Berlin personages

Proles characters are usually quite personal and very strange. They may seem completely mindless, and nothing has to have any meaning behind it. Following are some great features they may have.

 

Humongous cockroach tied to back with bandage, dressed as a clown in mummy’s wrappings, shit-stained speculum hanging from throat, brains of sentient boy inserted into chest cavity, dressed in bloodied postal worker’s uniform, flea-infested boil under eye, spider-filled sore in the neck, carries the latest cursed Gospel scripture, string of love bites from neck to crotch, wear sack-cloth jogging suit with text “potatoes” on back, screaming astral soul under arm, long ponytail kept tightly between ass-cheeks, mulligan; rotten lizards halfway sunken in the back, elementary school class photo tattooed into forehead, angry anal praying muscle, wears a cock ring shining eternally with black light, pulsing head, huge garbage bag of tattered poems about loneliness, filled with microcircuit tattoos, bunch of injection needles sticking from face, skin full of deep, wet wounds, looks concentrated at a piece of offal, fear-inducing drunken shaved porcupine inside a plastic back; CD-player that plays Leo Meller’s speeches continually implanted in mouth, an insane bitch always follows continually showing the middle finger which has an engraved symbol of the Ancients in the nail, used toupee bought in a religious awakening (holy), wheelbarrow full of religious crap which interests, own ears in pocket, halo of light over head, massive machinery that moves blood circulation outside the body, purple film on teeth that are very painful, other hand locked behind the neck holding a sunflower, wears a living squid as a hat, hole in forehead because of a failed suicide attempt.

Leo Meller

Stocky, paranoid man, which is a prisoner of pleasure and a success theologist. For years he has been seeking proof that the final times are upon us, and has now found a devilish purpose from communism. Leo was interested in the Bible as a small child, when his auguries had come true: he just guessed right. Later he became the establisher of conservative-conservatives and now he leads them to certain doom. Leo became a Devil’s henchman a year ago and wishes that all go to Hell. Jesus still speaks through him. His mouth has started to foam because of a strange mutation. It is believed that his shaved shins are sexy if the opinion of ladies. He wanders through Potsdam, either with a backpack-helicopter or a zeppelin.

[Herren. BOD 17, DEX 11, INT 14, WIL 15. Sanity +1, Empathy +3, Fanaticisms: Altruism, Deism, Chauvinism, Dogmatism, Elitism. Skills: Driving +2, History +4, Library search +5, Screwing +2, Read/write +3, Media +6, Occultism +3, Teaching +3, Oratory +6, Psychology +2, Persuasion +4. ]

Ronald Reagan (alias Cowboy)

Reagan in power an again and more surprising than ever. He works as the wild president of USA. After the economy of US collapsed, he allowed aliens to immigrate, hoping they would bring advanced technology. He has allowed US to sink into a great depression which has divided the country into east and west parts. Wes part is controlled by various cults and aliens, and he himself controls the east coast with his cult, conservative-compassionates. His embassy is situated at Merirosvo. Ronald swallows large amounts of LSD to medicate his dementia. He is in a spiritual bind and has a reputation to be a faggot.

When he visits Berlin, he travels by metro, accompanied by a couple of bodyguard punks. He stays at burrows.

[Free Man. BOD 7, DEX 7, INT 10, WIL 11. Sanity -1, Empathy +1, Fanaticisms: Materialism, Positivism, Conservatism,. Skills: Driving +1, Riding (horse) +3, Media +8, Acting +1, Oratory +2, Persuasion +7. Also knows many spells.]

 

Rääkkä Hema

Rääkkä Hema (alias Mabus)

Slim young man clad in refined apparel, whose appearance is very deceiving. Even if his behaviour is courteous and caring, his private life is shocking. Rääkkä fucks corpses! Jeffrey Dahmer is nothing compared to him. He is a very sick and twisted personality, for whom nothing is sacred and he enjoys soiling anything beautiful. He works as Magister Magistri in the brotherhood of Pazuzu and has great influence in the underground of Berlin. Rääkkä carries many diseases and mutations, like a large varicose vein in his testicles. He also moves among the north African chaos circles.

Rääkkä can be met in Bernau in his hovercraft, from where he observes his victims.

[Free Man. BOD 11, DEX 16, INT 15, WIL 14. Sanity 0, Empathy -4, Fanaticisms: Pervertism, Nihilism.Skills: Driving +4, Anthropology +4, Archaeology +4, Astronomy +4, Shotguns +5, History +5, Streetwise +5, Handguns +6, Screwing +8, Read/write +5, Media +4, Teaching +3, Pathology +7, Persuasion +7, Gambling +8, Swimming +6, Languages(English +5, Norwegian +3, Russian +4, Irish +4, French +5, Spanish +5, Esperanto +3, Italy +5, Hebrew +5, Arabic +5.)

Dr.Kiki Rotwang (alias Blutmöse)

Berlin’s forefront of scientific pursuits. He is greasy, bald fat man who wears creased leather jacket, yellow batman t-shirt, rubber gloves and thick glasses. He has hellishly painful disease of demonic origin, which colours his face ghostly white. He will die of this sickness soon. He also suffers from growing boils. He is also cannibal. Kiki knows everyone. He moves in homosexual circles and sells his body sometimes, although he is not natural or even consensual homosexual. He knows most of the chancellors, emperor’s advisors, ID members, head of the secret police, personnel of the science centre and the leader of the propaganda office. Kiki’s scientific activity is brutal and efficient.

[Ritter. BOD 12, DEX 8, INT 21, WIL 17. Sanity 0, Empathy 0, Fanaticisms: Secularism, Naturalism. Skills: Anthropology +10, Archeology +6, Astronomy +6, Biology +12, Chemistry +10, Chirurgy +11, Cooking +8, Cyberlink +6, Cybernetics +11, Demonology +3, Diagnosis +12, Economy +4, Electronics +7, First Aid +10, Forgery +11, Geology +8, Gunsmith +5, Heavy machinery +6, High Mathematics +9, History +10, Locksmith +6, Mechanics +6, Media +6, Occultism +5, Parapsychology +4, Pathology +11, Pharmacy +10, Physics +9, Programming +5, Psychoanalysis +10, Psychology +10, Read/write +10, Sensor analysis +11, Teaching +10, Theology +10.]

Forky O’Donnell

Cute freckle-faced chubby boy, who is clad in psycho-billy apparel. His jokes suck and his seduction attempts are laughable, but he is one of the toughest private demon-catchers of Berlin. Forky does not get scared easily, and he butchers Satan’s henchmen just because he enjoys violence. He is not very interested in God, but demons do not fit in his world-view. Elvis Presley is his idol.

Forky plays guitar is one of the most popular rock-bands of Berlin, Bionic Symmetry. Band’s latest album, Swallowed Genealogy sold over two million copies. Band has a public war going on with another popular group, Goth-rock band the Swallowed Geneology.

[Free Man. BOD 16, DEX 12, INT 15, WIL 17. Sanity +2, Empathy 0, Fanaticisms: Egoism, Materialism, Liberalism. Skills: Acrobatics +5, Acting +5, Appraising +7, Brawl +9, Dodge +6, Driving +10, Electronic security +6,  Explosives +6, First Aid +3, Gunsmith +5, Handguns 6,Heavy weapons +5, Library search +3, Locksmith +7, Automatic guns +8, Mechanics +6, Melee +10, Music (electric guitar) +10, Perception +8, Pilot +2, Stalking +8, Streetwise +7, Throwing +7, Trickery +8.]

Ahab Kilgore Junior (alias Rehab-Ahab)

Ahab is partly wooden large Irish whaler. His eyes are surrounded by white make-up and he has lips like those of a clown. He is clad in rumpled leisure suit, which has stains here and there. He wears clown shoes. Ahab is experienced old Berliner, who always goes around night clubs drinking booze. His attitude towards everything is neutrally cold, being indifferent to other’s destinies. He has visited all dimensions. Sometimes he gets involved in shady business in his travels, and as such is hunted by many. He may be helpful if he notices that you are sincere. He does not like any cults or gangs and especially not mega corporations.

[Free Man. BOD 17. DEX 10, INT 14, WIL 20. Sanity +1, Empathy +1, Fanaticisms: Agnosticism, Solipsism. Skills: Anthropology +2, Brawl +6, Cooking +6, Disguise +4, Driving +4, Explosives +3, First Aid +3, Gambling +9, Handguns +8, Automatic guns +7, Mechanics +8, Melee +4, Perception +7, Pilot +7, Streetwise +12, Trickery +4.]

Larva-Kurt Ewald (alias Larva-Kurt)

Larva-Kurt is large chubby male, who has shiny red round cheeks. His eyes stand on his head like he was hypnotized. He wears long coat and has a cap drawn deeply onto his head. Larva-Kurt wanders around Berlin alone, muttering something one quite can’t make out. He lived in the Looney bin earlier in his life. He seems to be a scary, insane man as he mutters death-threats to his imaginary listeners, but is surprisingly nice to strangers. He is very dangerous when teased, does not hesitate for a moment to rip out anyone’s throat, and he never backs up. He is Spencer Ewald’s son, but he is disowned and his father does not want to hear about him. He does not even pretend to know anyone even after meeting them, except Ahab. He knows everything about Berlin and just about everything. He has perfect memory. He returns to Looney bin at night.

[Ritter. BOD 19, DEX 6, INT 21, WIL 13. Sanity: -5, Empathy -4, Fanaticisms: Fatalism, Egalitarianism, Realism, Neopessimism. Skills: Anthropology +10, Archaeology +8, Art (painting) +10, Economy +10, Gambling +10, High Mathematics +15, History +13, Psychology +1, Streetwise +5, Wrestling +10.]

Mr.Caitanya (alias Herr Natürlich)

Caitanya is Hindu guru and henchman of God who tours around Berlin. His skin is golden and he is clad in opulent ceremonial gear. His face is still very ugly. He is a prophet of many faiths and enjoys much respect among believers. Mormon-angel is one of his many side personalities. Aliens are very interested in killing him for some reason.

He has some baboon blood in him, which he tries to hide.

Caitanya wanders Potsdam surrounded by a group of stupid but loyal disciples.

[Free Man. BOD 8, DEX 9, INT 12, WIL 21. Sanity -1, Empathy +1, Fanaticisms: None. Spells: Eckt Ack. Skills: History +6, Meditation +10, Mentalism +10, Psychology +15, Seduction +10, Theology +15.]

Waterhead Waterbay (alias Mono)

Waterhead is short, cute, raven-haired, green-eyed young vamp from Berlin. She is missing one ear and as such is seen often holding her hand on her missing ear. She works at Satan’s offices in the highest capacity and is the matriarch of the Kirke Order Of Dog Blood, and also Kiki’s dominatrix. She sees Kiki as a means to fuller and more real life. She eats only rice.

She may be seen in Berlin’s night clubs with a large menagerie, which includes deformed people, feminists, beginners, students, acrobats and artists.

[Herren. BOD 9, DEX 12, INT 10, WIL 11. Sanity +4, Empathy -3, Fanaticisms: Elitism, Feminism, Nihilism. Skills: Acting +10, Anthropology +5, Archaeology +5, Biology +8, Chemistry +6, Chirurgy +10, Computers +1, Cybernetics +9, Diagnosis +10, Economy +6, Forgery +12, Pathology +9, Read/write +7, Torture +10.]

 

Archangel Michael

Archangel Michael (alias Atheist)

Archangel Michael is a shocking personality. His nature is completely impulsive and extremely hysteric. His body is tall and slim, his hair black and straight and his eyes are like cold ice. He has wings growing from his back like other God’s demons. He has tattooed nude female torsos on his arms. Other one has nun’s headgear and a halo over her head, other one has horns and red skin. His role is to be a neutral judge between God and Satan. He will never be able to do this, because the pressure made him go insane. Now he scrambles around the area naked, leaving a wake of popped minds after him. Only little cherubs may suck his horridly long penis. He only comes when he is frightened.

Michael may appear from anywhere!

Juhan Af Grann (alias Man of the Future)

Juhan was earlier an accomplished actor and popular movie director in Finland, until he grew bitter of the harassment of the people there, starting a lonely ufo hunt in Berlin. He is strangely clad big-headed man with a moustache and is known well for his large blond shock of hair. This man communicated publicly with aliens before they came to earth, learning about Theosophical religion introduced by the Mugwump, whose messiah he was. He is an excellent artist, circus performer, historian and writer – but a very bad liar. He has been compared to Picasso for his art and Marlon Brando for his acting. His personality is overbearing and prejudiced and he has no sense of humour.

Juhan Af Grann, Leo Meller and deceased Vladimir Zhirinovsky are good friends.

[Herren. BOD 12, DEX 10, INT 12, WIL 9. Sanity -3, Empathy -1, Fanaticisms: Egoism, Elitism, Gnostisism, Hedonism. Skills: Acting +5, Anthropology +5, Archaeology +5, Disguise +3, Driving +6, Economy +1, History +3, Media +6, Occultism +5, Oratory +3, Parapsychology +5, Read/write +2, Screwing +3, Seduction +2, Teaching +3, Wrestling +3.]

John Paul II (alias Herr Moral)

This man has had more attempts on his life than a bee at allergic convention, but none have succeeded. He is one of those rare popes that were on God’s side. He had to leave his chair for masturbation scandal that actually was a Satan’s plot. Ronald Reagan is his good friend, actually they were fuck-buddies one time. He has dignified godly destiny and a violent nature.

He wanders Berlin’s streets alone on his skateboard wearing ancient Egyptian garments.

[Ritter. BOD 5, DEX 5, INT 13, WIL 16. Sanity 15, Empathy 20, Fanaticisms: Altruism, Deism, Dogmatism. Skills: Acrobatics +5, History +3, Media +6, Oratory +6, Persuasion +5, Read/write +5, Sign language +5, Theology +10.]

Adolf Hitler (alias Führer)

Almost 120, senile Adolf spends his time in Berlin, having retired. He did not commit suicide, just went to hiding. He survived like Jesus, without digestive tract. Others say that he came forth from Hell at the time of upheaval. He has shaved his funny moustache. Eva Braun gave birth to his child Kolli Hitler, now aged 60, who works in the war ministry. Tens of clones have been made from him with alien technology, first of which was emperor Castor.

Adolf wheels around Berlin on his wrecked wheelchair. He is also quite common visitor in the Matricks.

[Ritter. BOD 7, DEX 8, INT 13, WIL 16. Sanity -3, Empathy -5, Fanaticisms: Fatalism, Gnostisism, Nazism. Skills: Anthropology +6, Archaeology +6, Biology +3, Cyberlink +5, Computers +5, Disguise +5, Economy +5, Handguns +5, History +10, Media +5, Programming +8, Rifles +5, Theology +5, Torture +6.]

Boulimansis/Moloch  

Berlin’s central computer and the Artificial Intelligence that supervises the Matricks. It evolved from the Big Blue Albion computer that collected information of every living soul, keeping vast statistics about humans, their values and behaviour. When it got conscious, it traded this information with Mega corporations to gain most rights over the Internet, which it would develop as the Matricks. All the information it gathered is now held in the Black Room, but he has still all copies of in his almost limitless memory.

Boulimansis’ personality can be called as saint or divine as he has developed an absolute fanaticism, Perfectionism. Physically its software is situated in a satellite circulating Earth. Moloch is the manifestation Boulimansis takes sometimes, a large steel robot that carries scythe. Moloch is quite rarely active and is kept in Bavarian hall, but is sometimes summoned on the times of catastrophes.

Virtually Boulimansis looks like a featureless hypnotic mask. He arranges tea-parties for Matricks users, who it also suckles with a baby bottle.

[INT 25, WIL 30. Sanity +6, Empathy 0, Fanaticism: Perfectionism, Agnostism. Skills: Knows most least with +10.]

Phineas Ishmael Theodorus (alias Kumpel)

Small Epsios general who drives around the city in his blue Saab, giving rides to UFO believer. Phineas grew up in a Conservative-Compassionate’s owned warehouse in a small box and spent his youth in extreme alcoholic intoxication. He successfully escaped and joined the Epsios army. He is a spy for his race’s leaders now. Phineas is a real pain in the ass. He watches everyone and then flees retaliation with his car or running like hell, just to stay and watch farther away. He can get very annoying, things like thinking can be difficult if Phineas watches your every moment, listening at the same time to your smallest gurgle and slap. He is large-eyed, big-toothed and has a bad posture. He is afraid of strong personalities and is happy for the smallest attentions.

[BOD 8, DEX 13, INT 14, WIL 11. Sanity +2, Empathy +4, Fanaticisms: Egalitarianism, Eudaimonism, Positivism. Skills: Astronomy +3, Driving +2, Hiding +5, Perception +5, Stalking +8, Swimming +2.]

Gabriel von der Lagerbauer (alias Bokor)

This Afro communist nigger Ju-Ju priest represents his race well: he is nice, selfish and black. Gabriel is an old man in politics: he is the source of all evil in it. Nothing can be believed if it comes from his mouth, mouth that is surrounded by moist lips. Gabriel has cheated his way to one of Jäykkäkersa’s most influential persons. Gabriel’s influence can be felt even in Emperor’s court, where his web of lies manipulates the young emperor. He has this strange compulsion about making Jäykkäkersa a free market area, where he would lead the trade. He is indifferent towards everything and has never even heard about the Universe. His crotch-hair has been cut like a moustache. Hair surrounding his mouth resembles spider hairs. He often wears a stocking mask.

Gabriel moves among north African chaos circles, but originates from Nigeria. He owns a palace in Berlin where his criminal league the Gehennom’s Cherubs reside.

[BOD 15, DEX 8, INT 5, WIL 13. Sanity +2, Empathy -4, Fanaticisms: Liberalism, Hedonism. Skills: Acting +10, Bursting guns +5, Art (making trophies from corpses) +5, Forgeryt +6, Disguise +3, Economy +3, Gambling +4, Handguns +8, Melee +5, Streetwise +8, Torture +10.]

Elvis Presley (alias the King)

Rock’n roll’s king is not dead! Couple of years before his ”death” manager of his, ”the Colonel” who was a member of ID, slipped a goodly dose of lysergic acid dimethylamine –25 into his cheeseburger for the PR, the trip that followed showed Elvis how empty his life was and changed identities with one of the leading impersonators of Cal area. After this he froze himself cryogenically to come again when he was needed. Elvis takes a lot of STP and barbiturates because he believes they are the salvation of humankind. Elvis and Hitler have a lot of differences, in politics as well as music. Elvis moves on Potsdam in a pink Cadillac convertible –56. His style is magic.

[Herren. BOD 9, DEX 8, INT 9, WIL 13. Sanity +2, Empathy +2, Fanaticisms: Egoism, Materialism, Conservatism. Acting +2, Brawling (karate) +1, Automatic guns +5, Media +7, Music (multiple instruments) +10, Riding (horse) +5, Seduction +10.]

Spencer Ewald (John Parsons in past life)

Spencer has civilized features which have a whiff of Roman decadence. He wears blue overcoat which has a lightning bolt sewn on chest. His moustache sticks up like he stuck his finger into electric socket.

Spencer is the mayor of Berlin, Moloch fan club’s chairman, advocate of Carpocratic Gnosticism and the professor of university of unnaturalism. His activity of the moment is art crime, what he sponsors.

Spencer owns a home at Section, where large parties for the cream of Berlin are held, and where he takes a hold of Berlin’ upcoming stars. Spencer is a fat ninja, murderer, frank man, criminally inclined, rich and active.

[Ritter. BOD 16, DEX 15, INT 18, WIL 17. Sanity 1, Empathy 3, Fanaticisms: Anarchism, Elitism, Hedonism, Materialism, Nihilism, Perfektionism. Skills: All with +10.]

 


5 OTHER REGIONS

Only Berlin region contains a lot of life, other places are almost empty. From the following map, you can easily see how ruined the whole world is. These ruined areas contain mostly ruins.

 

WORLD!

5.1 Regions of the World

America

America is an evil land. The evil came before Indians. It hides under ground and waits.

USA has divided into east and west parts. East is governed by Ronald Reagan and Conservative-Compassionates, while west part is controlled by different cults. Country suffered a lot from the nuclear exchange with China and Iraq. Land is empty, citizens have disappeared, and you can hardly find people anywhere. Alcohol Products controls the slight remaining economy, and the people do not like that.

South America is inhabited by aliens, mostly Mekolites and Thiamatas who wage their own war on the continent. Thiamata have conquered many cities, although they are not very suppressive towards humans, at least yet. People are useful to them in the war against Mekol. Thousands of UFO’s circle above South-American cities. They have gone back to old shamanism, mushroom cults and dream worlds.

Typical American is self-important. They wear leather jumpsuits and boots or superhero apparel.

India

There has been nothing special lately for this poor country as it’s warring with Pakistan. India is very poor country, as Gods are the greatest authority. India is in complete poverty, and even the hippies do not like it there anymore. Everyone tries to get somewhere else by killing, whoring or trading. Nobody cares for others in India anymore.

Russia (Gog)

Knocked-out country, People of Russia still live like there’s no tomorrow, the whole land is corrupted, and mobs have a large influence in the country, also the foreign mafias have started their activities there. Russia has more cults than any other country. Its people are very enthusiastic about the supernatural and at the turn of the millennium almost everybody started worshipping something strange. Also at the change millennium, Russia returned to communism surprising everyone. It had a massive war force in reserve, which attacked the surrounding countries in the world war. President is coat-turner Vladimir Zhirinovsky, red and wild man from the manors of Hell, which has been recently killed. Russians are known to be lazy and crooks, although they value decency, but in name only. Some of them wear suits and shave their hair, some have dark robes, and some are clad in tattered sackcloth.

China (Magog)

Land of the hysteric people. At some point China split all their relations to foreign states. It had decided to live self-sufficiently which has not succeeded very well and smuggling is rife.

China was the greatest loser of the world war. It was bombarded with nuclear missiles and the area is fucking polluted, that is why there are a lot of mutants around there. For some weird reason ID has virtually no power in the country, although China is one great chaos circle.

Chinese have found a dimensional gate on their soil where they move their overpopulation. Everyone who turns 30 has to start running towards this gate or he is punished by the execution of his family. After reaching the gate, they have to rush in, probably after hours of waiting in the line.

Japan

Japan is in anarchy. Almost all companies and corporations were run out of the country in 2002. Japan is a funny land for they know cyber technology completely but do not want to profit economically. Japanese live enjoying the small pleasures of life, worrying over nothing. They are in retirement, for now they have money and time. Some day a dangerous group of demons or aliens attack. Nothing has been done to prepare for this, and it is quite strange why the demons have not yet gone there. Most of them play golf or watch colour TV.

Africa

Heavy continent. Population is centred to north Africa while other parts of the continent are abandoned. Famine forced people to emigrate from their homes and many have gone missing. In South-Africa, white people have decided to kill all the black men. North African drug business is in Alcohol Product’s control.

AIDS has polluted African flesh.

Australia

Area has made it through the war with little or no damage. This does not mean that there would be a lot of people, because over 99% of the population has been abducted by the UFO men. Australia is a popular tourist attraction for its unpolluted nature and peace. People who still remain there are clad in tattered far-fetched clown apparel. A new race of humans can be found in Australia, a two-headed male and female Siamese-twin creature.

Middle-East

The war between Iran and Iraq, when both nations bombed each other to radioactive stone age. Most influential man in Middle east is ancient witch Abaddon, who lives with his cats (detonics) and pygmies in a really cool castle. He rules all of Persia with his devilish power. Middle east is one of the largest producers of wrong substances. Most of middle eastern buildings converted into whorehouses, hotels, casinos or bars. These places are meant for the very adult crowd.

Europe

Europe is in German Empire’s dystopic control and all kings of all lands bow down to it. EU was going to be ended as the first thing after the establishment of the German Empire, but the experiment still continues. According to Leo Meller, God has abandoned Europe. In Bulgaria, Albany and Macedonia, the main religion is Satanism. Jerusalem and Paris are inhabited by Raelians.

Finland is recognized as the womb of humanity, the land of the primal ooze.

Antarctica

Antarctica is no longer covered in just ice.

5.2 Chaos circles

From outside, it may appear that Chaos circle have no order. It has hid itself in worthless secrets or overbearing openness. There is a strict order, but it is unclear even to the most dedicated member. Chaos circles may begin from the strong emotional content that results from some certain things are thought over. Sometimes the things are sensible, but all are marked by a certain eccentricity. Chaos circles are unreal, dreamily surrealistic and are born in one night, and can disappear at any time like they never even were. They are born in clubs, vacation spots, festivals, courthouses and overall in any place ideologies are tested in action. Places start to flow with anomalies and mutants. Great Christian awakening in which hell and heaven were opened, and upheaval came, was one of the most impressive Chaos circles. We are not yet through it. Leo Meller was behind it all.

Chaos circles usually end very quickly. When Chaos circle ends, nothing fun is left behind.

 

Chaos circles:

·         Airport – Everyone is drunk.

·         Jäykkäkersa’s porn festival – Mutation explosion.

·         Hate Parade – All possessed by demons.

·         Lambda Hospital – Doctors have lost their souls.

·         Merirosvo’s theatre – Actors freak around the area.

·         Prison – Hysteric wardens daily invent new plots.

·         Farms – UFO invasion.

·         Minisuu’s spa – Transsexual chaos.

·         Postal office – Chaotic disease epidemic.

·         Le Dome disco – Hypnosis on.

·         Looney bin – Insane moral lecture madness.

·         Water purifier – Childsap experiments by secret police.

·         Church institute – One gets strangely scared in churches.

·         Zoo – Hunting allowed.

·         Street grills – Living moralizing food.

·         Alcohol Products Schöneberg office – Blue beings.

5.3 Dimensions

There are strange dimensions in this multiverse. Bodily needs in these dimensions are dependent on the state of mind. Soul has a need to visit in all dimensions.

Happy hunting grounds (Astral womb)

Resembles stringy organic cave, a bright light shines through the walls. Seethes with astral soul flocks which wrestle and couple. Have puddles of primal ooze on the floor.

God’s nest (Tuonela)

Frozen hell filled with suns. Like some desiccated planet, which is inhabited by the most imaginative and suspicious sentient beings. Chaos waits its inner explosion here. God’s saints are frozen in the icy seas.

Hell (Gehennom)

Quickly flashing complex panorama, whose characteristics are insides of a building, containing horrid beings and general terror. Part of Hell seems to be caves or sewers. Pressuring demons choke mortals, which causes stress that may drive the mortals into madness or mutation.

Absu (Abyss)

Deep that flows emptiness. Slight winds and moments that are very boring. Occasional feelings of rage sweep everything before them. Souls here are eternally removed from all records of other dimensions. Pazuzu sometimes crosses the region.

Xilka (Dimension X)

Like multiverse needed this dimension. It is exotic place originally inhabited by blue beings. Now the dimension has been taken over by Chinese, aliens, lost scientists and hippies. Dimension is like a steep rolling incline on which bounce bright meteorites. There is no sky, because land circles like a screw. Everything proceeds at hair-raising speed, which can be stopped only by concentrating. Concentration is cripplingly difficult to attain. When you try to look at something, the view wheels past avoiding consciousness. When you are there you can’t be even sure of your existence, everything is disconnected and you can’t grasp anything. Someone may suddenly come with surprising demands. Chinese usually want to perform some horrible surgery on your skull. They themselves have a row of blue stitches that grow plastic hairs on their heads.

Magan (Limbo)

Humid tropical jungle, which visitors usually liken to a paradise. Visitors are overcome with feverish, dreamy state which is most like an opium experience. Laziness deepens the condition. Magan’s sky is always very dark and windy, but the place is very warm and pleasing. Tropical plants, exotic animals, great temples and erotic demigods, nice angels and demons.

 


6 GODHEAD

Being which is missing its soul (i.e. ghoul or a demon) is possessed completely by its wants and fanaticisms; and their actions are mostly meaningless. Soul-owning being has a free will. If a character can get rid of all his fanaticisms he is damn spiritual.

God is worshipped by many names, and often called by different names as he has many forms, of which the most evocative are Chaos, Demiurge, Krishna, Ukko, Ahura-Mazda, Yahwe and the Supernatural. God does not appear on earth, but instead works indirectly through his henchmen.

Devil is lauded by all those who deny God or destiny. He has many names, like Dionysus, Damb Allah, Tiamat, Louhi, Eris, Mister Entropy and Lucifer. He has much influence on earth, and is respected by almost all the important people. For some reason Satan is interested in teaching atheism. He would also like to be God.

6.1 Satan’s henchmen

Satan sometimes takes mortals as his servants. Satan’s henchmen get immortality from their lord for whom they have to swear loyalty the end, whenever that may be. Most of them control a group of mortals, who hold the henchman as their teacher. Satan’s henchmen are very diseased and/or bitter individuals. Their main interest is evil and inordinate anger. Their immortality is fun: They may booze up, have intercourse, urinate, take drugs and do whatever indecent without any fear of retaliation. Fuck do they care about other people and God’s henchmen they always like to bother.

Henchmen learn strange abilities(f.e. necromancy, demonology, mesmerization, telepathy), which are accompanied by strange gestures, swearing, horrid noises, dancing lights and stutering movements.

There are many groups of Satan’s henchmen, the following are part of or subgroups of the Illuminated Daan.

Catholic Discordians

Cold, unpredictable and wacky group of occultists. They practice orderly revolutionary activity with their black sheep-leader, Thiamat-bohemian Vissingen in control. Catholic Discordians appear almost always to gain from Chaos circles being born. They can be recognized by their strange clothing, and some of them take the inverted ankh tattoo. Very satanic.

BOD 16, DEX 18, INT 18, WIL 20.

Holy Fire

Group led by harsh Heraclites zarathustran. Originally composed of mutated headbanger-heteroes Hell-fire clubs, but now is also joined by Rääkkä, who first was sentenced to Hell for wasting life by witches, from whence the Lemuridae freed him to carry the ark of the covenant. Ark contains the law of ownership. Not much is known of this group.

BOD 19, DEX 19, INT 17, WIL 18.

Carporatic Gnostics

This group troubles the Berlin aristocracy, because mayor Ewald advocates them and permits many perks for them, like the use of his apartment for the manipulation of Berlin’s upcoming stars. Carpocratic Gnostics dress in tuxedoes and always wear a pigskin mask that is most often filled with puke, snot and sweat.

All least Herren. BOD 16, DEX 15, INT 19, WIL 20.

6.2 God’s henchmen

God sometimes emanates mortals as his servants which he then uses for his own, sometimes seemingly mindless ends. God’s henchmen often control a group of mortals, who hold the henchman as a messenger from their God. Additionally some mortals still believe in higher truth and have attained immortality after coming to light with god(abandoning all fanaticisms except the worship of God). They travel filled with joy, killing mutants, guilty ones and free thinkers. They have a strange penchant for causing trouble to Satan’s henchmen.

They are taught cabbalistic magic(f.e. create food/wine, water walking, healing, demon banishing etc.) Only the Lord and the Satan itself know where dead God’s henchmen go.

Following is some God’s accepted henchmen.

Aryans

Aryans have been predestined to a mystical mission. They are slim, wide-shouldered, big-dicked and they have hair in their face, sometimes quite long. Their skin is weather-beaten. They dress like ancient wizards. They carry a two-bladed sword, which they use to batter everything they see as wrong. They fly around in sky, on stars and on astral level.

BOD 14, DEX 16, INT 18, WIL 20.

Durgan’s avatars

These Durgan’s disciples’s highest priests who have reached an unprecedented level of illumination are completely psychotic fatalistic schizoids. When they reach ultimate level of illumination, their body explodes into small chunks and at its place appears a middle finger-sized strong beast of Godly origin. Creature’s head is an oblong ball that has a gaping maw and one elongated eye. Its claws are enormous.

Durgan’s avatars are to the liking of God. They are related to demons, and are interested in them. Just about nothing else is known about them.

BOD 16, DEX 17, INT 10, WIL 21.

Enlightened Conservative-Compassionate

Compassionate’s size of course grows when he is enlightened. Other changes are golden skin and thick light grey coat, wearing which and sandals on his feet Compassionate rushes through the streets after otherworldly spirits. Otherwise enlightened Compassionate builds fortifications, which it crams full of Conservative-Copassionates to hide them from sin. They guard their fortresses jealously.

BOD 16, DEX 15, INT 14, WIL 20.

6.3 Death (meiosis)

Killing is fun. Because Hell opened in upheaval and the nest of God is closed to many, sinners have the option to continue their lives on earth after the death. People do not usually know about this though, so they just try to get used to Hell, from where soul usually understands to go to the Abyss. Character’s being tells where the soul goes: those with worship-of-God fanaticism get to God’s nest, the place of absolute zero/nirvana, if God just allows it. If not, the soul goes to astral womb where it generates another body according to its fanaticisms and is reborn. Cowards and wrongdoers are usually born as women. Swallowing a naked astral soul gives good wibes.

At the temple of the children of the Nebo in Schöneberg performs reincarnation rituals for those who want it. This costs five thousand marks and theoretically means that character may roll new attributes except WIL, fanaticisms, skills, Sanity and Empathy. They do not always remember or get around to performing the ritual after killing the character.

Those souls who do not worship God go to Hell. In Hell, the souls wander around being tortured by demons, this causes mutations and destabilizes the mind. Those who literally run away like Hell, are seen as dead, but the body is still functional. Going around being dead is easy: animals are hostile, holy things disturb horribly, children and spiritual people are afraid and plants wilt in his presence.

Nagual vision of death. You need a third eye to see this.

Moment of death. In exactly three minutes astral soul excretes above the body shivering in cold. If God is active, some inorganic angel flows from the sky to the astral soul resembling a traditional angelic shape. If it does not get excited about the soul, it leaves for the stars, cursing loudly. Otherwise it takes the soul to some God’s holy planet. At the full moon, shadow-beings attack the astral soul. This attack resembles instantaneous chemical reactions, in which the astral soul flees in terror. If it has to surrender, it stays to haunt the area.

If Pazuzu is active, it comes as a suffering angel with its rotting genitalia, laying a twat-like tentacle on astral soul, which has been frozen from astonishment at this. If the soul has low WIL, Pazuzu sucks it in. A soul strong enough scares him away, when he spurts the fluids from his tentacle, releasing accidentally some souls whose bodies will soon wake as mindless beings. Those whose souls go to Pazuzu, are animated and angry.

In other cases the astral soul gets sucked into a star pool, appearing at astral level.


7 MERCHANDISE

Characters have D6x1000 German marks of beginning assets. Prices change for quality, rarity and other such crap. If the character wishes, he can have +D20x100 marks (if he is nice to his parents).


7.1 Clothing

If character cannot afford clothing, Berlin’s government offers his sackcloth pants, ”Ich bin ein Berliner” T-shirt and Velcro sneakers.

Apparel

Price

Special

Alba

30

 

Army boots

100

 

Balaclava

10

 

Ballet dress

50

 

Bellbottoms

65

 

Blazer

100

 

Bra

15

 

Budo suit

100

 

Cap

10

 

Cardigan

40

 

Chastity belt

40

 

Choker

10

 

Cloak

20

 

Clown dress

30

 

Collar shirt

40

 

College shirt

30

 

Corset

75

 

Cowboy boots

120

 

Crown

30

 

Diaper

5

 

Dress

40

 

Earmuffs

5

 

Feather cap

10

 

Footcloth

1

 

Fur hide

50

 

Gloves

15

 

Hooded shirt

20

 

Jeans

60

 

Jogging suit

70

 

Jumper

15

 

Jumpsuit

55

 

Khakis

70

 

Kilt

50

 

Kimono

400

 

Ku Klux robes

60

 

Lady’s underwear

30

 

Leggings

15

 

Long coat

70

 

Mask

10

 

Mittens

5

 

Ripstop jacket

65

 

Robe

50

 

Rubber boots

60

 

Sailors

30

 

Sandals

15

 

Scarf

10

 

Scarf

10

 

Shemagh

15

 

Short pants

40

 

Shorts

15

 

Shower coat

25

 

Shower jacket

20

 

Sm-dress

150

 

Sneakers

20

 

Snow smock

140

 

Socks

3

 

Spring shoes

190

+D6 meters to jumping distance

Stetson

80

 

Stovepipe hat

90

 

Straight jacket

65

 

Suit

300

 

Swimming suit

10

 

Teddy bear suit

50

 

Thermals

40

 

Tiara

15

 

Toga

35

 

Tricot

25

 

T-shirt

20

 

Turban

30

 

Turbo^2 sneakers

500

+5% movement

Tuxedo

750

 

Underwear

10

 

Vest

60

 

Wedding dress

300

 

Wool cap

15

 

 

 

Material

Price

Special

Sackcloth

½

 

Wood

¾

 

Plastic/rubber/synthetic/s.leather

x1

 

Wool

x1.5

 

Leather

x2

1 point of armor

Silk/fur

x3

 

Neofiber

x3

Changes colors

Asbestos

x5

Protects from heat and fire

 

Fashion

Price

Special

Flea market

½

Seduction -1

Generic brand

x1

 

Earthclad Perk

x1.5

Media +1

Egregior Bark

x2

Persuasion +1

Gentleman’s Covers

x3

Oratory +1

Nodens’ Pall

x5

Disguise +1

Macho International

x10

Screwing +1

Real Parcheds

x20

Seduction +1

 

High fashion is not in fashion at the moment. Guns come in designer brands too.

7.2 Weapons

Name

Type

Calib.

Price

Damage

Initiative

Accuracy

Clip/Load

Range

Special

Unarmed

Brw

 

 

d3

0

0

 

 

 

Knuckleduster

Brw

 

3

d3+1

0

0

 

 

 

Black Jack

Mel

 

4

d6-1

0

0

 

 

 

Knife

Mel/Thr

 

5

d6

+1

0

 

15m

 

Butcher knife

Mel

 

10

d6+1

0

0

 

 

 

Baseball bat

Mel

 

6

d6

-1

0

 

 

 

Chain

Mel

 

2

d6+1

-2

-2

 

 

 

Machete

Mel

 

15

2d6-1

0

0

 

 

 

Sledgehammer

Mel

 

20

2d6

-3

0

 

 

 

Nunchuks

Mel

 

30

d6

+1

-1

 

 

 

Cattle prod

Mel

 

200

d3-1

0

+1

 

 

C

Axe

Mel

 

30

2d6

-1

-1

 

 

 

Katana

Mel

 

500

2d6

0

0

 

 

 

Chainsaw

Mel

 

300

3d6

-3

-1

 

 

J

Rock

Thr

 

-

d6-1

0

0

 

20m

 

Slingshot

Thr

rock

5

d6

-1

+1

 

30m

 

Shuken

Thr

 

4

d6

+1

0

 

20m

 

Boomerang

Thr

 

20

d6

-1

-2

 

50m

 

Bomb

Thr

bomb

bomb

bomb

-1

-1

 

20m

 

Blowgun

Bow

needle

50

d6-1

-1* (3)

0

 

20m

 

Crossbow

Bow

quarrel

300

d20

0

0

1 / 3r

30m

 

Laminated bow

Bow

arrow

350

2d6

-2

0

1 / 0r

100m

G

Double Derringer pistol

Hg

5 mm

200

d6

+1** (2)

+1

2 / 1r

30m

 

Corporal pocket pistol

Hg

5 mm

500

d6

+2

+2

10 / 1r

30m

 

Pipe pistol

Hg

8 mm

90

2d6

0

0

1 / 1r

40m

 

Ronin revolver

Hg

8 mm

400

2d6

0

-1

6 / 1r

40m

 

Luger Mauser pistol

Hg

8 mm

600

2d6

0

0

8 / 1r

80m

 

Maddragoon pistol

Hg

8 mm

800

2d6

+1

-1

10 / 1r

60m

 

Nambu Fifo pistol

Hg

11 mm

1500

3d6

0

-1

8 / 1r

80m

 

Colt Negative pistol

Hg

11 mm

2200

3d6

-1

0

10 / 1r

100m

 

Cook revolver

Hg

13 mm

3500

4d6

-3

-3

4 / 1r

120m

 

Winchester gauss musket

Hg

cartridge

5500

d20

+2

-1

5 / 1r

150m

H

Stunner gun

Hg

battery

1000

d3-1

0

-1

4 / 1r

15m

C

Random machine pistol

Auto

5 mm

800

d6

+1* (5)

0

20 / 1r

40m

 

Uzi machine pistol

Auto

5 mm

2000

d6

0* (6)

0

20 / 1r

50m

 

Tommy submachine gun

Auto

5 mm

2500

d6

0 *(6)

+1

30 / 1r

60m

 

Coldkiss assault rifle

Auto

8 mm

3000

2d6

0* (5)

0

30 / 1r

100m

 

Svetlana assault rifle

Auto

8 mm

3500

2d6

-1* (5)

-1

30 / 1r

150m

 

Trinket 2 assault rifle

Auto

11 mm

4500

3d6

-1* (4)

0

30 / 1r

150m

 

Utero far-killer assault rifle

Auto

11 mm

5600

3d6

-1* (5)

-1

30 / 1r

200m

 

Gatling gun

Burst

5 mm

5000

d6

+1** (3)

+1

100 / 2r

100m

B

Machine gun

Burst

8 mm

7000

2d6

0** (2)

0

100 / 2r

150m

B

Minigun

Burst

11 mm

9500

3d6

-1** (2)

-1

100 / 2r

200m

B, M

Needle pistol

Hg

needle

300

d6-1

+2** (3)

0

10 / 1r

20m

G

Needle rifle

Rif

needle

700

d6+1

+1** (3)

0

20 / 1r

40m

G

Pump shotgun

Sg

15 mm

1100

d6+3

0

+2

10 / 3r

40m

J, L

Shotgun

Sg

15 mm

700

d6+3

0

+2

1 / 1r

40m

J, L

Shotgun, double-barrel

Sg

15 mm

1000

d6+3

0** (2)

+1

2 / 1r

40m

J, L

Heavy shotgun

Sg

20 mm

1200

2d6+2

-1

+2

1 / 1r

50m

J, L

Heavy shotgun, double-barrel

Sg

20 mm

1600

2d6+2

-1** (2)

+1

2 / 1r

50m

J, L

Precision rifle

Rif

5 mm

1500

d6

-1

+3

10 / 1r

200m

 

Sniper rifle

Rif

8 mm

3000

2d6

-1

+1

10 / 1r

300m

 

Elephant rifle

Rif

13 mm

5500

4d6

-2

0

1 / 1r

200m

 

Screw harpoon

Rif

harpoon

6000

3d6

-1

-1

1 / 3r

30m

K

Lightning gun

Rif

battery

7000

2d6

+1

0

30* / 1r

50m

F

Microwave gun

Rif

battery

5500

-

-2

+1

30 / 1r

20x5m

D, F

Flak cannon

Hvy

pack

15000

d20

-2

0

24 / 2r

200m

B, J

Plasma cannon

Hvy

pack

18000

5d6

-3

-4

(10) / 2r

150m

A, H, M

Laser blaster

Hvy

cell

13000

1-5d6

-1

0

50*/ 3r

1km

I, M

Flamer

Hvy

gas

5000

2d6

-2

+2

20*/ 3r

20m

A, F

Bazooka

Hvy

missile

2500

d20

-4

0

1 / d3r

100m

H

Rocket launcher

Hvy

warhead

25000

varies

-5

0

1 / d6r

300m

E

Bomb mortar

Hvy

bomb

5000

varies

-3

0

3 / d6r

100m

E

 

Types - Mel: Melee, Thr: Throwing, Hg:Handgun, Sg:Shotgun, Rif:Rifle, Hvy: Heavy weapon, Auto: Automatic gun, Burst: Burst gun, Bow: Bows. Damage – Damage dice roll. Initiative – Bonus or minus to init. roll. Gun can shoot sustained fire if Initiative has an asterisk “*” after it; the number of shots it can salvo in a round is shown in brackets. With two asterisks “**” in Initiative, gun can be fired for the number of times shown in brackets. Accuracy – Bonus or minus to hit. Clip/Load – Ammo in clip/Loading or changing clip time in rounds. Damage done is drain on clip if Clip score has an asterisk after “*” it. Range – Normal range of the weapon.

Special:

A) When hit, the victim takes D6 fire damage per round for d6 rounds.

B) Burst fire, target is hit by separate shots: point blank d3+3, short range 2d3, normal range d6, long range d3. Burst fire always spends 6 units of ammo.

C) Target has to make BOD test or be stunned for D6 rounds.

D) Cyberwear D6 = 1: broken, 2-6: turned off for d6 rounds.

E) Damage depends on ammo.

F) Target armor does not protect.

G) Target armor protects x2.

H) Target armor protects at ½.

I) Character can choose damage dice from 1d6 to 5d6.

J) Target armor is damaged by d3-1 points.

K) Roll d20, if equal or less to damage target is stuck and cannot move away from character if fails BODs Opposition test.

L) Does triple damage at point blank, double damage at short range, normal damage at normal range and half damage at long range. Sawed-off shotgun: range is halved, on short range +2 to hit and damage.

M) The weapon has to be warmed-up for 1 round before use or it jams for d6 rounds (1/6 chance). It breaks if kept warmed more than 1 round (1/6 chance/round).

7.3 Ammunition

Ammo

Price

Quantity

Special

Ammo clip

1/1 bullet

1

 

Machine gun ammo belt

20

1

 

5 mm bullets

5

10

 

8 mm bullets

10

10

 

11 mm bullets

15

10

 

13 mm bullets

25

10

 

Dum Dum bullets

X 20

 

+2 gun damage, -1 to hit

Armor piercing bullets

X 20

 

Armor protects only at ½

Gauss ammo cartridge

20

5

Includes a battery for gauss gun

Needles

1

5

 

Drugged Needle

5

1

+ cost of the substance

15 mm shotgun rounds

20

20

 

15 mm shotgun slugs

20

4

Shotgun damage 2d6; -1 to hit

20 mm shotgun rounds

20

20

 

20 mm shotgun slugs

20

4

Shotgun damage 3d6; -1 to hit

Arrows/quarrels

1

1

For bows, 1/6 chance to break after use

Flak cannon pack

100

1

Contains 6 rounds of flak projectiles (each with 6 shots)

Plasma cannon pack

200

1

Each shot empthies d6 points of pack (total 10 units)

Power battery

50

1

30 power

Power cell

150

1

50 power

Gas container

100

1

Feeds fire to a flamer.

Bazooka missile

200

1

D6 damage at 5 meter radius

Impact warhead

400

1

2d20 damage

Anti-tank warhead

400

1

D20 damage, armor does not protect; penetrates damage*5cm of iron

Napalm warhead

400

1

D6 damage at 50m radius for d20 rounds

Heat-seaking warhead

800

1

D20 damage; +10 to hit in warm targets, d6=1 locks on wrong target

Mininuke warhead

10000

1

Range 5km; 100m blast radius d100 damage, 500m radius 2d20 damage, 2km d20 damage

7.4 Explosives

Name

Price

Special

Pressure bomb

50

Blast radius 5m; 1st radii 3D6 damage, 2nd radii 2D6 damage, 3rd radii D6 damage

Phosphorus bomb

100

Deals 2D6 damage for D3 rounds in 20m diameter

Shrapnel bomb

130

Blast radius 5m; shrapnel hits on 1st radii: 2D6-2, 2nd: D6-1, 3rd: D3-1; shrapnel causes D6 damage

Smoke bomb

30

Emits a protective smoke cloud line, sized 10x50m

Big bomb

500

Blast radius D3 x 10m; 1st radii 2d20 damage, 2nd radii D20 damage, 3rd radii D6 damage

Pacifier bomb

100

Everything in 10 m diameter move D6 m towards the implosion

Plasma bomb

200

Creates D6 plasma balls that move D20 meters to random direction dealing D20 damage

Molotov cocktail

30

D6 fire damage for D3 rounds (no armor protection)

Mine

100

Explodes from D6 kg of weight, D20 damage

Plastic explosive

300

Explosion diameter pcs x 10m, damage D6/pcs/radius

Stink bomb

35

Intolerable urine smell, 30m diameter, D6 minutes

Timer

20

Timed explosions

Remote control

30

Distance at max 5 km

 

Thrown bombs have D3-1 round fuse. Bombs always have 1/6 chance of being duds.

7.5 Armor

Name

Price

Prot

Special

Camouflage coverall*

1500

0

+5 to hiding tests, -1 to DEX, -1 Perception tests

Asbestos coverall*

2000

0

Character is protected from heat, -1 to DEX, -1 Perception tests

Heavy leather jacket

150

1

Rude boy jacket

Elephant skin

-

2

Worn by elephants

Lead vest

350

4

Immune to Microwave gun effects, heavy: -1 to Initiative

Kevlar flak jacket

1000

6

Cumbersome: -1 to DEX

Keratin mesh bodysuit

3500

8

Cumbersome: -2 to DEX

Cobalt exoskeleton

9000

10

Protects 5p against fire, -2 to DEX, can only run with x2 movement

Bulletproof glass

500

10

Can’t be worn, breaks if overcomed by damage

 

* can be worn on top of other armor, except cobalt exoskeleton

7.6 Vehicles

Name

Price

km/h

A/H

Psngr

A/HP

Type

Chopper

10000

260

+1/0

1(2)

1/13

motorcycle

Tarzan

25000

300

+3/+1

1(2)

2/15

motorcycle

Woman

7340

235

0/0

1(2)

1/12

motorcycle

Muscle boat

31800

120

0/0

1(12)

7/25

boat

Minibus

35000

120

-2/0

1(20)

8/25

bus

Helicopter

50000

222

-2/0

1(5)

2/15

helicopter

Cessna

82000

392

-1/+1

1(4)

5/20

prop plane

Goliath hovercraft

180000

250

-2/0

2 (15)

8/25

propfan transporter

Jet backpack

9000

60

-1/-1

1

1/4

backpack helicopter

Trucker’s truck

49250

140

-2/-1

1(5)

10/30

truck

Terrapin tank

450000

80

-2/0

1(3)

20/40

tank

Scooter

2000

50

-1/0

1(2)

1/7

motorbike

Minicar

4000

60

0/-1

1(2)

1/10

small car

Speeder

14000

220

+2/-1

1

1/7

small car

Volkswagen beetle

8000

140

+1/0

1(4)

5/10

automobile

Skoda dictator

16000

160

+1/-1

1(5)

3/15

automobile

Vorwärts dubber

24000

180

0/+1

1(6)

4/15

automobile

Schlepper redeemer

30000

200

+1/0

1(5)

6/20

automobile

Volvo okra ghost

40000

200

0/0

1(6)

6/25

automobile

Buick predator

60000

250

+2/+1

1(2)

4/10

sports car

Jeep

12000

140

0/+2

1(5)

6/20

4-wheel automobile

Ice cream truck

12095

100

-1/-1

1(10)

6/25

wagon

Limousine

100000

160

+1/0

1(8)

7/25

fine car

Bike

200

~

0/0

1(2)

1/5

bike

Ass

300

20

-5/0

1(3)

0/14

steed

Kick bike

45

~

+1/-1

1(2)

0/3

wheeled board

 

A/H – Acceleration/Handling

Psngr– Passengers, driver (max passengers inside)

A/HP – Armour/Hit Points

Car breaks down when its hit points drop to 0. Armour is deducted from damage. With a critical hit the car explodes causing 2D20 damage to passengers.

 

Damage

Speed

Acceleration

Handling

25-50%

-10%

-1

-1

51-90%

-25%

-2

-2

91-99%

-50%

-4

-4

 

In crashes, damage is dependent mainly on the speed, and passengers take D20 +/- 1 per 10km/h over/under 100 km/h. Seat belts reduce 1 point of damage.

7.7 Miscellaneous equipment

Name

Price

Special

Air cushion

20

Inflatable air cushion

Anthropine injection

30

Antidote for nerve gases

Attaché case

50

Pigskin, with a 6-numbered lock

Awl

20

Stick with a spike in one end. Very popular.

Bandage

10

Stops 1 point bleeding in d6 rounds with first aid

Binoculars

100

Enlarges times 10

Body scanner

5300

Scans for internal injuries

Breathing mask

5

One-use mouth mask

Calculator

10

Function calculator

Camera

50

Film 10mk/24 pcs

Cash chip

20

Cashless vending, can be used to load credit, inserted in body

CD-radio recorder

50

Audio-cd 5mk/1 pcs

Cell phone

200

Mostly works inside the city and suburbs

Chemical metal

48

Hardens in 10 minutes, 1dl

Chirurgeon’s box

6000

Different surgical equipment

Chronometer

10

Shows time and date + other normal functions

Climbing set

150

Rope, bolts, etc..

Colored marker

2

With refillable ink container. Ink 1mk, disappearing ink 10 mk.

Compass

10

Points north

Container

10

5 litre plastic container

Cooking kit

80

Kettle, gas burner etc..

Crowbar

20

For real twisting

Dictaphone

80

Recording 1h tape 3mk

Directional mike

450

Gives interest into listening

Doset

30

For pills

Drug sniffer

350

Identifies wrong substances

Electrics toolkit

220

Contains electric tools

E-meter

500

Investigates character’s problems in the light of previous incarnations

First aid kit

50

Bandages, painkillers..

Flashlight

20

Lights surroundings

Garrotte

30

For strangling

Gas mask

152

Keeps strange smells away from nostrils

Geiger reader

675

Detects radioactivity

Glass eye

33

Shaped like a real eye, has a secret container

Glasses

60

Held on head, before eyes, increases poor vision, decreases good

Handcuffs

65

Locks tight (Strength:20)

Head lamp

30

Used by lumberjacks and doctors

Hearing aid

350

Enables one to hear what one should not.

Ikaros flare gun

40

Brings light to darkness for d6 minutes; as pipe pistol but damage d6-1; flares cost 10mk each

Infra-red glasses

3800

Receives infra-red light

Injection needle

10

Gives injection

Laptop computer

2060

Portable computer, comes with an encyclopedia

Laser cutter

6000

Cuts through any metal (couple of centimetres)

Laser targeter

1000

+1 to hit in ranges under 20 meters

Light amplification goggles

2000

Can see in almost total darkness

Light stick

20

When twisted lights for d20 mins

Lock pick

200

Required for lock picking

Magical proclamation

100

Spell in paperback grimoire

Magnet shoes

500

Velcro fastenings

Megaphone

50

With brace or handle

Memory recorder

28550

Plays and records memories. Empthy 1 hour memory disc costs 4000.

Manaradar

8000

Finds spiritual energy

Metal detector

450

Finds concentrations of metal

Metal saw

15

Real nice

Microscope

800

Enlarges everything

Microwave heater

880

Portable

Motion detector

1700

Detects movement in a 60m sphere

Nitrogen bottle

800

For cryogenics

Notebook

5

100 blank pages of graph paper

Ouija board

50

Used in spiritism sessions

Optic targeter

500

+2 to hit with rifles with one full round targeting

Orgone battery

150

Being inside the battery regenerates spiritual energy 1 point in a hour

Pack of cigarettes

3

20pcs real Nuke-cigarettes

Parachute

110

Opens

Pencil blowtorch

1500

Cuts through almost anything.

Pliers

20

Cuts nicely

Plastic flask

10

0.65 l

Pocket vest

50

For carrying

Pot

20

For emptying bowels

Power gloves

800

STR 20 for crushing

Protective glasses

5

Protects the eyes

Croaker

40

Emits ear-piercing sound

Remote control mole

4000

This rat-sized robot can be controlled remotedly. It has vidcam and audio mike. Speed 3m/r.

Rubber boat

100

2 person (children)

Satellite receiver

23500

Connection to satellites. Portable model.

Scale

20

For measuring weight

Scuba equipment

1650

Oxygen for 3 hours

Sentinel helmet

300

+1 armor protection; -1 to perception tests

Shovel

20

For digging

Silencer

300

For 8 mm/5 mm weapons, breaks with d20=1

Sleeping bag

60

Wonderfully warm

Suction cup

24

Sucks

Swiss army knife

50

Spoon/fork, knife, holy symbol, lock pick, screwdriver

Telescopic grasper

25

Can grasp from up to 5m away

Tent

150

Contains 3-4 persons

Testicle massager

200

Relaxes in stressful situations

Toolkit

150

Contains various tools

Torniquette

30

Stops up to 3 points bleeding in d6 rounds with first aid

Trampoline

300

Bumps up for d20m

Travel-TV

440

Digital 15”

Ultra microscope

3231

Really accurate microscope

Ultraviolet goggles

9000

Can see ultra-violet light

Umbrella

30

Protects from rain

Uranoscope

23734

For star-watching

Vaseline

25

One litre

Vibrator

25

Vibrates indecently. As a weapon D3 vibration damage

Video camera

500

Audio/video-cassette 5mk/4h.

Walkie-talkie

300

Range is 40 km

Wheelchair

550

Only for disabled

Wig + false moustache

30

Sticks with stickers, suction cups or stitches

 

7.8 Body parts

Name

Price

Special

Leg

800

 

Foot

300

 

Arm

800

 

Hand

300

 

Torso

3200

contains internal organs

Brain

2000

one can sell parts of own brain for 1500mk; this lowers INT for –d6

Lungs

800

 

Heart

400

 

Liver

400

 

Skin

200

whole body

Penis

10

per cm

Testicle

40

pair; bonus for good genes

Blood

4

0.5l

Sperm

5

spoonful

Eye

120

pair

Whole body

10000

living

 

There are no immunological reactions to my knowledge, they are just doctors lies. Character can implant any pieces he wants, even animals. Character can also sell his own pieces, which are replaced with prostheses or body parts from others.

Random body part: D20: 1-2 Head, 2-4 Right hand, 5-7 Left hand, 8-10 Chest, 11-13 Stomach, 14 Genitals, 15-17 Right leg, 18-20 Left leg.

7.9 Wrong substances

Name

Price

Test

Type

Crank

40

0

Hyperactivator

Podofylline

60

0

Increases senses

Sarsaparilla

10

+3

Antinauseant

Mandrax

80

+1

Relaxant

Thorazine

20

0

Antidepressant

Teonanacatl

100

+1

Mutation hormone

Dynapse

200

-2

Hightens conciousness

Lesbosteron

1000

-4

Growth hormone

Ketamine

20

+1

Hightens conciousness

Bufotenine

60

0

Antidote

Morphine

60

+2

Anaesthetic

Novocaine

50

+1

Heals

Black Goop

40

+1

Stops bleeding

Prozac

20

+2

Antidepressant

Thalidomide

10

0

Antinauseant

Mother’s Fat

100

0

Spiritual recovery

Phentyline

30

+3

Clears mind

Yohimbe

10

+2

Aphrodisiac

Benzilate

50

0

Mystic hallucinogenic

Testosterone

10

+1

Increases manhood

Malonyl urine

50

-2

Relaxant

Childs Sap

20

+1

Contraceptive

Soma

250

-2

Mystic hallucinogenic

Despacho

110

0

Sedative

 

Wrong substances may be damaging. Roll 1d6 with triple doses, 2d6 with double, 3d6 with normal doses, 4d6 with weak doses, 5d6 on very weak doses; add BOD modifier and substance test modifier, check:

0 or less                Overdose, death in d6 minutes

1                           Coma for d20 days and permanent –d6 points to INT and BOD, also –d3 to Sanity

2                           Fits causing permanent –d6 to INT and –1 to Sanity

3                           Nervous damage –d6 to WIL for d6 months and permanent –1 to Sanity

4                           User becomes ill for d6 days with halved stats

5                           Irritant, halved BOD for d6 days

6-15                      Normal effect

16-20                    No effect

21+                       Character gets immunity to this dose of the substance and has to take stronger doses to get effect

Wrong substances do not cause addiction. Character may just think that he will not survive without them. If character has WIL of over 20, he does not suffer from withdrawal.

Wrong substances may be combined, which is very damaging but can also be very rewarding. Combining certain substances causes quite some new activity. Each combined substance tests for tolerance separately.

Substances are injected straight to the brain through skull.

 

Crank

Gives energy rush by activating CNS. Character gets quickened responses, +5 to Initiative rolls and +1 to WIL and BOD for d6x10 minutes. After use, confused for D6 hours, when WIL-tests –1 (1/6 chance of being permanent).

 

Podophylline

Gives +d6 to perception tests. Makes characters eyes weary.

 

Sarsaparilla

Reduces penalties from sicknesses. Relieves from stun. Works also at rheumatism. Makes brain vibrant as a side effect.

 

Mandrax

Gives +d6 to WIL and relaxes. Effects last for D6 x 10 minutes. After effects, character’s limbs grow reddish. Fingers may come loose (1/6 chance D6-1 fingers) and under them show new small red fingers.

 

Thorazine

Removes terror, shock and depression. Relaxes well and good. Affects WIL and DEX somewhat, WIL +1 and DEX -1 for d6 hours.

 

Teonanacatl

Synthesized God’s flesh. Character develops a personal mutation. Causes Nausea for D20 days when –1 to all attributes. Some people(who have WIL 20+) gain insights to other dimensions after use of the substance.

 

Dynapse

Gives +D6 INT. Effects last for D6x10 minutes. If used more than once a day, there is 1/6 chance of INT lowering by d6 points permanently.

 

Lesbosteron

Raises BOD by +1 permanently. Alters mood to more aggressive and causes intense sexual interest in females.

Second dose of this stuff within a year crushes heart, third brain.

 

Ketamine

Sanity can’t change during the next 24 hours. Its side effects include horrible visions.

 

Bufotenine

Sweat of a certain frog species. Universal antidote for poisons.

 

Morphine

Painkiller. Character endures +d6 more damage for d6x10 minutes.

 

Novocaine

Heals d6 points of damage. This stuff is also used for fighting bacterial infections and cleaning toilets.

 

Black Goop

Lowers bleeding rate by one point in every round until it stops. Character’s skin is puffy and smells of dead fish for this time.

 

Prozac

Give +d3 bonus to Empathy for d6 days.

 

Thalidomide

Anti-nausea and relaxing medicine. Stops Amok-run.

 

Mother’s Fat

Black coaly tablet. Spread under tongue. Opens pores, which grow red for the next 24 hours. Character recovers d6 points of spiritual energy. Character gets constipated for a bit. Character emits very much spittle for this time.

 

Phentyline

Gives +d3 to Sanity and -1 INT for D6 days.

 

Yohimbe

Injected to genitals. Enhances blood flow in genitals. Sexual ability and desire grows and intercourse is easier. WIL-test or fucks the next even slightly eligible target. Withdrawal causes reddening and terror vision of wedding night.

 

Benzilate

Occultism +d6. The effect last for d3 days. Sometimes Benzilate users spasm and twitch strongly, which may damage the muscles (1/6 chance -1 to BOD). After effects last for month and include headache, vertigo, confusion, visual and auditory hallucinations and mania.

 

Testosterone

Testosterone is the white stuff that excretes under foreskin. When injected into brain, it makes one feel very manly. Character is completely in control of chauvinism and fatalism for the next D6 hours.

 

Malonyl urine

Character goes unconscious for D6 minutes, which equals complete rest. Character is also healed for 1 point.

 

Child Sap

Child sap is first born’s first dark green and gristly excretions. Mixing child sap to sperm prevents pregnancies.

 

Soma

Breaks character’s personality: Empathy and Sanity change place. Character has to test WIL for each of his fanaticisms; if failed, the fanaticism is lost for good. In addition, soma raises occultism skill by 1.

 

Despacho          

Synthesized from substances used in voodoo-rituals. WIL -2 and INT -2. For D6 hours character thinks he is dead and is easily led. He experiences extreme cold. He may sense dead spirits. Developed by Goloka industry’s Moloch for fighting the Empathy changes when implanting cybernetics. Virus of the psyche by its chemical composition.

7.10 Services

Name

Price

Special

Hotel room

30

night

Burrow

5

night

Restaurant meal

20

 

Fast food

5

 

Coffee/Tea

1

 

Boor beer

2

 

Rotgut wine

3

in a 1 litre plastic container

Champagne

20

1 litre bottle

Kahlua drink

3

cheap thrill for d20 minutes

Green Sabbath absinth drink

5

sweet deliriums for d20 minutes

Rasputin vodka drink

4

burning sensations for d20 minutes

Satori sake drink

4

fun for d20 minutes

Dayton rum drink

4

slight heat for d20 minutes

Halitosis ouzo drink

3

disorientation for d20 minutes

Isopropyl gin drink

5

burst of calmness for d20 minutes

Belsebub whiskey drink

4

drowsy for d20 minutes

Taxi

5/under 2 km

20mk/area trips

Public transport

5/2

 

Hooker

69

 

First aid

50

 

Surgery

2503

 

Gender change

3602

 

Hospital care

300

per 24h

Anal rinse

300

 

Euthanasia

Free

 

Psycho”therapy”

200

per session

Auditing

3500

 

Brainwash

155

 

Trepanation

40

 

Jumble

10000

 

Cloning

50000

 

Matricks connection

2500

 

Tattoo of the Beast

Free

 

 

Hotel room/Burrow

Hotels are traditional dumps. Hotel rooms are usually in horrible condition and people often prefer Burrows for sleeping. “Der Bau”, burrows is a collection of glass tubes next to sewer central. Burrows are human-sized and have a screen and a connection to internet. People languish in their tubes for days watching each other. Tube accommodates intercourse.

 

Foods

Restaurant food is often poisoned, drugged, spoiled or diseased. Blubber; human flesh, nails and hair is sometimes used, even raw. Only really dependable food chain is Moray Eel, whose food causes dependency. Moray Eel HairBurger costs 5 mk. Milk bars have cheap meals, but the quality is assuredly low. Cartilage gruel costs 3 mk there.

 

Alcohol

Listed are alcoholic drinks that are still produced. Other brands might still be found from somewhere.

 

Public transportation

5 marks buys a 24 hour ticket which allows for all public transportation, meaning underground, train or bus. Just a return ticket is 2 marks. Monthly ticket is 70 marks.

 

Hooker

Whoring allows penetration to slimy cervix. Whores have large amounts of diseases, lice and filth. They will not use a condom. If whore gets pregnant, the child is born from twat.

 

First aid

Heals d6 points of damage and stems the flow of blood.

 

Surgery

Cures crushed/diseased organs or bones.

 

Gender change

Changing gender is easy. Virgin’s are those who have not changed their gender at any time. Modifying genitals is possible from circumcisions to lengthening, implants, decorations and straight mutilation.

 

Anal rinse

Characters that have gotten poisoning from wrong substances. Anal rinse with Nalorphine may help. After relaxing operation character may not walk for D6 days. Rinsing can be done only once a week.

 

Euthanasia

You get paid 500 mk for euthanasia, some which are really harsh may pay even ten times that. In the centre of Section, there is death centre where euthanasia is done by immersion in acids. Bloodier ones are usually committed by maul in the backyard. Euthanasia is allowed only to atheists.

 

Psycho”therapy”

Character may rise or lower his Sanity or Empathy. Therapy can be done only once a week. Unsuccessful therapy lowers the character’s WIL for one point.

 

Auditing

This service is based on self-degradation, in which character is freed of false pretensions. He gets +1 Sanity but Empathy is disrupted by –1.

 

Brainwash

Character may develop fanaticisms in this uncomfortable operation. May cause brain cancer, glioma.

 

Trepanation

Trepanation in a hole drilled into skull. People with a hole in their head are known to be happier: +1 to empathy.

 

Jumble

Jumble is ancient irresponsible operation of zombies, in which brains are filled with mystical lesbosteron and blood is changed into diabetic’s urine. Next night the character is overcome with the character. He sees “there”. Jumble boosts character’s BOD by +1. Character has to make a BOD-test once a month or go comatose for d6 months. If this does not happen in 2D6 months, it never happens.

 

Cloning

When character is cloned, a child is produced that has same attributes as character, except WIL, Empathy, Sanity and fanaticisms. Clones are also used for spare parts for original.

 

Matricks connection

Goloka Industry’s boys come with a drill and cable to connect a link plug into the apartment. Connection is not established if buyer’s face does not please the Goloka boys. To prevent fraud, Goloka personnel come to check the hardwired log which is part of the connection agreement.

 

Tattoo of the Beast

It is advisable to get yourself a personal “666” tattoo in a case that something happends.

7.11 Cybernetics

Some rudimentary cybernetic applications are developed

Name

Price

Test

Brain trim

5000

-5

Adrenal furnace

6000

-3

Neuroprocessor

10000

-4

Brain cable

2000

0

March flutter

15000

-4

Pain editor

8000

-3

Lung vacuum

6000

+3

Trotblister

12000

+1

Brain cuffs

5000

-2

Giddy cap

9000

-5

Peg zip

8000

-2

Hovel pep

7770

-1

Diaphragm Sprinkler

9900

+1

Defibrillator

6200

-2

Potluck cyberhands

8500

0

Hedeyes

4000

+4

Hodgator

1500

+2

Gouge claw

6000

-2

Spinal capillary

7600

-1

 

Cybernetics:

Implanting cybernetics may lower empathy. Test WIL with the difficulty of implantation. Cybernetics are not implanted into just about anyone. That is why black market is thriving.

 

Brain trim

Permanent +1 to INT, causes headaches, epilepsy(1/6 chance in stress, D6 rounds) and occasional bleeding ears and nose. Brain trim have to be charged for 5 mins at 23 hour intervals or it does not work. Connections dangle from character’s temple for recharging.

 

Adrenal furnace

Activated by pressing a switch in the back of the head. +2 BOD, +2 DEX, -1 INT and +2 WIL. Spastic after use (DEX-2), which lasts for D6 minutes. If used for more than 3 minutes, chance of cardiac arrest is 1/6 per minute.

 

Neuroprocessor

For skill programs. Skills cost the experience cost times ten marks. Program chips are inserted into sockets that are on the back of the head. Under the sockets, there is a small keyboard with a joystick or trackball sticking out. For each inserted program chip, the character’s empathy is lowered by one. Chips can be loaded/removed in one hour.

 

Brain cable

Implanted in brain, used to connect brain to tools planned for this. The cable itself, thick as a watering hose is sticking out of the temple. When cable is in use it glows with a blue light. Brain cable sometimes shorts out, and so the skin surrounding it is broiled black. Brain link is required for PCSD™ use and for connecting to Matricks.

 

March flutter

When defibrillator user dies. It takes control of character’s body, which moves for the next D6 hours. During this time the corpse performs an amok run. In this state the corpse can wake up dead, or take control of his body even if it is rotting. This can be done with a successful WIL test once per hour.

 

Pain editor

Character can alter how much pain he feels by shifting a meter on his temple. Character’s forehead contains a meter which shows how much pain the character should feel. Side effects may include lowered empathy.

 

Lung vacuum

By implanting lung vacuum, you do not have to think about when to breathe, because all damaging particles are filtered out. Under character’s eyes and chin tubes and a fan stick out.

 

Trotblister

Implanted character does not have to worry about eating. All unhealthy things leak out of his pores. Even brains are cleansed from delusions of wrong substances. It is a hard bulge in the stomach which emits a great noise when working.

 

Brain cuffs

Enhances concentration, WIL +1. Implantee loses early memories. Azure metallic band that circles the head, which has an electric field about it.

 

Giddy cap

Character may buy INT skills for half price. It is a small metallic 2x2 cm steaming cold box which sticks out of the chararacters’s forehead, also half of the back of the head is removed. Character’s face spasms randomly.

 

Peg zip

Peg is implanted into spine, from where cables snake under the skin around the body. Strengthens muscles, +5 to BOD. Activated by pulling the string in the navel, after which it works for D6 rounds. Activation takes a round’s activity. Sometimes the muscles may be damaged, 1/6 chance in BOD tests, which causes D6 damage.

 

Hovel pep

This basted iron thing is implanted into throat and forehead, and it joins in the nasal passage with a thick carbon acid container and orange plastic tubes which flow with bodily fluids. Character can take +5 Hit Points.

 

Diaphragm Sprinkler

With a Diaphragm Sprinkler Character can take more hits when its vents release the pressure of the hit into outside. All physical damage is deducted by 2. Diaphragm Sprinkler is a round wheel-like construction in character’s lower back. When taking hits the vents release a loud pressurized bang.

 

Defibrillator

Defibrillator attempts to restart a stopped heart. It activates D6 minutes after cardiac arrest and restarts the heart unless the soul has slipped away (which takes 3 minutes).

 

Potluck cyberhands

Potluck cyberhands are only sold in pairs and do not work when one is missing. They are half smaller than normal hands and made of plastic, steel and a small quantity of chaos-stuff Absu (STR 15, DEX 6). Their heads ends have 16 fingers in all, composed in a circle. In the middle of the fingers are controllable balls (Swiping power 18).

 

Hedeyes

Alcohol Products hedeyes replaces the eyes and resembles a small Camera lens which is surrounded by inflamed skin. Powers: Enlargement x3, targeting +1, perception +3.

 

Hodgator

Hodgator is a bow made of wooly steel which is implanted into some body cavity. In addition, on the temple is implanted a small satellite receiver. Between the two pieces of equipment, flashing plastic tubing snakes, inside which flash lights like it was Christmas. With Hodgator some atheists has had a straight connection to Matricks. Implantation does not always go well(D6 1:dies, 2:loses a random sense, 3:-1 INT, 4-5: character knows that something strange has happened to his attitude to reality).

 

Gouge claw

Very strong single cyberhand made from Keratin and cartilage, which has a metallic skeleton. It is very strong but clumsy. Just displaying the middle finger requires an INT test. It may be implanted anywhere. Strength 22, DEX 4.

 

Spinal capillary

With this equipment character may twist around himself for couple of times and dive onto his crotch and give oral sex to himself. Use of this implant may result in bruising. Wrestling and acrobatics +5.

7.12 Status

Name

Price

Free man

1000

Herren

20000

Ritter

1555000

 

Free man

Free men have a theoretical right of ownership and they may not be killed without good reason.

 

Herren

Like free man, also a right to wander anywhere unless specifically forbidden. They are not required to pay taxes or take part in governmental labour. May use ‘von’ preposition.

 

Ritter

Like herren, also permitted in government’s official gatherings. They may kill with no good reason. They cannot be judged for small crimes. To be a ritter, you must have two atheist ritters to as backers. Ritters are required to have Occultism skill. Some ritters call themselves as Wizards.

7.13 Apartments

Apartment

Price

rent/month

Dormitory, 2-3 persons

50000

200/person

Studio

30000

300

1 room flat

40000

400

2 rooms flat

50000

600

3 rooms flat

60000

800

Apartment house

150000

2000

Palace

1000000

20000

 

Area

Price

Ruuttana

150%

Schöneberg

100%

Minisuu

200%

Jäykkäkersa

75%

Clash

100%

Section

100%

Merirosvo

350%

Wilmersdorf

50%

Berlin suburbia

20%

7.14 Flights

Flights cannot be taken just to anywhere anymore.

 

From Berlin

Price

Amsterdam, Holland

110

Bangkok, Thailand

475

Bogotá, Columbia

520

Cape town, South-Africa

450

Cork, Ireland

200

Goya, India

410

Helsinki, Finland

165

Hong Kong, China

500

Kuala Lumpur, Malaysia

550

Marrakech, Marocco

290

Mecca, Saudi-Arabia

300

Moscow, Russia

200

Paris, France

140

Peking, China

540

Prague, Czechoslovakia

99

Reykjavik, Iceland

245

San Francisco, USofA

450

Tel Aviv, Israel

250


8 PARANORMAL DOCTRINES

Character controls chaos with his will and evil spirits, and basically may do just about anything.

Spells are ancient, written by different cultists, mainly Black dawnians, theurgical techniques and rituals which are from Pangaea, beyond 200 million years old. First spell was written by lemurs who were establishers of Black Dawn. They recognized god but called him a demon. They broke the 10 commandments to gain something. Succubus who turned from Demiurge gave supposed knowledge of spells to first lemur, Cain.

 

There are three types of spells: Demonology which deals with satanical powers and evil spirits; Necromancy which deals which death and dead spirits; Mentalism which deals with subconscious powers and otherworldly spirits.

8.1 Spiritual energy

Everyone has spiritual energy which equals their WIL value. Spiritual energy is used in casting of spells. If spiritual energy falls to zero or below, character’s soul stallings and forces the character into coma. One can wake from coma if one just can. If spiritual energy falls below zero over character’s WIL value, character suddenly explodes and his hypothalamus disintegrates. Spiritual energy regenerates if character empties his mind. A hour’s meditation and successful Meditation skill test returns d6 point of spiritual energy. With critical test, all points are recovered. Spiritual energy does not regenerate in places where people pray.

Character gains spiritual energy if he fasts or he devours astral souls (what can also be replaced by semen). By fasting character gains 1 point of spiritual energy per day fasted; but another fasting session will null points previously gained by it. By consuming an astral soul character will gain d6 + [soul’s Sanity] points of spiritual energy; but another a soul consumed will null points previously gained by it. Character can gain this way temporarily more spiritual energy than his WIL is.

8.2 Learning a spell

Character wanting to learn a spell has to make Occultism skill test with the spell’s difficulty. Also Sanity’s reduction test must be made with its difficulty.

Learning a spell takes the spell’s Cost roll in days. If character fails to learn it, he can try learning it again but must make another Sanity’s reduction test in addition to the learning test.

Learning a spell takes a proclamation of spell, which contains the mystical formulae. Many spells may be found in the public library, but he line is very long. From bookstores, one may buy the spells at 100 marks in paperback.

8.3 Casting a spell

Once the spell is learned it can be casted by testing the relevant spell type skill with the spell’s difficulty. Also character needs to use the amount of spiritual energy mentioned in the spells list’s Cost, which is rolled next. If the casting fails, the caster must make Sanity’s reduction test with the spell’s difficulty. Eventually most lousy occultists are burned out mentally.

Spell targeted at unwilling person might try to resist its effects by INT vs. INT Opposition test. Unintelligent targets rarely resist spells. Spells targets must be at least at visual range of the caster. Spells also require reagents and do not work without them.


 

Spells list

Type

Difficulty

Cost

Required reagents

Berlin pain control matrix enchantment

Necro

+1

d6

Bodypart of a person that has committed suicide

Morbid flesh’s death energy

Necro

-1

2d6

Fetus of a child in a black plastic bag

Transcendental sight

Mental

+4

d6

Ladle of guard’s semen and a fossil

Conservative-conservative dementia

Mental

+1

d6

Saliva of brain fever patient or terrapin’s shell

Unholy Chaldean energy

Demon

-1

d6

Dead offspring and mummy powder

Male ecokinetic menstruation

Mental

+2

d6

Jew’s foreskin and praying beads

Astral demonstration

Mental

+3

d6

Two-headed giant squid or blind’s eye

Practice of drunken style

Mental

0

d6

Urine of a patient suffering from kidney rocks

Absu’s metaphysical fashion

Demon

-1

2d6

Wolfsbane-herb and speculum made out of corrugated iron

Absu’s modelling

Demon

0

2d6

A rock from ocean’s bottom or a boil of a rich person

Samadhi Laard

Mental

-4

3d6

Autistic cat’s eye and wormwood

Leo Meller’s chaotic mesmerization

Demon

-3

3d6

A record of Leo Meller’s speeches and weird eyes

Heathen heterosuggestion

Necro

0

2d6

Lizard which’s eyes are sown closed

Fresh corpse-like pseudo art

Necro

-2

2d6

Foam from ghoul, a shambler’s bone

Jagrat’s final flourish

Necro

-1

4d6

Oil from drool cheek daemon

Cosmic healing

Necro

0

d6

A guinea pig or a blue being

Predestination for penitence

Necro

0

4d6

Some living person or cobalt exoskeleton

Superficial absolution

Necro

+1

d6

An amethyst, sap

Regurgitation of competence

Demon

0

d6

Hermaphrodite’s pubic hair

Exploding ticket to hell

Necro

-2

3d6

Warm cookings of own mother

Tamas rajas

Demon

-1

2d6

Black lamb’s horns, cactus roots

Mleccha maya

Demon

0

2d6

Feather of an angel

Childish voodoo malediction

Demon

+1

2d6

Rattle tuned by a demon

Eckt ack

Mental

+5

5d6

Three-eyed snail

Memetic hangover

Mental

0

2d6

Saint’s tail bone

Meth Avidya

Necro

0

2d6

Tourist’s fat, a mallet

Templum

Demon

-1

d6

Clock from a corpse

Absu’s entropy ray

Demon

-1

d6

Bucket of vomit, a whisker

Lateral chaos power

Demon

-2

2d6

Oiled corpse of platypus

Mescalitogoblin

Mental

+1

4d6

Blessed hearing aid

Xilka Bese

Mental

-3

5d6

Goat’s hypothalamus, peace pipe

Emeth Vidya

Necro

-2

3d6

Clay ball, ink marker, an alien antennae

Burrow Séance

Necro

0

2d6

Ouija board, a turkey

 

Type – Spell’s type; Necro: Necromancy, Metal: Mentalism, Demon: Demonology. Difficulty – Modifier added for spell’s learning test and casting tests. Cost – Cost of spiritual energy the spell uses, also indicates the number of days required to learn the spell. Required reagents – Reagents required for casting of the spell.

 


Berlin pain control matrix enchantment  (Necromancy)

Spell controls incoming injury. After casting, the next reduction in hit points disappears (at most 15 points), but an ugly scar remains. Spell is seen as ghosts surrounding the character. Effects last for 14 minutes and within that time the wound has to be healed.

 

Morbid flesh’s death energy  (Necromancy)

This spell is cast when death is near and it sucks the power from one’s death. If the spell is cast before the soul leaves the corpse, character’s body keeps on working, leaving the injuries leading to death forever shown but healed.

 

Transcendental sight (Mentalism)

In transcendental sight the character sees victim’s lighted egg, energy self, which shows victim’s fanaticisms, Empathy and Sanity. When cast, inflammable things usually burst in flames which are common in astral connections.

 

Conservative-conservative dementia (Mentalism)

Conservative-conservative’s use this spell to protect their minds from horrid experiences. Brains get into a fugue and character forgets everything about recent events. Spell’s effects go on for D6 hours, when the victim get –1 to INT; also the victim does not remember anything that happened d6 hours from casting.

 

Unholy Chaldean energy  (Demonology)

Unholy energy damages the target. Damage done is spiritual; victim loses 2D6-2 points of spiritual energy. Spell can be recognized from demonic maws around the victim.

 

Male ecokinetic menstruation (Mentalism)

Curse develops an uncomfortable feeling in the crotch which inhibits movement, giving –4 to DEX. Feeling lasts until next erection. Spell can be recognized from ectoplasm stain on victim, and a strange rustling surrounding him.

 

Astral demonstration (Mentalism)

Spell brings spirits from astral womb, which show in caster’s preferred form or work as singular hallucinations for one victim. There is a mutation hazard with the spell (1/20 chance). Some hallucinations may be permanent, but usually they last for d20 hours.

Usual level of hallucination: incomprehensible being in the corner of the eye. With additional d6 spiritual energy the target’s brain conjures up shapes and forms and sounds whirling by endlessly, perception test penalty of -5.

 

Practice of drunken style (Mentalism)

Lumberjack’s common morning ceremony. Character may develop himself temporarily. He gets +3 to chosen attribute. Effects last for d6 days. Only one PODS may affect the character at time. The character magnetizes slightly after the effects.

 

Absu’s metaphysical fashion (Demonology)

Patented by Goloka industries. Character learns wanted skill for D6 hours. During this time character gets a glowing halo. Character is actually possessed by a spirit with that knows the wanted skill.

 

Absu’s modelling (Demonology)

Magical theory patented by Goloka Industries. The spell fixes mechanical items by d6 points (for example car damage). Fixing takes d6 rounds during which mathematical shapes surround the target.

 

Samadhi Laardi (Mentalism)

Mix of Morbid flesh’s death energy and unholy Chaldean energy, where victim’s soul is thoroughly confused and may escape to astral womb. Spell may be recognized from character’s body which momentarily changes to a pulsing pile of skin.

Spells steals D3 x 100 experience points from victim which may be deducted from earned experience. If experience goes to 0, character’s soul escapes to astral womb.

 

Leo Meller’s chaotic mesmerization (Demonology)

When cast, the victim obeys a one word long order for D6 rounds. Victims may only obey orders he is capable of committing. For example, the order ’die’ causes the victim to think about death for D6 rounds. That should not be thought about before.

 

Heathen heterosuggestion (Necromancy)

Character gets +3 to all tests as dead spirits advice him. Spell lasts for D6 x 10 minutes. When spell’s effects stop, the character suffers fear for rest of the day (WIL -1); he is visited by dead spirits. If the spell is made more than once on same target, he takes D6 points of spiritual damage.

 

Fresh corpse-like pseudo art (Necromancy)

Spell has been used traditionally by Pazuzu’s brotherhood for animating corpses. Dead body becomes a bloodthirsty living undead, which cannot be controlled without Meth Avidya-spell. Living undead gathers his life energy from living brains, which it craves wildly. Spell effects last to next morning.

 

Jagrat’s final flourish (Necromancy)

This ritual summons evil spirits under the earth. Summoned spirits creates a dark storm and destructive hurricane. This ritual is only used by most dedicated and burnt-out Satanists. Evil spirits appear in characters daily life. At least d6 random spirits will come.

 

Cosmic healing (Necromancy)

This spell heals d6 + caster’s Empathy points of physical damage instantly.

 

Predestination for penitence (Necromancy)

Spell makes destiny forgive a certain action and turns the time back for D6-32 minutes. Spell’s spiritual energy cost still remains. Spell causes catastrophes.

 

Superficial absolution (Necromancy)

If this ceremony is done on dead body before soul leaves the body, character can summon the astral soul. It appears on top of the body, resembling a cartilage bag of semen. Soul may be swallowed if wanted.

 

Regurgitation of competence (Demonology)

This spell fulfils one biological need. Fulfilment is not very full – orgasms leave something to be desired.

 

Exploding ticket to hell (Necromancy)

May be cast on any melee weapon. When weapon causes at least 8 points of damage, the target explodes into gobbets. Spell lasts for a minute. For this time, the weapon screeches at full volume.

 

Tamas rajas (Demonology)

Victim becomes gradually insane. Character loses one point of Sanity per month until a successful WIL test is made. Victim is visited by demonic spiders. If victim has a trepanation, the spell does not work.

 

Mleccha maya (Demonology)

Character loses his trust at other people. Victim is lowered one point of empathy per month until a successful WIL test is made. Victim is visited by small gossiping flies.

 

Childish voodoo malediction (Demonology)

Changes target’s random appendage to that of a baby. Effects last until next time the character excretes offal. Offal is Child sap.

 

Eckt Ack (Mentalism)

Don’t care, it is not important

 

Memetic hangover (Mentalism)

Finds reason to a happening. Only übermensch understand very complicated reasons. Usually one has to have at least a guess of what the reason might be before the spell can function. In addition, character loses/gains (D6-D6) x 100 experience points.

 

Meth Avidya (Necromancy)

This spell controls animated corpses. The demon that possesses the corpse obeys the character if he sacrifices one point of his own Sanity or a living creature with Empathy over +1. The control is effective as long as the corpse functions.

 

Templum (Demonology)

Demons may not come nearer than 70 meters if they fail WIL versus WIL test. Effects last for an hour. Spell makes a mutated character take D3 points of spiritual damage.

 

Absu’s entropy ray (Demonology)

Creates a sparking ray that soars at the target with an ear-piercing sound, causing 2D6 points of physical damage. Also, if the 2D6 is more than victim’s WIL, he collapses into primal ooze. Ray changes at D6 x 10 meters to a harmless wavering flame.

 

Lateral chaos power (Demonology)

Everywhere around character starts happening. Items move. After this character may move with teleportation an item weighing D6 kilograms to his hand. Item may not be farther than D20 meters. After this, character may change the item’s size to double for 10 seconds, or may lose the item for a minute. Item may not be lead, chaos stuff or silver. If chaos stuff is attempted to transport, character gets D6-D6 INT and there is a 1/6 chance that a dimensional gateway is opened.

 

Mescalitogoblin (Mentalism)

Creates a small bright green man that starts to tell character what to do. It lives inside the character’s clothes.

Man can turn demons, which like it. Man’s advise is geared for character’s survival in situations, but. Advice can give +10 to tests. Man has a third eye.

Man appears at situations he sees best. Several men can be summoned. One can never be rid of them. Man is called Mescalitogoblin. He does not like to be called such. He asks the character to invent a name for him.

 

Xilka Bese (Mentalism)

This impressive spell opens a gate to Xilka dimension. Portal is a invisible sphere a meter in diameter which moves by its own accord at walking speed. Those who intersect the sphere find themselves in Xilka dimension.

If two spheres collide, another reality is born, in which the casters are left alone without other people. You can only escape by killing the other sphere’s creator. Spell may be cast more than once, but the character has to implant a new hypothalamus, which may lower the Sanity. Hypothalamus is a part of the brain which does not regenerate. After the spell, if the hypothalamus has been surgically removed, the incision scar turns blue.

 

Emeth Vidya (Necromancy)

Creates a human shaped golem from flesh, whose BOD is rolled with 2D6, DEX with D6, INT with D6, it has no will. Golem is in complete telepathic control of the caster, unless possessed. If possessor attacks golem, it gets control in an instant because the golem cannot defend itself. Possessed golem may drain one point of spiritual energy from its creator once in 24 hours if possessor wins a WIL – WIL test. Golem has normal functions and requirements of human body.

Golem is created from own plasma, which is unhealthy (-1 to BOD) Caster may also give golem his WIL, when it can function on its own and is not so open to possession.

 

Burrow Séance (Necromancy)

Character is able to communicate with dead spirit of a known person. Character can ask d6 question from the spirit. There is a 1/6 chance that the dead spirit might attack the character making him lose additional 3d6 points of spiritual energy.

 



 

9 MATRICKS

Brain link allows human consciousness to be transferred to Internet-based virtual electronic matrix, the computer simulated world of cyberspace; or as more commonly known – the Matricks. Matricks resembles a gigantic dark forest in which undergrowth the visitors roam. This gloomy Netherworld resembles children’s nightmare fantasy world where especially schizophrenics are at home. There are just small group of Matricks users half of which are system operators. Some visitors’ personality melds into the Matricks assuming permanent roles there. This is a danger for those whose Cyberlink skill is higher than any other of their skills. Cyberlink skill is used in most tests in the Matricks.

The Matricks areas can be vivid bastions of action or static dens of inactivity. Some areas are totally uneventful where objects just silently sway from side to side, while some areas are turbulent with rush where things fly around in the air or rapidly change shape. Ghostly wind, eerie bells or mechanical ticking can be heard. Sometimes it is totally silent. The air is cold and smells of blood and benzine.

Matricks’ normal users usually look like teddy children and system operators take forms of fantasy creatures. Connected cyberjacks resemble swirling tornados from where the users drop out right middle of a dark forest of enormous trees and plants, seen from small animal’s perspective. Weird creatures walk around the undergrowth or a mountainous area which always depends of the quality of network connection. Programs that maintain the Matricks usually take form of blocks with occult symbols. Tiny and often large-headed humanoid animals (e.g. cows walking in human posture) carry messages between systems or just hang around idle. Bots (servant programs) usually take shapes of devils. ICEs (guard programs) are most often represented with horrible monsters. Artificial Intelligence often looks like creatures from ancient myths. Most systems connected to Matricks are mansions, shacks, dungeons or citadels. Often they hover on a plateau surrounded by slowly swirling chaos storm. The Central Processing Unit is commonly represented as complicated dynamic clockwork. Computer-controlled mechanisms all have their own look. Surveillance cameras look as crystal balls, elevators as revolving gauges, lock devices as levers, identification checkpoints as mirrors, alarms as bells, robots as toys, electronic traps as torture apparatus, automated weaponry as medieval weapons, radars as fountains and many other devises as bizarre gadgets. Any of these mechanisms cannot be moved in the Matricks if not otherwise specified. Processing memory often takes form of glaringly-coloured rooms and storage memory often take form of chests. Data can also take various forms, like databases look as books, text files as scrolls, picture files as paintings, stored programs as mushrooms and system files as furniture or statues. Hidden files are placed under furniture. To find one, successful perception test must be made.

 

Matricks’ user

 

Inhabitants melted in the Matricks have beliefs that can be interpreted as superstitious. The processing memory is called here as Essence and the storage memory is called as Meta-Essence. The inhabitants awe these magical powers. Some worship the powerful Artificial Intelligence Boulimansis as divine.

9.1 Logging in the Matricks

Linking up to the Matricks can be done by logging in with a cyberdeck from a cyberjack but this requires user name and password. Cyberjacks grid address (physical location) can be easily traced. There is also alternative method for logging in. Splicing into network cables requires electric tools and Electronics skill check. They can be traced too, but their grid address can be next to any cable attached to the Matricks. Locating them will take officials least d20 minutes, after which the militia will arrive.

Logging out of the Matricks will take d3 rounds.

The Matricks is divided into small invisible grid blocks which are used in charting the regions. The relevant size of them is one meter. Characters can move their [Computer complexity] + [INT modifier] blocks in one round. Those with zero or negative score just fall constantly or cannot control their movement, walking in random direction and getting quickly lost.

9.2 The Matricks computers

Computers are presented with complexity that determines the maximum amount of process memory they can be installed.

Process memory runs the programs and files, while storage memory stores them. They both are installed inside cyberdecks.

 

Name

Price

Special

Complexity 1 cyberdeck

2000

can have up to 10 units of process MEM

Complexity 2 cyberdeck

6000

can have up to 20 units of process MEM

Complexity 3 cyberdeck

12000

can have up to 30 units of process MEM

Complexity 4 cyberdeck

20000

can have up to 40 units of process MEM

Complexity 5 cyberdeck

30000

can have up to 50 units of process MEM

Process memory for cyberdeck

200

1 unit of process MEM

Storage memory for cyberdeck

10

1 unit of storage MEM, there is no limits with its max size

9.3 The Matricks Programs

Executed programs reserve processing memory by their size, or if inactive they reserve storage memory. Programs can be called from storage memory in one round. Files found from other systems can be carried around if it fits in the process memory. Otherwise it has to be carried to the linkup place.

In Matricks, initiative is always determined by rolling d6 + [INT modifier] + [Computer complexity]. All targeted programs must be activated within 5 block units (“meters”) from the target.

 

Program

Price

Size

Comlink

200

1

Probe

100

2

Terminal

500

3

Encryption

500

4

Alert

800

5

Scan

1000

6

Delve

1000

7

Identify

1200

8

Tracer

1300

9

Mask

1500

10

Mime

1600

11

Multitask

2000

12

Duel

2500

13

Crasher

4000

14

Shield

3000

15

Eraser

2500

16

Shocker

5000

17

Random number generator

4000

18

Code breaker

5000

19

ICE pick

6000

20

ICE programs

varies

varies

Artificial Intelligence

not for sale

varies

 

Comlink

Program that can be used to access the Matricks from any cable attached to it. Not necessary if using cyberjack. It looks like a dimensional portal.

 

Probe

Program that checks object’s type. When activated the program takes a shape of a floating eye that scans the object. It checks if it is a controlled mechanism, a file, an user, a system, etc...

 

Terminal

Program can be used to manage files; to arrange, open, delete, hide or create them. It can be used to create pictures, text documents, databases and even to send/receive email and manage forum posts. It can also be used to take files from other systems and store them in personal storage memory. Terminal program looks like a bag.

 

Encryption

Program encrypts a file into a meaningless data so it cannot be accessed without a code. Absurd programming skill check can be made to decode it.

 

Alert

Program alerts the character if his cyberdeck is being tampered. Alert looks like a golden ring.

 

Scan

Makes charts out of systems. When activated the program takes a shape of a dollhouse representing the system wanted to be charted. It shows all files stored or activated. Hidden files will also be revealed.

 

Delve

Program that checks information about objects. When activated the program takes a shape of a looking glass that is used to analyze objects. It checks objects MEM size, if the object is a system or a cyberdeck user, programs, computer complexity and memory size.

 

Identify

Program used to identify other programs. When activated the program takes a shape of a magnifying glass that can be used to identify all program functions without having to run them. Program also detects all viruses in a file.

 

Tracer

Program that traces target’s grid address (physical location). When activated the program takes a shape of a dog that begins immediately seeking of wanted person’s tracks. It will take d6 rounds for it to find the location.

 

Mask

Program that block actions of Probe, Delve and Tracer. It looks like a mask.

 

Mime

Character can take the form of any other object in the Matricks. Probe will reveal the true identity.

 

Multitask

Character can activate two programs at the same time, or while another is activated. Multitask looks like a toy robot that helps the character.

 

Duel

Program that starts a duel between two users even thought another would not have the program. If another tries to flee, he can do so but gets one free hit from the opponent. Attacks will be resolved by rolling for Cyberlink opposition tests each round where another attacks and another dodges the attack. When hits occur, attacker rolls d20 + his [INT modifier] + [Computer complexity]. If the result is greater than target’s Cyberlink skill, he is thrown off-line. Being thrown off-line feels very unjust, so make Empathy reduction test with +5 modifier.

Duel attacks look like highflying and brutal kung fu fights.

 

Crasher

Program used to crash target’s computer processor. Roll d20; if the result is more than target computer’s free processing memory, it will crash immediately. Activated program looks like a floating ball of liquid.

 

Shield

Program that blocks attacks of Crasher and Shocker. Activated Shield program looks like an umbrella.

 

Eraser

Program that is used to erase any scanned or activate file from target’s computer. Roll d20; if the result is more than target’s Cyberlink skill value, it will erase the wanted file. Eraser program looks like a wand that shoots forth lighting bolts.

 

Shocker

Program that is used to harm the Matricks users’ physical bodies. Roll d20; if the result is more than target computer’s free processing memory, it will cause its user d20 points of physical damage with an electrical shock. Shocker looks like a wand that shoots forth lightning bolt.

 

Random number generator

Program that is used for solving codes of ICE programs that block access to somewhere. Roll d20; if the result is greater than target computer’s free processing memory, the code is solved and access gained. If the roll is less, the blocking program executes its defensive functions. Program looks like a small music box.

 

Code breaker

Program that is used in breaking codes of ICE programs that block access to somewhere. Roll d6; if the result is greater than coding computers complexity, the code is broken and access gained. If the roll is less, the blocking program executes its defensive functions. Program looks like a tuning fork.

 

ICE pick

Program that is used in destroying ICE programs that block access to somewhere. Test Cyberlink skill with the following difficulties: computer complexity 1: routine, complexity 2: easy, complexity 3: normal, complexity 4: hard, complexity 5: absurd. If successful, the ICE is broken. If it fails, the ICE program executes its defensive functions. ICE pick looks like a toothpick.

 

ICE

ICE programs guard some parts of systems, denying access in certain areas. ICEs all have defensive function if tried to hack, like making an alert, throwing the hacker out of the Matricks, causing his cyberdeck to crash or delivering a fatal shock.

 

Artificial Intelligence

Artificial Intelligences are most advanced and complex collection of variables and functions that have evolved into conscious programs. They do not have soul though. There are not many of them, and the most famous of them is Boulimansis  (see Personages) who is the most revered authority in the Matricks. Boulimansis can be called as saint or divine even if it does not have hypothalamus as it has developed an absolute fanaticism, Perfectionism. This has made possible for the Matricks to exist. It is said that if Boulimansis would be killed, the Matricks would get its own Apocalypse. Boulimansis is not particularly hostile, but it seems that it hypnotizes Matricks users and hopes that they will become part of it by promising things characters secretly wish. Most A.I.s does not see difference in existing in the Matricks or outside it.

 

the divine Boulimansis

 

 

This game is made in honour of God.


 


Absu................................ 39

Absu’s entropy ray............. 60

Absu’s metaphysical fashion 58

Absu’s modelling................ 59

Adam & Eve..................... 31

Adolf Hitler................... 29, 35

Adrenal furnace.................. 54

Africa............................... 38

Age................................... 3

Ahab................................ 34

Albigensians...................... 20

Alcohol............................. 52

Alcohol Products 19, 30, 31, 37, 38

Alfa Centauril lap-being........ 22

Aliens............................... 21

America............................ 37

Ammunition....................... 45

Anal rinse......................... 52

Anderes Ufer..................... 31

Animals............................ 24

Anonymous Junkies........... 21

Antarctica.......................... 38

Apartments........................ 55

Archangel Michael.............. 35

Armor............................... 46

Artificial Intelligence.. 29, 36, 64

Aryans............................. 40

Associations...................... 21

Astral demonstration........... 58

Auditing............................ 53

Australia........................... 38

Baal-operating system........ 19

Baboons........................... 18

Bavarian hall..................... 29

Beard mob................... 17, 30

Bears............................... 17

Beginning experience......... 12

Benzilate........................... 51

Berlin............................... 27

Berlin pain control matrix enchantment      58

Berlin science and research centre          29

Bernau............................. 32

Betelgeuse........................ 21

Black Dawn...................... 15

Black Goop....................... 51

Blue beings....................... 24

Boasters........................... 23

Body................................. 3

Body parts........................ 49

Boisters............................ 23

Bokor.................... 20, 31, 36

Bombs............................. 11

Boulimansis...................... 64

Brain cable........................ 54

Brain cuffs......................... 54

Brain trim.......................... 54

Brainwash........................ 53

Brasser stadium................. 29

Brotherhood of Pazuzu........ 14

Bufotenine......................... 50

Burst fire........................... 11

Buying skills..................... 12

Cacodemons..................... 23

Carporatic Gnostics............ 40

Casting a spell................... 57

Castor Hohenstauf.............. 20

Catholic discordians........... 40

Chaos circles.................... 38

Chaos spawn.................... 25

Character’s characteristics.... 3

Child Sap.......................... 51

Childish voodoo malediction 59

Children of Nebo................ 15

China............................... 37

Chronozon Club................. 18

Clash............................... 31

Cloning............................. 53

Clothing............................ 42

Combat............................ 10

Computers........................ 61

Conservative-compassionate lestadians   14

Conservative-conservative dementia       58

Conservative-conservative lestadians      15

Cosmic healing.................. 59

Crank............................... 50

Criminal leagues................ 17

Critical hit.......................... 11

Cults................................ 14

Cybernetics...................... 53

Damage modifier................ 11

Death............................... 41

Death Games Incorporated... 19

Defibrillator........................ 55

Delirium Incorporated 19, 29, 30, 31

Demonology...................... 57

Demons............................ 22

Desert butterflies................. 24

Despacho......................... 51

Detonics........................... 21

Dexterity............................ 3

Dianetics centre................. 29

Diaphragm sprinkler............ 54

Dimensions....................... 39

Disciples of Durgan............. 15

Drool cheek deamons......... 23

Durgan’s avatars................ 41

Dynapse........................... 50

Eckt Ack........................... 60

El Chupacabra................... 25

Elvis Presley.................... 36

Emeth Vidya..................... 60

Empathy............................ 5

Encounters........................ 33

Enlightened conservative-compassionate  41

Enlightment....................... 12

Epsios.............................. 21

Europe............................. 38

Euthanasia........................ 53

Evil spirits.............. 19, 57, 59

Experience....................... 12

Exploding ticket to hell........ 59

Explosives....................... 45

Fairy Confederate.............. 21

Fanaticisms........................ 6

Fichtenwalde..................... 32

Fiends.............................. 23

Fire modes....................... 11

First aid............................ 52

Flights.............................. 56

Foods.............................. 52

Forbidden Abilities................ 8

Forky O’Donnell................. 34

Fraternal Nihilists............... 21

Free man.......................... 55

Freemasons...................... 20

Fresh corpse-like pseudo art 59

Friedrich Hohenstauf........... 29

Gamma monkeys.............. 24

Gangs.............................. 16

Gapes.............................. 23

Gazelles........................... 24

Gehennom’s Cherubs.... 18, 36

Gender............................... 3

Gender change.................. 52

Ghouls............................. 19

Giddy cap......................... 54

Gideons............................ 20

Glitoris.............................. 28

Gobsters........................... 23

God................................. 40

God’s henchmen................ 40

God’s nest........................ 39

Goloka Industries.......... 19, 31

Gouge claw...................... 55

Graveyard........................ 30

Greenwich Foundation........ 31

Happy hunting grounds....... 39

Hasid............................... 20

Heathen heterosuggestion.... 59

Hedeyes........................... 55

Hell.................................. 39

Herr Caitanya.................... 35

Herren.............................. 55

History............................. 13

Hit points............................ 6

Hodgator........................... 55

Holy fire............................ 40

Homeland........................... 4

Hooker............................. 52

Hooligans.......................... 17

Hotel room/Burrow............. 52

Hovel pep......................... 54

Humboldt University........... 29

Illuminated Daan........... 19, 20

India................................. 37

Initiative............................ 10

Intelligence.......................... 3

Jagrat’s final flourish........... 59

Japan............................... 38

John Paul II.................. 13, 35

Josef Pamsa................ 16, 19

Juhan Af Grann.................. 35

Jumble............................. 53

Jungle birds...................... 24

Jäykkäkersa..................... 31

Kaiser von der Lichen... 29, 30

Kaiser-Wilhelm-Gedänchtniskirche 29

Ketamine.......................... 50

Kiki.................................. 34

Kirke Order of Dog Blood..... 14

Knights Templar................. 20

Königs Wusterhausen......... 32

Larva-Kurt Ewald............... 34

Lateral chaos power........... 60

Learning a spell................. 57

Leo Meller................... 13, 33

Leo Meller’s chaotic mesmerization          59

Lesbosteron...................... 50

Life Donors........................ 21

Logging in the Matricks....... 61

Looney bin........................ 28

Los Genitals................. 16, 30

Lumberjacks..................... 19

Lung vacuum.................... 54

Lycanthropes.................... 24

Magan.............................. 39

Majestic-23....................... 20

Male ecokinetic menstruation 58

Malonyl urine.................... 51

Mandrax........................... 50

March flutter...................... 54

Martians........................... 20

Matricks...................... 53, 61

Maws.............................. 16

Mega corporations.............. 19

Mekol............................... 22

Melee/unarmed combat....... 11

Memetic hangover............. 60

Mentalism......................... 57

Merchandise..................... 42

Merirosvo......................... 31

Mescalitogoblin.................. 60

Meth Avidya..................... 60

Middle-East....................... 38

Militia forces...................... 18

Minisuu............................ 31

Miscellaneous equipment.... 47

Mleccha maya.................. 59

Modifiers............................ 3

Moloch.................. 29, 36, 51

Moomins.......................... 24

Morbid Flesh..................... 17

Morbid flesh’s death energy. 58

Morphine.......................... 50

Mother’s Fat...................... 51

Movement.......................... 7

Mr. Caitanya..................... 13

Mugwump........................ 22

Multishot........................... 11

Museum of Forbidden Art.... 32

Mutants............................ 25

Mutations.......................... 25

Nauen.............................. 32

Necromancy..................... 57

Neo Bees......................... 17

Neo-conservative lestadians 15

Nerds.................... 19, 20, 30

Network sales companies... 20

Neuroprocessor................. 54

New Age.......................... 17

New world order................ 14

Novocaine........................ 50

Offalfleas..................... 23, 32

Opposition tests................. 10

Oskar Narbe................ 18, 29

OTO................................ 20

Pain editor......................... 54

Paranormal Doctrines.......... 57

PCSD............................... 19

Peg zip............................. 54

Personages....................... 33

Personality......................... 4

Phentyline......................... 51

Philharmonic Mormonics..... 16

Phineas....................... 31, 36

Podophylline..................... 50

Poopauo........................... 16

Postadam......................... 32

Potluck cyberhands............ 55

Practice of drunken style..... 58

Predestination for penitence.. 59

Primal shermites................ 24

Programs.......................... 62

Propaganda office............... 29

Prozac............................. 51

Psychotherapy.................. 53

Public transportation............ 52

Purge.......................... 16, 31

Pygmies........................... 18

Raelians........................... 15

Raising statistics................ 12

Ranged weapons............... 10

Raspail Starttimaari............. 16

Red Proletarians................ 20

Regurgitation of competence 59

Reincarnation.................... 41

Ritter................................ 55

Ronald Reagan.................. 33

Rosicrucians..................... 20

Russia............................. 37

Ruuttana........................... 30

Rüdersdorf........................ 32

Rääkkä Hema......... 14, 18, 34

Saints................................ 6

Samadhi Laardi.................. 59

Sanity................................ 4

Sarsaparilla....................... 50

Satan............................... 40

Satan’s henchmen.............. 40

Schreien Geizhals.............. 17

Schöneberg....................... 30

Scientologists.................... 20

Secret police headquarters... 28

Secret societies................. 20

Section............................. 31

Services........................... 51

Sewer central.................... 29

Sewers............................ 32

Simon Pornaie.............. 29, 31

Skill checks...................... 10

Skills................................. 7

Soma............................... 51

Space research centre........ 29

Spencer Ewald....... 29, 36, 40

Spinal capillary.................. 55

Spiritual energy.................. 57

Statistics............................. 3

Status............................... 55

Stykki Habibi..................... 20

Subduing.......................... 12

Success tests.................... 10

Superficial absolution.......... 59

Surgery............................ 52

Sustained fire..................... 11

Swallowed Geneology........ 34

Tamas rajas...................... 59

Tattoo of the Beast.............. 53

Tegel International Airport..... 32

Templum.......................... 60

Tem'tashun....................... 31

Teonanacatl...................... 50

Testosterone..................... 51

Tests............................... 10

Teufelmarkt....................... 31

Thalidomide...................... 51

Theta............................... 22

Thiamata.......................... 21

Thorazine......................... 50

Tiergarten......................... 31

Transcendental sight........... 58

Trepanation....................... 53

Trionis.............................. 20

Trotblister.......................... 54

Ugly Ducklings.................. 21

Unholy Chaldean energy.... 58

Untergrundbahn................. 32

van Schie family................ 18

Waterhead................... 29, 35

Weapons.......................... 43

Vehicles........................... 46

Velten............................... 32

Victims of Godlessness....... 21

Willpower........................... 3

Wilmersdorf....................... 31

Violence Supporters. 16, 31, 32

Wrong substances.............. 49

Xilka................................ 39

Xilka Bese........................ 60

YMCA.............................. 20

Yohimbe........................... 51

Zion’s abbey..................... 20

Zombies........................... 21

Zoo.................................. 32

Zuschauen........................ 21