ABOUT THE RULES ABOUT THE RULES Here are the very basics of playing the game. Rolling Dice: Use two ten-sided dice to play the game. Usually these are read as percentiles from 01-00 (100), with one die as the tens digit and one die as the ones digit. A 0 in the tens digit counts as a leading zero (0 and 8 is 08 ). A 0 in the ones digit counts as a trailing zero (8 and 0). Sometimes they are added together, in which case the 0 counts as ten (8 + 0 = 18). Sometimes a single die is rolled by itself, in which case the 0 also counts as ten =10). Character Stats and Skills: Humans have stats (Body, Speed, Mind, Soul) and skills (Horseback Riding, Greek History, Safecracking), all of which can range between %-99%. Each skill is tied to a single appropriate stat. To take an action during the game, you use the skill and roll the dice. If you do not have the appropriate skill, the game master may allow you to roll against the relevant stat instead—but you will not be able to succeed nearly as well as you would with the right skill, or it may take you much longer, or the game master may impose some other penalry. Minor Skill Checks: In relaxed situations where you have plenty of time and are not at risk, you automatically succeed in any skill that you have at 15% or higher. The game master may ask you to roll anyway just to see how long it takes you or how good a job you do, or to see if you get any matches, crits, or fumbles (see below). If you do not have a suitable skill, you may attempt a minor skill check by rolling against the appropriate stat instead, to just barely squeak by the task (a weak success); for this roll, your stat is reduced by 30. Significant Skill Checks: In situations where there is uncertainty but little actual risk, you succeed strongly if you roll equal to or under your skill level and you succeed weakly if you roll above your skill level but equal to or under your related stat level. If you do not have a suitable skill, you may attempt a significant skill check by rolling against the appropriate stat instead for a weak success; for this roll, your stat is reduced by 30. Major Skill Checks: In tense situations where time is important and/or you are at risk, such as in combat, you only succeed if you roll equal to or under your skill level. If you do not have a suitable skill, you may attempt a major skill check by rolling against the appropriate stat instead and hoping for a Hail Mary: only matched successes and criticals (see below) succeed; your stat is not reduced for a Hail Mary roll. When to Roll: The GM always decides what rank of skill check to request and how to interpret it. He or she may be aware of factors you do not know about. What to Roll: Besides rolling equal to or under your skill or stat level to achieve success, the number you roll has other effects. Your goal is to roll as high as you can without going over your skill. The closer your roll is to your skill level, the better you do. If you have a skill at 46%, a roll of 43 s better than a roll of 04, Minimum Rolls: The game master may require you to roll a certain number or higher, as well as below your skill or stat. To shoot someone in the leg, you might have to roll under your skill level with a minimum roll of 30. If your skill is lower than the difficulty, you cannot perform the action. Matched Rolls: A match is when both dice come up with the same number, such as 11, 66, or 44. This makes the action you are attempting more dramatic, but whether that added effect is good or bad depends on whether the roll was a success or a failure. A matched successful roll is unusually good, but a matched failed roll is unusually bad. Most of the time, the game master interprets what additional effects this triggers. However, some actions in the game have specific effects keyed to matched rolls—these are called Cherries and are used with obsessed martial arts skills and with the Magick skill. Fumble Rolls: A fumble is when you roll double zeroes (00) and it means the worst possible outcome occurs—short of death. Even if you somehow have a skill or trait at 100%, rolling a 00 is still a fumble. Crit Rolls: A crit is when you roll a zero-one (01) and it means the best possible outcome occurs. It does not mean you can succeed at an impossible task, such as picking up a skyscraper and throwing it across town. A crit supercedes even a difficult roll. Flip-Flop Rolls: In some situations or with some skills, you may be allowed to flip-flop a roll. This means you have the option of switching the dice. If you rolled a 91 and you can flip-flop that roll, you could make it a 19 instead if it’s better for you. Shifted Rolls: A shift is a modifier applied to your skill number before you make the roll. If you had a Greek His- tory skill of 56% and for some reason a ~30% shift was applied, your skill would be 26% instead temporary, and might be applied because of wounds, dif- ficult environments, or magickal effects. Hunch Rolls: A hunch is a percentile roll you get to make and then set aside to use for the next time you need a skill check. In other words, you know what your next roll is going to be and can act accordingly, using it up on something unimportant if its bad or trying to save it for something important if it’s good. Hunches are awarded by the game master in some situations for magickal or mundane reasons. Note that you cannot always control when you make a roll, so don’t try to hang on to a good hunch too long or you may lose it on a meaningless action. UK i SO BOOK ONE: THE SECRET NAMES OF STREETS With your stats in place, you pick skills: natural, learned, or unnatural abilities like Driving, Shooting Guns, Lying, or Secing Auras. Each skill is assigned to a single stat. You use your stat levels as points to set your skills, and a given skill can’t be higher than the stat that governs it. The more points you put into a stat, the more points you have available for the skills linked to that stat. It’s a co-dependent relationship. YOUR STATS You can read more about the four stats below. Divvy up your points when you’re ready. But you're more than just numbers. Once you've chosen your stats, add a descriptor to cach one. This is a word or short phrase that characterizes the nature of your stat. A Soul stat of 65 might be “shoulder to cry on,” while a Soul of 35 might be a “cold fish.” Mind descriptors could range from “irrational” to “quotes encyclopedias.” Speed descriptors might be “catches flies” or “all thumbs.” Body descriptors might be “totally ripped abs™ or “flabby.” T BODY STAT This is a measure of how healthy, strong, and generally fit you are. A finess buff has a really high Body score. A strung-out alcoholic has a really low score. Body determines how hard it is to kill you. WHAT BODY MEANS 10s You're on death’s door. You can’t walk unassisted and require constant medical care. 20s You're very frail. You can manage maybe five shallow steps without taking a rest, but that's it. 30s You're sickly and weak. You breathe heavy after climb- ing a flight of stairs. Your muscle tone is best described as “suety.” 40s You're either generally puny or a lard-ass, but not too bad. 50s You're average: you can wear a swimsuit without too much embarrassment and helping a friend move is no big effort. 60s You qualify as “brawny.” You're always among the first picks at the company softball game. 70s As far as you're concerned, every bottle has a twist-off top. You can do one-handed chin-ups. 80s You had the potential to be a professional athlete. You move heavy furniture without effort. “Getting tired™ is something that happens to other people. 90s Professional strongman level here: tearing phone books, lifting the front end of cars, bending metal bars, etc. 'BODY AND WOUND POINTS Wound points are a measure of how much damage you can take before dying the death of a small brown dog. Your initial store of wound points is equal to your Body score. Every time your Body score goes up through experience (but not through magick|, your wound points increase too. If you hit 0 wound points, you're dead. If you hit 5, you're unconscious or in shock. You can read more about wounds and healing on p. 58. You do not keep track of your wound points. The GM does that in secret and tells you how you're feeling. THE SPEED STAT This stat measures how physically quick and responsive you are. A race car driver probably has a high Speed stat, while a toll-booth attendant could have a low one. Wiggling through a tight space, trying not to slip on ice, or playing a computer game are all governed by your Speed. WHAT SPEED MEANS 10s You're pretty much immobile, capable of only limited and tentative movements. People in the advanced stages of degenerative nerve disease fit into this cat- egory. 20s You can get around on your own, but you're still pathologically clumsy. You probably need canes or a walker. 30s You're a klutz: you routinely spill drinks (even when you're sober), walk into door frames, and trip over your own feet. 40s The low end of average. When you play darts, almost all your shots hit the board. If you drive a stick-shift, it rarely stalls due to incompetence. 50s You're normal. You can hit the bull's-eye at darts (sometimes), you can run a city block in a reasonable amount of time, and you can box-shuffle a deck of cards without playing 52 Pick-Up. 60s As a kid, you were the local champ at “Bloody Knuck- les™ (or Pac-Man, depending on your age and inclina- tion). You can manage an impressive sprint when you want to, and if you're not a good dancer it’s because you didn't care to try. 70s Your childhood nickname was “Flash,” even if you kept your clothes on all the time. You learned to juggle in about two minutes, just by watching someone do it. You can run a five-minute mile. 80s Your control of your body is nearly complete. You can beat carnival games of skill. 90s Your grace and dexterity is incredible. With training, you could compete at the Olympic level. THE MIND STAT Steven Hawking has a really high Mind score. Most people who appear on Maury Povich don't. It governs how quickly you think, and how good you are at examining an idea from all sides. It's also how mentally tough you are. When things go south in the occult underground, people lose their marbles. With a high Mind stat, you've got a much bigger sack of marbles you can lose. WHAT MIND MEANS 10s You are a clinical moron requiring institutional care. 205 You're mentally retarded, but capable of independent living with frequent oversight. 30s You've got an IQ around 60. You can read (slowly) and write (poorly), but long division is pushing it. 40s You're no genius, but you can answer the occasional riddle on Jeopardy and remember to phrase it as a question. UK i LT CHAPTER THREE: CONCEPTION 50s You're average. You can balance a checkbook and you're fairly well-informed on subjects that interest you or employ you (sports, finance, Greek history, etc.). 60s You do crosswords in ink. You sometimes complete other people’s sentences for them. 70s If you wanted to, you could get into Mensa. Whenever you took standardized intelligence tests, you scored in the top 5%. Even if you have little formal education, you retain information well and remember easily. 80s You're a genius, with an IQ of 150+. It takes you about ten minutes to do the New York Times Sunday crossword—less if you really push yourself. You're capable of lightning-fast inductions and deduc- tions that look like ESP to average minds. 2 MIND AND MADNESS METERS When you created your fear passion, you linked it to one of the five madness meters. These measure how close you are to going crazy, freaking out, freezing like a headlighted deer, blowing your brains out, or running into the night howling like a wolf. These things happen when you start talking with demons, melting your face to win friends, and exorcising the supernatural resonance of a sex crime. It's tough stuff, and your Mind stat is all that stands between you and going completely gonzo batshit. But why go crazy if you already live there? If you've had some heavy trauma in your life, you can go ahead and start using those madness meters right now. You need to read through the Madness chapter (p. 64) first, but if it sounds like a good idea then go right ahead, freak boy. You can put up to three “failed” notches onto your madness meters, total. For each one you take, you can also rake a “hardened™ notch as well. They don't have to be on the same meters—if you're going to be crazy, be your own special kind of crazy. And if you want more than three of cach, talk to your GM. Remember to wear clothes. One more thing. If you're an adept, you have to take one failed and one hardened notch in the Unnatural meter. (This is in addition to any other notches you take.) Play with fire, get burned. THE SOUL STAT Do you care about anything? If so, that's your Soul stat working. Emotions, nonverbal skills, social interaction, and magick are all governed by Soul. If you want to seduce people, sell cars, make a speech, or turn your will into reality, go with the Soul. WHATSOUL MEANS 10s You're emotionally stunted and almost incapable of forming emotional attachments. 20s You're congenitally crude, uncultured, and crass. Any time you dress acceptably or do the polite thing, it's completely accidental. 30s You're an uncouth slob with all the sensitivity of 2 toilet sear. 405 You're at the low end of average in the personality department. Unless you're such a nebbish that no one notices you at all, you make people uncomfortable sometimes with your boorish comments and rude URKNGN APMIESN BOOK ONE: THE SECRET NAMES OF STREETS jokes, but you can get along. At least one person in your life secretly despises you. 50s You're average. You at least know enough to be uncomfortable in a delicate situation. 60s You're unusually sensitive. If you turn this towards supernatural matters, you probably have a general feel- ing of the unseen powers in the world around you. If you turn it towards human society, you're probably empathetic and likeable. 70s At this level, those who pay attention to the spirit world get indistinct feelings about certain objects, areas, and people. Those who tun their perceptions to their fellow humans always seem to say and do the right thing, 80s Emotional energy and supernatural encrgy are both quite perceptible to you, and your own emotions are pretty easy to detect if you're not bothering to conceal them. If you turn your mind to politics and manipulation, you could be a state senator within a decade or so. 90s You can learn almost as much from your “extra” senses as you do from the normal five, SOUL AND ADEPTS & AVATARS If you're an adept or an avatar, your Soul stat matters big time. Soul governs the Magick skill of adepts and the Avatar skill of avatars. Don't slack on spending the points here, if you want to do more than pull rabbits from hats. YOUR SKILLS Skills are narrow applications of stats. You can be a huge, strong guy, but if you've never been in a fight or got trained to throw a punch, a lot of people can clean your clock. Skills work on a percentile basis—from 1-99. You roll percentile dice and compare the result to your skill. How this works depends on the situation, since you make one of three different kinds of skill checks. For minor skill checks, you need a 15% or higher skill rating for an automatic success—no dice needed. These are situations where you have plenty of time and no risk, like taking a photograph of your house o reading up on Greek history. Higher skill levels are important for significant skill checks. These happen when you aren’t in an intense situation such as combat, but there’s still some pressure on you or what you're doing has a high element of uncertainty. Spending a day hacking an unfamiliar operating system, keeping an eye on your husband in a big crowd, or studying for a weekly test could qualify. For these tasks, you have a strong success if you roll under your skill level. If you fail the roll, you get a weak success if that roll is still under the related stat. You only fail completely if you roll above your stat. Major skill checks are the big ones, and in the occult underground they happen all the time. All combat rolls are major checks, as are any actions you attempt under stress and risk. If it really marters, it’s a major check. There is a limit to how high your starting skill ratings can be. The limit depends on which kind of campaign you are going to play: * Street-level maximum: 55% * Global-level maximum: 70% * Cosmic-level maximum: 85% If you have a good reason for a higher starting skill than allowed, you can ask the GM for approval. But starting with a single skill too high cripples your other skills within that stat. There’s no comprehensive skill list. You can pretry much define any skill you want, but the GM has to okay it first. Lots of examples follow. One rule: Your skill number can never exceed its govern- ing stat. If you have Body 30, no way are you going to be able to handle the training to get Boxing at 45%. BUYING SKILLS As with stats, you have a certain amount of points to spend on skills. But unlike stats, there is no fixed list. You can take as many or as few different skills as you like. It's better to take a few skills at higher scores than lots of skills at lower scores. The amount of points you have to spend on skills is based on the stat that governs those skills, because every skill is tied to a single stat. If you have a Body of 60, that gives you 60 points to spend on Body-based skills. You also get some bonus points you can distribute among your skills regardless of which stat they are tied to. These bonus points are based on the kind of campaign you are creating a character for: * Street-level bonus points: 15 « Global-level bonus points: 70 * Cosmic-level bonus points: 125 NOTES ON SKILLS You're going to read more about sample skills, in the order of their governing stats. But first, here’s a few things you oughta know. FREE SKILLS Before you spend any points on skills, you get some free skills per stat right off the bat. All of these begin at 15% except for Initiative, which starts at half your Speed score. You can use some of your points to improve them, or just let them be and spend the points on something else. The free skills you can take are discussed with each stat section in the following pages. As a quick reference, the free skills are: Body: General Athletics, Struggle Speed: Dodge, Driving, Initiative Mind: General Education, Notice, Conceal Soul: Charm, Lying What if you grew up someplace without cars? Replace Driving with Horseback Riding or Sprinting or whatever you did to get around. You can replace any free skill with a similar skill appropriate to your background, bu only if your GM gives you the thumbs-up. Don't try using this flexibility to turn every free skill ino Pistol Packing Mofo, though. That's a loser mancuver. SKILL NAMES You can call your skills whatever you want. Rename the free skills if you like. Instead of Struggle, you could use Take "Em Down Street-Style, or make boring old Driving into Reckless Driving. UKNG i SKILL PENUMBRAS A skill is more than a direct action. It’s also the knowledge you have related to that skill. This area of knowledge around a skill is the penumbra. Your Firearms skill lets you shoot guns, but it’s also the skill you use for knowledge about firearms: what the gun laws are in your area, who sells guns on the black market, how much a gun is worth, and so on. The penumbra is abstract knowledge, it's knowl- edge of people with similar skills and interests, and so on. Gor a skill in Egyptology? The skill's penumbra means you know about current Egyptian antiquities exhibits tour- ing the country’s museums, or who can figure out how old that mummy in your basement is, or where to sell stolen grave goods. It’s all right there in that one skill. ‘The higher your skill, the wider your penumbra. Somcone with a Firearms skill of 30 is unlikely to know any arms smugglers. Someone with an Egyptology of 70 s on a first- name basis with nationally recognized experts in the field. BSESSION SKILL Your obsession isn’t just what drives you. It also governs what you're good at. Pick one of your skills as your obses- sion skill. It's gotta be related to your obsession. Put a star next to that skill. Every time you make a roll on your obsession skill, you can choose to flip-flop the roll. You only get one obsession skill, and never get another, and can’t change unless you somehow change your obsession—so pick carefully. If you're an adept, your school of magick must be your obsession skill. ThE BaDY SKiLLS The skills governed by your Body stat are anything you do with strength or endurance. It covers practices that are physically taxing or that require training and muscle memory, like the Martial Arts skill. Body can also govern inborn physical traits like “gorgeous™ or “freakishly tall.” Your free Body skills are General Athletics and Struggle. The first is any basic physical activity—running, jumping, throwing balls or rocks. The second is fighting without guns, using your fists, knives, baseball bats, etc. FREE BODY SKILL: GENERAL ATHLETICS General Athlctics 15%. Swimming, catching, hitting—all that stuff you spend some time doing as a kid, including organized sports. This is a poor substitute for specialization, though. If you're playing dollar-a-point volleyball against someone with a Volleyball skill, you have to make a signifi- cant skill check. If the winner gets the loser’s car, its a major check. WHAT GENERAL ATHLETICSMEAKS 10s You can hit a fly ball—sometimes. With a lot of huffing and puffing you can scale a ten foot fence. 20s This is about average for someone with an inactive lifestyle. You can hit an overhand pitch—sometimes. Your golf game hovers around the bad side of par. 30s This is about average for someone with an active lifestyle. You can sink free throws predictably. You can run a mile and not be exhausted at the end. CHAPTER THREE: CONCEPTION 40 This level of skill is appropriate for someone with a very active lifestyle. Teenagers down at the schoolyard try to get you to play basketball on their team. You could outrun attack dogs with a little luck or a head start. 50s If you'rc on the company softball team, you pitch and bat clean-up. You get a lot of spikes playing volleyball and can sometimes slam-dunk a basketball. 60 You could play AAA bascball, or possibly be a minor pro in a less-lucrative sport like ice skating or horse racing. 70s You could be on a professional baseball, basketball, or football team. You'd spend a lot of time on the bench, but you'd be a pampered, well-paid pro. You could be a top professional athlete—a Bretr Favre or Tiger Woods. 80 FREE BODY SKILL: STRUGGLE Struggle 15%. When you have to put the hurt on some- one, this is how you do it. Even if you don’t know Lotus Form from Lotus Notes, you can try to dodge, throw haymakers, pinch, spit, and bite. Besides, you might get lucky and roll that 01, right? If you want a martial-arts skill such as Tae Kwon Do or Savate, that’s what Struggle becomes. If you make Struggle your obsession skill—calling it Mar- tial Arts or Big Brawl or whatever—then you get Cherries. These are special effects triggered whenever you roll a suc- cessful match (such as 11, 33, or 66) on your hand-to-hand attack. For a list of Cherries, see pp. 55-56. WHAT STRUGGLE MEANS 10s Your combat skills are pretty much limited to slapping, shin kicks, and hair pulling. 20s This is about right for someone who grew up in a nasty neighborhood but who has outgrown weekly fisticuffs. 30s You're a skilled fighter. Nothing really impressive, but you're the equal of the average unarmed mugger. 40s Which nickname do you prefer, “Crusher” or “Light- ning”? If you've studied the martial arts, you may have your black belt. 50s If you don’t pound on people for a living, you could. Your punches can break ribs and pop jawbones. 60s You're a match for two average opponents, even if they've got knives. 70s You could go toe-to-toe with most professional boxers. 80s Your body is a finely tuned killing machine. BODY SKILL EXAMPLES Distracting Physique. There's something about your body that just draws stares. Maybe you're almost inhumanly beautiful. Or maybe you have a gigantic goiter on your neck, a filmed-over eye, or one arm is a foot longer than the other. In any event, whenever someone sees you for the first time, you can make a Distracting Physique roll. If you succeed, the viewer is freaked out and is at -10% to all skills until you leave his presence. Unfortunately, this only works once per target—and it works on your allies as well as your enemies. Hold Your Breath. You can hold your breath a freakishly long time. Normally a person can hold their breath for a UK APHNI@&N BOOK ONE: THE SECRET NAMES OF STREETS number of seconds equal to their Body score. Then they have to breathe. Not you; you can hold your breath for an extra second for each point you put in this skill. Hold Your Liquor. Normally, people take penalties for sucking down booze like a dissipated writer; some people with iron guts can imbibe like William Faulkner and show no appreciable effects. At that point where an unskilled drinker would start taking penalties, the GM rolls this skill for you. If the roll succeeds, you don't take the penalty. If it fails, you still do—but you don’t know it until you try to make a roll on your own. You cannot negate the effects of more than four drinks within a six-hour period. Large And Hard To Move. You've got a low center of gravity, so you're hard to knock off your feet. Any attack or effect that would knock you down only does so if the person who rolled for it rolled over your Large And Hard To Move skill. (Note that you can also be Small And Hard To Move; ever try to push over someone who weighs 140 pounds and is only four feet tall?) DO-IT-YOURSELF BODY SKILLS Here are some examples of Body skills you might make up for yourself in consultation with the GM: Climbing, Boxing, Weight Lifting, Work Without Rest, Marathon Running, Football, Basketball, Judo, Swimming, Enduring Torture. THE SPEED SKILLS These cover reaction time, aim, and coordination—skills governed by your sense of where your body is. There is some overlap with Body; this is because a lot of sports and other activities have a reflex component and a physical- training aspect. If in doubt, ask your GM for a decision. (If you have Speed 50 and Body 40, you can still probably get away with having a Tennis skill at 45% if you really want it and your GM says okay. If you had Body 30, it might be a different matter.) FREE SPEED SKILL: DODGE Dodge 15%. People have natural flinch impulses when lunged at or startled. This dodge score represents that reflex. It also your ability to avoid getting hurt in combat. If you just use your Dodge skill instead of fighting or doing anything lse, it’s your chance to hunker down and not get smacked. 'WHAT DODGE MEANS 105 You can barely get out of the way of your own feet when youre dancing. 205 You can dodgea single falling object. 305 You have an okay—not good—chance of avoiding being hit by a specding car. 40 The other kids never liked playing tag with you—you were too good., 50s If you work at a high-risk job (firefighting, police work), your co-workers probably call you “Cat” and make jokes about your nine lives. 605 You're darn near impossible to hit or kick when you put your mind to it. 70s People who try to shoot at you tend to get unnerved by your uncanny ability to not be where the bullets go. 80s Two words: Jackie Chan. FREE SPEED SKILL: DRIVING Driving 15%. This is your chance to drive safely in a tense situation—controlling a skid, swerving around a pedestrian, or stopping before you drive offa cliff. You don’t have to roll for parallel parking unless someone is shooting at you or you're trying to do it at 70 mph. 'WHAT DRIVING MEANS 10s You're a bad driver. You either go too fast when it isn’t safe or you crawl along at ten miles below the speed limit. 205 You're an average driver: you still get caught in traffic jams, but you know enough to pump the brakes on ice. This is a good level for a professional driver, like a cabbie or a trucker. Not a professional with an outstanding record for safety, but a professional. 40s You actually are as good behind the wheel as the standard jerk in a Trans Am thinks he is. Your car could pop up on the two driver's-side wheels and you'd have a good chance of bringing it back down safely. 60s This is a good level for a professional stunt driver or an adequate race car driver. 70s You’re an honorary Duke of Hazzard. 80s You could be a strong competitor on the stock-car circuit. 30 50 FREE SPEED SKILL: INITIATIVE Initiative. When danger strikes, some people stand around slack jawed, while others instantly leap for safety. UNKNGW ARNIES vk by o Corh Initiative is a measure of how quickly (if not how well) you respond when someone tries to shoot you, grab you, or cave in your head with a 2x4 plank. Your Initiative score is equal to half your Speed. In a combat situation, you have a choice. You can either roll for initiative and hope to get a result under your Speed stat, or you can just go on your Initiative score as it is. You can improve this skill normally, either by buying it up during character generation, or by improving it later with experience. WHAT INITIATIVE MEANS 10s Wha? 20s Your first instinct when threatened is to frown angrily. 30s You're fairly alert to troubles around you. 40s Your jittery nerves pay off when the chips are down. 50s This is the level that separates “fast” from “goddamn fast.” 60s You've got the combat smarts of Doc Holliday. 70s Miyamoto Musashi reborn. 80s The only rational explanation is a sixth sense for danger. SPEED SKILL EXAMPLES Do Two Things At Once. You're adept at splitting your attention without halving it. As a consequence, whenever you're successful at a Speed-based skill, and your roll was lower than your Do Two Things At Once skill, you can do something different at the same time (as long as the two actions aren’t mutually exclusive). For instance, you can shoot your gun and kick someone in the same round, if your Firearms roll was low enough. Or you can yank the parachute out of your enemy's hands and pull the cord at the same time. However, the second action fails if the roll is higher than the relevant skill or if it’s higher than your Do Two Things At Once skill. Fast Draw. You're real good at getting a weapon ready real fast. Normally it takes an action to draw a weapon; however, if your initiative roll (or skill) is under your Fast Draw skill, you can draw your weapon and attack with it immediately. Snatch. This is the skill of grabbing things out of peo- ple’s hands or pockets before they can react. This is not the same as picking a pocket; the victim is immediately going to know what you've done. However, there’s not a lot he can do about it. One limit to the Snatch skill is on its use in combat; if you try to snatch a gun or knife out of someone’s hand, you have to not only roll under your Snatch skill, but above the target's relevant skill (Handguns or Knife Fighting or whatever). This is only for disarming someone with a drawn weapon; it doesn't apply to weapons still in their holsters, which can be yanked with a simple Snatch roll. Squirrelly Reflexes. You're just an intrinsically jumpy, paranoid person. When a fight starts, your first instinct is to make like a squirrel—grab your nuts and run. Conse- quently, when you're making an initiative roll, you can flip- flop it if the roll is lower than your Squirrelly Reflexes skill. You can do this even if the result would then be higher than your skill level (but still under your Speed). For example, if you have Squirrelly Reflexes 30% and you roll a 24 on initiative, you can make it into a 42. CHAPTER THREE: CONCEPTION DO-IT-YOURSELF SPEED SKILLS Here are some examples of Speed skills you might make up for yourself in consultation with the GM: Billiards, Ping Pong, Fircarms, Darts, Sleight of Hand, Picking Pock- ets, Moving Silently, Sprinting, Tennis, Juggling, Horseback Riding. THE MIND SKILLS Your basic book learning, plus logic and reason. If a skill requires alertmess, perception, quick wits, and generally being-on-the-ball, it may be a Mind skill. FREE MIND SKILL: CONCEAL Conceal 15%. You can hide physical objects, including yourself or another person. This covers hiding a gun inside a chair, not hiding money in an offshore bank account. If you're hiding a person, Conceal only works as long as you're not moving. WHAT CONCEAL MEANS 10s You never really understood the concept of “Hide and Go Seek.” 205 Your hiding options tend towards “under the bed™ and “in the underwear drawer.” You've purloined your share of letters. You can outwit the standard jealous spouse or suspi- cious parent. 50s You could be a professional smuggler. 60s You could be a professional smuggler who's never done jail time. 70s Misdirection, disguise, and subtlety are only the most blatant tools in your arsenal of concealment. 80s You are ninja. You own the night. ] FREE MIND SKILL: GENERAL EDUCATION General Education 15%. It is difficult to get through life without learning something in school. 15% is the low end of average. 25% would be enough to put you on the honor roll, while 0% probably represents a college degree and some postgraduate work. If you do have a skill indicating a college degree or substantial professional training, you can change General Education to Philosophy, Medicine, Eastern European History, or whatever other academic or profes- sional knowledge you specialize in; its penumbra still serves for general knowledge checks. WHAT GENERAL EDUCATION MEANS 10s If you graduated high school, you did so with an unimpressive C average. 205 You were a good student and probably finished college. 30s You graduated from college with honors. 40s You probably have a master's degree. 50s You either have a terminal degree (Ph.D., M.D., M.EA.) or multiple master’s degrees. 60s You are an acknowledged expert in your area of study. 70s You are internationally known in your area of special- ization. You can demand high fees as a consultant. 80s If lay people are aware of your field, they know your name. You appear in documentaries and Newsteek. UNKNGW, ARMI&SM BOOK ONE: THE SECRET NAMES OF STREETS FREE MIND SKILL: NOTICE Notice 15%. See that? Probably not. Most people live in a haze of self-absorption, but sometimes we pick up on things that stand out: a cute puppy, a brand new car in a bad neighborhood, the glint ofa telescopic sight moments before the sniper plants a bullet in your brain, that sort of thing. Some people notice more than others. Police detec- tives tend to have a Notice skill of 40% or higher. WHAT NOTICE MEANS 10s You notice the obvious, most of the time, but you're casily distracted. 20s You're about average: if someone drops a shiny dime on the sidewalk, you at least see it. 30s You're pretty sharp: you can spy a toupee or dye job at twenty paces, and your typing is always free of typos. You're remarkably perceptive: this level is typical of police detectives, forensic pathologists, and archaeolo- gists. 50s You notice even tiny details—the one book that’s upside-down in a shelf, incongruous scents, a previ- ously locked door that's now open a crack. 60s You can hear a whisper from twenty feet away on a still night, or read a newspaper by starlight. 70s You could trail a cat through a dark alley. 80s Like Sherlock Holmes, no detail escapes you. 40 MIND SKILL EXANPLES Authority. For whatever reason, you are in a position to tell people to do things and have them get done. This is the requisite skill for people who want to play cops, mob bosses, bishops and other people who have a power structure backing them up. (GM characters in such posi- tions don’t need to take this skill; it’s just a game balance thing for players in these jobs.) A police officer has an Authority score of about 15%, while a federal agent would have a score more like 30%. You can use this skill to wow the yokels, call for backup, obtain the skills of specialists— it's a very broad-based skill. (If you need to coerce someone into obeying you in a normal situation, like writing a speed- ing ticket, it happens automatically unless the person is predisposed against compliance.) Just make sure you and your GM agree on what kind of authority you are. You can also lose this skill by failing to uphold the responsibilities and expected duties of your station (“You were out of line, McBlain! Hand in your badge!”), so be warned. Doublethink. This is a weird skill—the skill of briefly convincing yourself of things you really know aren’t true. “I don’t know what you're talking about! I didn’t shoot nobody!” It’s a short-term and intense form of method acting that involves suppressing your memories under waves of powerful emotion—usually an intense wish that what you're saying was true. When you make a successful Doublethink roll, the next time someone asks you about something, you can give them a brief answer that appears true; you don’t have to make a Lie roll because you believe it. The down side of Doublethink is that using it about minor stuff is a rank-2 Self mental-stress challenge, and using it on anything important (“Of course I love you!”) is a rank-5 Self challenge. (To read about stress checks for madness, se p. 64.) Hypnotherapist. This isn’t any kind of mind-control shtick. It just means you can put a willing subject into a trance state, You can use this to recover lost memories, reinforce suggestions, and get them to quack like a duck or gibber like a mandrill. You're more than just a sideshow entertainer, however; you're also trained in helping people deal with repressed, distorted, or just plain painful memo- ries. (Meaning, you're qualified to put people under and erase those nasty “Failed” dots on their Madness Meters— see p. 69 for info on mental help). Note that it is possible to hypnotize an unsuspecting suspect, but it’s hard—you have to roll at least a 40% and still get under your skill, It is impossible to hypnotize an unwilling suspect who knows what you're doing. Photographic Memory. This is the ability to rapidly mem- orize everything in your visual field. You have to do it delib- erately and it takes one action. Write down what you've mentally “photographed” when you do it; later you can roll to pull discrete details out of your “picture.” (This means you can do that trick where you glance at a page in a phone book and can later recite it back.) A variation is eidetic memory or “total recall” where you can roll to recall anything you paid attention to; this does not allow you to do the phone book trick (you'd have to thoroughly read the page first instead of just looking at it), but you can (with an okay roll) remember any page of any book you've ever read. DY MiND SKILLS Here are some examples of Mind skills you might make up for yourself in consultation with the GM: Automotive Repair, Biology, Locksmithing, Medicine, Strategy, Physics, Psychotherapy, Occult. PARADIGM MIND SKILLS A Paradigm skill is a deeply held philosophy. It’s how you relate to the world. This might be military training, religious faith, or deep skepticism about the unnatural. Taking a paradigm skill helps you with some mental stresses, but leaves you more vulnerable to others. You can only have one paradigm skill, and it must be consistent with your obsession, passions, and personality. (Adepts cannot have a paradigm skill at all, because their philosophy is rooted in their school of magick.) If you decide to take a paradigm skill—you don't have to—then you link it to two types of mental stresses. One is a stress that your paradigm skill protects you against. The other is a stress to which your paradigm skill is vulnerable. Mental stresses are defined in the Madness chapter begin- ning on p. 64. If it’s appropriate, you can use the same stress for both slots. Once you create the skill, you must take a failed notch on the vulnerable stress you chose. This failed notch is permanent—it cannot be erased. It is the weak link in your mental armor. Having it does not affect your madness rolls, but it means you are always that one notch closer to suffer- ing a permanent mental affliction. Mark this notch in with a pen 0 you don't lose track of . Any time you fail a Mind roll on the protected stress, you may choose to immediately roll again. This time you roll against your paradigm skill, not your Mind stat. If you suc- ceed, you avoid the stress reaction because your philosophical paradigm was strong enough to see you through the stress. You do not, however, get a hardened notch for this success. UNKNGW, M?HIESM There are no re-rolls on your vulnerable scress unless it's the same as your protected one. The permanent failed notch is trouble enough. Here are some sample paradigm skills you can use, each of which lists its protected and vulnerable stresses in that order: Military (Violence/Isolation). Your service in the armed forces indoctrinated you against the horrors of combat, but you're ill equipped to handle problems when cut off from the chain of command. Scientific (Unnatural/Unnatural). Your scientific mindset stresses logic, reason, and predictability. While you value an open mind, the contradiction of commonly accepted natural law is very hard for you to assimilate. Superstitious (Unnatural/Helplessness). You see patterns and symbolic connections where others see only coinci- dence. This makes you more open to the idea of invisible and sub rosa forces, but your faith in the power of symbolic gestures makes it hard to accept powerlessness. Corporate (Self/Violence). Your hard-bitten, hard-headed business sense values pragmatism and results above all else. Occasional moral weakness is easy to assimilate as “flex- ibility.” But your world of abstract results and maneuvers does little to prepare you for visceral realities. Christian (Helplessness/Self). Your faith in the benevo- lence of a higher power makes it easier to accept setbacks with equanimity. But in accepting the strength of Jesus, you are quick to see the weakness in yourself. Orthodox Buddbhist (Isolation/Violence). Your Buddhist doctrines of detachment and non-involvement, coupled with your instruction in meditation, makes loneliness less of a burden—almost a treat. However, pacifism can leave you ill-prepared for the barbarity of modern life. THE SOUL SKILLS These are skills based on interaction and intuition rather than on mental acuity. Any social skill is a Soul skill, as are most artistic skills. If you're an adep, your school of magick is a Soul skill. But don't just write down “Magick™ by itself—include the school title, like Magick: Entropomancy, Magick: Por- nomancy, Magick: Cliomancy, and Magick: Dipsomancy. If you're not sure yet, go ahead and write down “Magick” on the character sheet. Just make sure and change it to the name of your school of magick once you know what it is. Another rule for adepts: Your school of Magick is your obsession skill. As with martial artists who take Struggle as their obsession skill, you get Cherries. These are special effects triggered whenever you roll a successful match (such as 11, 33, or 66) on your Magick roll. Sample cherries for Magick appear on p. 116, and you can make up your own with the GM’s approval. FREE SOUL SKILL: CHARM Charm 15%. You have to make a good impression some- times—maybe with Miss Congeniality down at the pub, maybe in a job interview, maybe with the high priestess of the cult you're trying to infiltrate. WHAT CHARM MEANS 10s Even your friends find you a bit annoying at times. 205 You can get along with people, if you have a lot in CHAPTER THREE: CONCEPTION common. You can flatter the boss without being too slimy. 30s You can be entertaining and friendly, even with people you don’t particularly care for. 40s Whenever an important client comes into town, your boss asks you to take him or her out to dinner. 50s You could make a pretty good living as a confidence trickster, provided that you can lie as well as you schmooze. 60s You have the skills of a great diplomat or a great seducer (or both). 70s Your honeyed tongue is nigh irresistible. 80s Even your enemies feel bad about hating you. FREE SOUL SKILL:LYING Lying 15%. Sometimes you gotta lay it on thick for the sake of the greater good—or just to get out of a traffic ticket. Most people can’t do it without looking around nervously, blushing, over-elaborating their stories, etc. WHAT LYING MEANS 10s You can lie convincingly—as longas it's a white lie and you're telling your listener what they want to hear. 205 You can put one over on people now and again, as long as you don’t have to sustain it for too long. 30s You can tell a complete whopper with a straight face. 40s You lie with ease and facility. This is a standard level of Lie skill for people who deceive routinely—crooked salespeople, con artists, private investigators, and com- pulsive philanderers. 50s You lie like it’s second nature. This is the minimum level of skill possessed by most undercover cops or deep-cover secret agents. 60s You can instantly create claborate and intricate lies, and keep track of them. 70s You can present the most illogical untruth and sill be persuasive. You can keep track of multiple identities and stories without getting them confused. 80s People basically believe anything you tell them. SOUL SKILL EXAMPLES A Friend in the Family. You have a buddy who's a mob- ster. (Or a forensic pathologist, or an expert in the occult, or whatever.) Your buddy helps you out on minor matters without a roll. (“Hey Rocco, can you spot me a twenty until payday?™) Activities involving risk or considerable effort will not only require a roll but an explanation. (“Hey Rocco, can you help me bury the body of this dead senator | got in my trunk2") You lose points off this skill if you only see your pal at your convenience; after all, who likes a friend who's only around when he needs something? Aura Sight. Even though you're not trained in a school of magick, you're aware of auras. If you make a conscious effort, you can roll to pick up information about someone’s magickal aptitude, health, physical capabilities, mood, and general state of metaphysical health. Demon possession and astral parasite infestation are easily detectable. Only living things have auras, however, so you can't tell if an item is magickal or if a car was last driven by a werewolf. Commanding Presence. You come across as someone UK i BOOK ONE: THE SECRET NAMES OF STREETS who should be obeyed, regardless of whether you actually have any authority or not. You’re the kind of guy who can direct people to the lifeboats in a calm and orderly fashion, tell people convincingly that the situation is under control, and get them to answer questions on the flimsiest of pretexts. Good Old Whatsisname. You seem awfully familiar to people. Maybe you just have an unusually average face. Maybe you subconsciously imitate the word choice and accent of those you hear around you. In any event, people are always mistaking you for distant cousins, old high school acquaintances, long-ago frat buddies, etc. Hunches. If you make a successful roll, you get a hunch, as explained on p. 7. You can try this skill a number of times a day equal to the tens digit of your Hunches skill. You can’t do this iz combat—though an existing hunch is valid when combat starts. Play Dumb. You're real good at convincing people that you're about as sharp as a sack of wet mice. This means they’re likely to underestimate you as a threat and often put the best interpretation on your actions (“Aw, the poor retard just wandered into a restricted area. Show him out and kick his ass a little, but don’t bother writing it up.”) It can also be used to get people to tell you more than they meant to in the process of explaining what they do want you to know. Vocal Imitation. You have a knack for recreating sounds with your voice. Not only is this a useful skill for doing duck calls and spicing up your Bill Clinton jokes at parties, it can be remarkably useful for fooling people over the telephone. Sing the Blues. You may not be musically trained (or maybe you were) but you can sing a decent blues riff or karaoke along to “Boom Boom (Out Go the Lights)” without sounding like a jackass. DIY SouL SKiLLs Here are some examples of Soul skills you might make up for yourself in consultation with the GM: Persuasion, Acting, Getting Sympathy, Painting, Intimidation, Seduction, Cadg- ing Drinks, Getting Bank Loans, Dancing, Social Worker. UNSKILLED ACTIONS Sometimes you need to do things that you don’t know how to do—you don’t have the right skill, or even the right skill penumbra. You may be in luck, if the dice are on your side. For minor and significant skill checks, you can roll against the appropriate stat. But your stat has a 30 shifc. If you make it, you succeed but only barely—no finesse, no user-definable results, just a lucky but marginal success. Pat yourself on the back and next time, find somebody who knows what she’s doing. For major checks, you can roll a Hail Mary against the appropriate stat. Only matched successes and crits succeed. You don’t get to treat the results as a match or a crit, cither—they just give you a half-assed, marginal success. Any unskilled failure is unusually bad. The GM comes up with an appropriate screw job as you bumble your way o disaster. Example: You don't have a Photography skill, but this doesn’t mean you can't point and shoot. If you're taking casual photos at your brother’s wedding, you have to roll your Mind stat with a —30 shift. If you succeed, ARNIES you've got something your mom can stick in her photo album. Now suppose you're staking out an apartment with your detective buddy. He takes off for coffee, leaving behind his complicated surveillance camera with tele- photo lens, etc. Suddenly a car drives up and honks. The surveillance target leaves the building and hurries to the car. You've got to photograph the car, but you have no idea how to work the camera and only moments to figure it out. You make the roll against your Mind stat of 58. If you get a 01, 11, 22, 33, 44, or 55, you get an acceptable photograph. If you fail, you might damage the camera. You might even drop it out the window, causing the target and his driver to come beat on you. But some things are just plain impossible. Even if you have all day to sit in the cockpit of an F-15, humming to yourself and pushing buttons in relaxed comfort, you're just not going to get it off the ground, The GM is the final arbiter of all unskilled action attempts. She may choose to impose stiffer penalties than suggested if it scems appropriate, and may even disallow the attempt outright. In some cases, she may choose to make things casier. How DO YOU CHANGE? Only the dead are static. You are a dynamic, living person who isn't content to sit around doing nothing. You're going to get out into the occult underground and make waves. As you do, you're going to make a rep for yourself. But you're also going to get better at the things you do. INSTANT IMPROVEMENT If you roll a matched success or failure on a major skill check, the skill you rolled against gocs up 1% immediately. A given skill can only be improved this way once per ses- sion, but multiple skills can each improve once. Stats do not improve this way, only skills, and this does not apply to minor or significant skill checks. GAINING EXPERIENCE POINTS When you take action, the GM can grant you experience points (XP). These are points you can spend to improve your stats and skills at the end of the session, or you can hang on to them to spend them later. Just for playinga session, you get 1 XP. Thanks for showing up. If you're present at the climax of a plotline, your GM gives you 1-2 XP. Even if you didn't save the day, even if you got your butt kicked, you still get at least 1 XP for having been there in the clinch. Each time you do something clever, your GM gives you 1 XP. Figured out a clue? Planned a good ambush? Made things exciting, entertaining, and unpredictable? That's good thinking and merits you a reward... Finally, at the end of the session everybody but the GM votes on who did the best job. (Each person decides what “best job™ means.) You can't vote for yourself. The GM breaks ties. Whoever wins the vote gets 1-2 XP, GM’s call. You can look forward to 1-8 XP per session. Don't whine if your GM seems stingy with the points—granting XP is one way a GM can pace the campaign. If the GM wants to play in a high-power style, you may get a lot of experience points so you can turn into hardcore bad-asses really fast. If she wants a gritty-realism tone, she’ll probably keep the point load low and make you work for "em. SPENDING EXPERIENCE POINTS Raising a skill by 1 costs 1 XP. Raising a stat by 1 costs 2 XP. However, you can't spend more than 3 XP on a single skill or more than 2 XP on a single stat in a single session. You can improve multiple skills and stats, however. The only exception to this is new skills. Buying a new skill costs ten experience points. It starts out at 10%. Your GM may decide that you need a teacher or special training to gain a new skill. If you want to fly a helicopter, for example, you need to take lessons. SOMETHING TO THINK ABOUT CHARACTER CREATION First and foremost, Unknoton Armies is about making a good story. You're not playing it against the GM and you're not playing it against the other players. You're playing it against the fictions your GM is creating to oppose you. Now this may sound real artsy-fartsy and abstract, but in the end it's simple: the best story is the one that keeps getting told. So all the point-stacking in the world isn't going to save a boring character. What makes a character boring? Safety is the biggest thing. This game (like most roleplaying games) is all about risk, danger, adventure, and intrigue. Since you signed on to play, you have to accept the fact that bad things are likely to happen to your character, including madness, maiming, and death, If you try to build a character who is immune o all those things, not only will you fail, but your character will be built around avoiding conflict (or at best, surviving it) instead of resolving it. Sure, you want your character to be competent, and the rules are tools to do that. But he should be just as competent at starfing things as at finishing them. If you want your character to survive in UA, it's easy: ratchet up your accounting skill and play a guy who works for a bank. Of course, you won't be doing anything while everyone else is doing everything—but you'll survive! (Bleah.) If you want to do more than survive, you'll need an interesting character. Lucky for you, the rules are designed to help you develop one. OBSESSED SKILLS Your obsession skill is a really big deal. Besides defining the focus of your character, it jacks up your chances of success in a major way because you can always flip-flop the roll. The URKNOW APNIESN BOOK ONE: THE SECRET NAMES OF STREETS OH WELL till determined? Backed into a corner with no way out? Have to fight for the greater good? Up against someone too stupid to know this is a bad idea? Or maybe just itching for some action? So be it. The rest of this chapter contains rules for simulating the murder of human beings. Have fun, COMBAT OVERVIEW Combat consists of a few main concepts: who goes first (initiative), how do you hurt someone (attacking), how do you avoid getting hurt (dodging), what happens when you get hurt (damage), what else you can do besides fight (non- combat actions), and what to do after the fight (wounds and healing). Fighting is unpredictable and often unexpectedly dan- gerous. You aren’t a bulletproof hero who can swagger through gunfire with a wicked grin, bowling over scads of inferior opponents. Even punks can get lucky and even leathery street fighters can take hard falls onto broken bottles. Your combat skills are calibrated on the assumption that they’re being used in chaotic, confusing circumstances. Your skill of Firearms 40% doesn’t mean you have a 40% chance to hit a paper target down at the shooting range. It means you have a 40% chance of hitting a moving, screaming, dodging enemy in a dark, rainy alley while she does her damnedest to fire the steel back at you. Furthermore, your combat skills measure your ability to do something effective. A single Struggle attack may be one haymaker, or it could be a series of slaps, gouges, bites and hair grabs. Mechanics-wise, there’s no difference between a single elegant kick and the aggregate damage of several hasty rabbit punches, but for storytelling style, it helps to really visualize your personal technique. INITIATIVE At the beginning of the combat, the GM determines who goes first, second, third, and so forth. This process is known as initiative. When it's your turn to take action, say what you're doing. Going sooner is better than going later, because slower characters have to react to what faster characters are doing. Combat is divided into rounds. In a single round you could use an atack skill, dodge, cast a spell, or start per- forming some other simple action. Rounds are an abstrac- tion intended for casier gameplay, not a definite measure of time. Assume a round is about three seconds, but don’t get hung up on accurate timekeeping. ROLLING INITIATIVE To determine your place in the initiative for this combat, roll against your Speed stat. You always want to roll high. ‘Treat matches, crits, and fumbles as normal rolls—they don’t give you any special bonuses or penalties. o If you succeed in your Speed check, you act before every- one who failed their roll. You also act before everyone with a successful roll that was lower than yours was. = If you fail in your Speed check, you act after everyone who succeeded in their roll. You also act before everyone with a failed roll that was lower than yours. DEFAULT INITIATIVE Instead of rolling, you can decide to use your Initiative skill as your roll result. If you have Initiative 34%, your initiative number is 34. Taking default initiative is considered the same as a successful roll. © With default initiative, you act before everyone who failed their roll. You also act before everyone with a successful roll that was lower than your Initiative skill. AMBUSH INITIATIVE If you begin a combat by ambushing someone, you get that first attack immediately. For the rest of the combat, you act on your Speed stat number and that is considered the same as a successful roll. If your Speed is 62 and you make a successful ambush, your initiative number is 62. With ambush initiative, you get the very first action. For the rest of the combat, you act before everyone who failed their roll. You also act before everyone with a successful roll that was lower than your Speed stat is. Ambush initiative is only valid for fotal surprise. If you're face to face and staring beadily at one another, the guy who punches first or goes for his gun first doesn’t have total surprise. You only get the ambush advantage if the GM agrees you completely bushwhacked your target. IMPROVING INITIATIVE Once the initiative ranking is set, it stays the same through- out the entire combat. If you want to improve your ranking during the combat, you can spend one round without taking any action. At the start of the next round, you can either roll against your Speed stat or use your Initiative skill just like at the start of combat. TIED INITIATIVE If you are tied for initiative ranking with another character, roll a die to break the tie. The loser’s initiative ranking drops by one point so he or she is just below your ranking. Example: Aron, Brian, Claudia, and Derek are facing three members of a rival cabal—Xander, Yolanda, and Zack. Aron, Brian, and Claudia opt o go on their Initia- tive scores, but Derek decides that, with his high Speed score, he might as well roll and see what he gets. Aron Speed: 30 Ini ive skill: 25 Brian Speed: 40 Initiative skill: 20 Claudia Speed: 50 Initiative skill: 30 Derek Speed: 60 Stat Roll: 54 (succeeds) The GM decides that Yolanda and Zack go on their skill and Xander rolls. (Xander isn’t too bright and is something of a risk-taker.) UNKNGW, N?NIESN Xander Speed: 45 Stat Rolk: 61 (failed) Yolanda Speed: 55 Initiative Skill: 30 Zack Speed: 65 ative Skill: 33 The only failure is Xander, so he goes last. Claudia and Yolanda are tied with 30. Claudia rolls a 7 and the GM rolls a 3, so Yolanda's ranking drops to 29. The initiative ranking for this combat is: Derek 54 Aron 25 Zack 33 Brian 20 Claudia 30 Xander (Fail) Yolanda 29 This continues until the combat ends or until someone attempts to improve their standing. Yolanda could try this, using her Initiative skill of 30 to trigger another tie-breaker roll with Claudia—but that’s not worth spending a round as a sitting duck. As it happens, the only person who makes the attempt is Xander. He takes a beating for a round and rolls, getting a 40. Since this is a success, he moves up in the ranking and the new ranking becomes: Derck 54 Yolanda 29 Xander 40 Aron 25 Zack 33 Brian 20 Claudia 30 ATTACKING When it’s your turn to take an action during a round of combat, you can choose to attack someone. Just tell the GM what combat skill you're going to use and who you're going to use it on. Then roll percentile dice. You want to roll equal to or less than your combat skill, and given that, you want as high a result as possible. If you succeed, you've just hurt or killed someone. Congratulations. All skill checks in combat are major skill checks. If you can't stand heat, don't pick fights with burning men. DRAWING A WEAPON Note that to use a weapon of any sort, you need to have it in your hand ready to go. If you have to draw your weapon, it takes one round. Without a weapon readied, you cannot use it in the first round of combat. ATTACK SHIFTS Attack shifts are shifts—bonuses or penalties—applied to your combat skill because of some situational factor. Note that you add them to your skill, not to your die roll. Once your shift is applied, roll against the adjusted skill. GMs use shifts to model dramatic reality, not physical reality. Shifts should make combat more intense and more deadly, based on the nature of the situation. They usually range from —30 to +30, and are applied in increments of 10. Remember that your combat skills already assume a challenging, fast-paced fight. CHAPTER FOUR: COMBAT Shift Example Situation -30% You're blind 20% I’ ten degrees below zero and you're just wearing sweatpants -20% You've been set on fire -20% You’re fighting on a thin plank over a forty foot drop -10% You’re underwater (at least up to the waist) -10% You've been drugged and are having a hell of a bad trip -10% You're shooting while falling after jumping through a plate glass window -10% Your feet are manacled together -10% You'rein free fall 0% A rypical fast-paced, chaotic, pants-wetting combat environment +10% You're shooting someone far away who isn't dodging +10% You're using a long hand-to-hand weapon against an unarmed opponent at appropriate distance +10% Opponent is barefoot on broken glass +10% Opponent is easily scared and just saw you grue- somely kill somebody +10% Opponent has on a big, heavy, off-balance frame backpack +20% Opponent's feet are tightly chained to the ground +20% Opponent just ran a marathon +20% Opponent just killed your best friend and is laughing over the corpse 430% Opponent s in leg irons and handcuffs If you're a GM, don't make a habit of applying every shift you can to a situation—these examples are meant to serve as guidelines, not s a shopping list. You don’t have to use every shift that applies. Does it seem like the character should have a littde tougher time? -10% shift. Does it seem like things are going his way? +10% shift. Use the examples to gauge an aggregate shift, not to add up every litdle factor. Wing it. If a factor is going to affect all the combatants equally, it’s rarely worth the trouble to penalize all of them. If two characters are fist-fighting in a phone booth, they’re both at the same disadvantage. Ditto environmental factors like rain, mud, darkness, and so forth. If they effect everyone, don’t apply them. Shifts should underline dramatics and modulate game- play. They should not dictate dramatics and encumber gameplay. FOCUS SHIFTS If you really want to put the hurt on someone, you can ask for a focus shift. You have to declare this at the beginning of the round, not when it’s your turn during the round. If the GM doesn’t believe you can pull off a focus shift owing to circumstances—perhaps you're badly wounded, or drunk, or affected by magick that makes it hard to concentrate—you don't get to do it. A focus shift means you concentrate on attacking a single target and pay less attention to the rest of the combat. You can choose a focus shift of +10, +20, or +30, and you apply it to your attack roll when it’s your turn during that round—assuming you're still standing when your turn comes around. You can only take a focus shift on a combar skill. URKNGN APHIESN BOOK ONE: THE SECRET NAMES OF STREETS I¢s clear to everyone else from the start of the round that you're focusing on your target. This is the moment in the movie when the two fighters’ eyes meet and the melee around them gets quiet even though the fighting continues unabated. As a result, however, anyone else who attacks you this round, including the target of your focus shift, gets the same shift applied to any attack against you. If you take a +30 focus shift, anyone who attacks you that round does so at +30. This means if you and your target both declare focus shifts against each other, you each get two shifts: one for your own focus shift, and one as a bonus against your opponent because he or she is taking a focus shift as well, Mutual focus shifts are cumulative to a maximum of +30. Should you declare a +10 shift against your target and your target declares a +10 shift against you, you'd each have +20: +10 from your own focus shift and +10 from your opponent’s focus shift. But if you both declared at +20, you'd cach have a +30 to hit the other, not +40. Whether or not another character can take that shifred attack against you is up to the GM. Someone on the other side of the room in a furious hand-to-hand struggle is hardly going to kick you while you're focused on your target. But that guy who's been popping off shots at your partner down the street won't think twice about shooting you while you're preoccupied. You make a tempting target. Still if you think you've got a decent chance at getting away with a focus shift then take a +10 and up the odds—or go for that fat +30 and call down the thunder. Example: At the beginning of the third round of combat, Claudia declares a focus shift of +20 against Yolanda. When it’s Claudia’s turn, she gets a +20 shift to her attacl UNKNGW, APNIESN skill if she uses it on Yolanda. But Claudia is fourth in the initiative ranking, which means that Xander and Zack could each take a +20 attack against her before it's her turn. Likewise, Yolanda (ffth in the initiative ranking) could have a +20 attack against Claudia if she survives Claudia’s attack. The GM determines if Xander or Zac could and would take that attack, or if they're too busy with the rest of the combat. DoociNG You can avoid getting hurt. When it's your turn during a round, declare that you're using your Dodge skill as your only action. For the rest of that round, you have some protection versus attacks. (Attacks made against you before it's your turn aren’t affected by dodging—they’re just plain faster than you.) When someone successfully attacks you while you're dodging, two things happen: => First, make a Dodge skill check with a minimum roll equal to your opponent’s attack roll. If you succeed, the attack does no damage at all. 2 Second, if you fail but your opponent’s attack roll is lower than your Dodge skill rating, the attack does half damage (round up). If you want to continue dodging next round, you have to declare this at the start of that round. By doing this, your dodge even affects attackers who have a higher initiative rank than you during that round. You can continue this as long as you like. If you stop declaring your dodge at the start of the round in order to take a different action, your next dodge starts the process over again. “Dodging” means you are doing nothing but avoiding attacks. It doesn’t mean ordinary flinching and blocking, which the rules assume you’re doing in combat all the time. HiGH DoDGE If your Dodge skill is 5% or higher, you can attack or perform another action while dodging, as long as your GM thinks it's plausible under the circumstances. DODGING BLASTS Your Dodge skill has no effect against most Blast attacks— that is, magickal energy attacks made against you by an adept. Blast attacks succeed or fail on their own unnatural merits, and are not affected in any way by your Dodge skill. Blast attacks are discussed in the Adepts chapter. The only exceptions are Blast attacks that result in physical attacks by mundane objects, such as a Blast that makes a knife fly through the air at you. DAMAGE When you get hit by an attack during combat, you lose wound points as a result. This happens immediately, before the next combatant’s turn, with whatever consequences that brings. The successful attack roll also determines damage in one of two ways, depending on the type of attack. Firearms damage is equal to your successful attack roll (a 43 attack roll does 43 wound points of damage). Hand-to-hand damage is equal to the sum of your successful attack dice (a 43 attack roll does 4+ 3 =7 wound points of damage). There are modifiers that affect these results, and they are discussed in the following sections. Damage from an adept’s use of the Blast magickal attack is covered in the Adepts chapter. Note: Just being shot at triggers a Rank-1 Violence check (see the Madness chapter). Particularly inexperienced ene- mies may freeze or run away after cracking under the strain. FIREARMS DAMAGE Firearms damage is identical to the successful attack roll—a roll of 45 does 45 wound points of damage. The higher your skill, the more damage you can do because you're shooting more accurately and you're hitting parts of the body that are more vulnerable. But your skill also serves as a limit on how much damage you can do. If you have a Firearms skill of 40, you usually cannot do 70 points of damage in a single gunshor. ‘There is another limitation on your damage result: differ- ent calibers of firearms have different maximum amounts of damage they can dish out. If your successful attack roll is higher than the maximum damage for the firearm you're using, the damage you do drops to the maximum for that firearm. Damage maximums appear on the firearms tables. Example: Derek has a Firearms skill of 65%. He’s using a Colt Viper revolver, a firearm that has a maximum damage of 50 points. If his attack result is a 79, he misses and does no damage. If it’s a 23, he hits and does 23 wound points of damage to his target. If it's a 62, however, he only does 50 wound points of damage because he can’t do more than the firearm can dish out. Crits do maximum damage for that firearm—even if the maximum damage is higher than your Firearms skill rating. Fumbles cause your weapon to jam or misfire. Semi- automatic and full-auto firearms jam (meaning the mechan- ics of moving a bullet through the weapon have gotten gummed up) and all others misfire (meaning the bullet was just a dud and the mechanics are okay). If it's a jam, you have to spend a round and make a successful firearms skill check to clear the weapon before it works again. If you fail the check then you can keep trying, but each attempt takes one round. If it's a misfire, nothing happens this round but next round you can fire again normally; mark off that bullet as a dud. Matches have no effect on firearms damage. CALLED SHOTS 5 To fire at a specific body part or other target of similar size, you need a successful attack with the following restrictions: * Leg. A minimum roll of 30. @ * Arm. A minimum roll of 40. * Hand or Foot. A minimum roll of 40. Inflicts hand-to- hand damage. If against the hand, target drops any item held in that hand. 0 * Head. A minimum roll of 50, but take a +10% shift to 5 your skill. (Same chance as hitting the arm or hand, but can do more damage.) MULTIPLE SHOTS To fire more than one shot in a round, divvy up your skill rating—which includes any shifts applied—among the number of attacks you want to make. You cannot take more than three attacks per round without using the suppressive fire rules in the next section. You choose how to divide your skill rating. If you have Firearms 30% and you want to shoot at two targets this round, or fire two shots at the same target, then you could take two 15% shots, or a 20% shot and a 10% shot, or 229% shot and a 1%. To make three shots, you might take three Firearms 10% shots or two shots at 9% and one at 12%, You cannot use a focus shift if you are shooting multiple targets, but you may use one with multiple attacks against a single target. If you do this, add the focus shift before you divide your skill up, as with any shift. You don't add the bonus to every subdivided shot. SUPPRESSIVE FIRE You're not aiming, you're just shooting to make your enemy stop shooting while your buddy does something. This requires that you fire at least four shots per round of suppressive fire. More than one person can lay down sup- pressive fire in the same round; the effects are cumulative. As with dodging, your first round of suppressive fire kicks in when it’s your turn, making it useless against faster opponents. You can continue it by declaring so at the start of each subsequent round, in which case it then affects everyone regardless of initiative ranking. UK APNIOgN 52 BOOK ONE: THE SECRET NAMES OF STREETS FIREARMS TABLE HANDGUNS Name Ruger Mark II semi-automatic Walther PPK semi-automatic Colt Viper revolver Glock Model 17 semi-automatic Smith & Wesson M586 revolver Ruger Super Redhawk revolver IMI Desert Eagle semi-automatic RIFLES Name Iver Johnson Model EW semi-automatic Hechler & Koch G41 semi-automatic Remington Sportsman 74 semi-automatic FN FAL Light semi-automatic SIG-Sauer S5G2000 Sniper bolt-action Barrett Light Fifty M82A1 semi-automatic SHOTGUNS Name Charles Daly Field Grade break-open Mossberg 5500 semi-automatic Mossberg Model S00ATP8 pump-action Bernardelli Model 115$ break-open Luigi Franchi SPAS 12 semi-automatic Mossberg Model S00TP8-SP pump-action Browning BPS pump-action Harrington & Richardson Model 176 break-open SUBMACHINE GUNS Name Heckler & Koch MPS full-auto Ingram M11 full-auto Micro-Uzi full-auto AKSU-74 full-auto Caliber 22 long rifle 32 ACP .38 Special 9mm Parabellum .357 magnum 44 Magnum .50 AE Caliber 22 Long Rifle 5.56mm NATO 3006 7.62mm NATO .300 Weatherby Magnum 50 M2 Caliber 20 gauge 20 gauge 20 gauge 12 gauge 12 gauge 12 gauge 10 gauge 10 gauge magnum Caliber 9mm Parabellum .380 ACP 45 ACP 5.45mm M74 HAND-TO-HAND WEAPONS TABLE Damage BonusWeapon Knife (switchblade, cleaver, stiletto)... Blackjack, brass knuckles, roll of quarters Light club, bo or jo staff, baseball bat, vas Sai, tonfa, nunchaku.. Small or light blunt object (toaster oven, skateboard, plank) Serious blunt object (chair, fireplace poker, wrench, tire iron; Huge club or baseball bat with sharpened nails in the business end Sword or machete (any sturdy blade six inches or longer)., Hatchet or kama Very large sword or katan: Spear or fire axe. Chainsaw.. Capacity Max Damage 10 35 7 40 6 50 17 50 6 60 6 80 7 95 Capacity Max Damage 15 35 30 60 4 80 20 80 4 100 11 170 Max Damage Capacity (buckshot/slug) 2 60170 5 60/70 8 60/70 2 120/80 8 120/80 8 120/80 5 130/85 1 1401115 Capacity Max Damage 20 50 32 50 16 60 30 60 etv i prisin o Gove, .. i W Corpanden. Conbi, W Fogn Ptishiog,1993 UNKNGW APNIESN CHAPTER FOUR: COMBAT FIREARMS DAMAGE BY CALIBER TABLE This table gives the maximum damage for a wide variety of fircarms calibers so you can stat up weapons that arent on the main table. Handgun/Submachine Gun Caliber Max Damage .300 Weatherby Magnum 100 22 long 30 -300 Winchester Magnum 100 . .22 long rifle 35 .30-06 80 - 22 short v 25 3030 80 32 ACP 40 .303 British 80 .32 Colt New Police 40 .338 Winchester Magnum 100 .357 Magnum 60 .35 Remington 100 . -38 Colt New Police 50 .358 Winchester 100 %, .38 Special 50 444 Marlin 100 .38 Super Auto 50 .50 M2 170 2380 ACP 50 5.45mm M74 60 5 40 S&W 50 5.56mm NATO 60 .41 Magnum 70 6.5mm Mauser 75 .44 Magnum 80 7mm Mauser 80 44 Special 60 7mm Remington Magnum 100 45 ACP 60 7.51mm M31 80 45 Colt Long 60 7.62mm M1943 60 @ S50 AE 95 7.62mm NATO 80 7.62mm Type P 40 7.62mm Russian 80 7.63mm Mauser 40 7.92mm Mauser 80 7.65mm Luger 40 12.7mm Soviet 170 9mm Largo 50 14.5mm Soviet 180 0 9mm Makarov 50 Pan 9mm Mauser 50 Shotgun Caliber Max Damage 9mm Parabellum 50 10-gauge, slug 85 4 9mm Steyr 50 10-gauge, buckshot 130 On 150 10mm Auto 55 12-gauge, slug 80 12-gauge, buckshot 120 Rifle/Machine Gun Caliber Max Damage 12-gauge Magnum, slug 110 22 Hornet 50 12-gauge Magnum, buckshor 130 .22 long 30 16-gauge, slug 75 22 long rifle 35 16-gauge, buckshot 70 22 short 25 20-gauge, slug 70 .222 Remington 60 20-gauge, buckshor 60 243 Winchester 65 20-gauge Magnum, slug 90 25-06 65 20-gauge Magnum, buckshot 60 270 Winchester 80 28-gauge, slug 65 284 Winchester 80 28-gauge, buckshor 45 .30 Carbine 60 (Suppressive Fire continued) FULL-AUTO WEAPONS Make a single roll for all the shots you're firing this Firearms are already stupendously dangerous. Full auto round. On a 01 or a match, you hit someone by luck. Roll makes them worse. Here's how they work: one die to see how much damage you did, while the GM determines randomly who you hit. = You can either fire a three-shot burst or just hold the The effects of suppressive fire depend on how many shots trigger down. A burst counts as a single shot for rules are in the air that round: purposes. Blazing away counts as ten shots for rules purposes—it automatically qualifies as suppressive fire. * 4-10 shots cause a ~10% shift to everyone in the same = A three-shot burst gives you a Firearms shift of +10%. field of fire = Blazing away gives you a Firearms shift of +40%, but you * 1120 shots cause a ~20% shift to everyone in the same need a minimum roll of 20. field of fire = Either way, ignore the maximum damage for your ammo * 21+ shots cause a~30% shift to everyone in the same type. Your total damage is whatever you roll, period. field of fire URKN@ i 54 BOOK ONE: THE SECRET NAMES OF STREETS URKNGW fiPMIESN Fully automatic firearms are more or less illegal in the United States and many foreign countries. Usage of full- auto weapons in combat is going to attract substantial law- enforcement attention—and of course, they just encourage your enemies to up the ante. SPECIAL AMMO There are many types of ammunition available for fircarms, such as hollow-point, safety slugs, and so on. All have the same effect: the maximum damage of your weapon is increased by 10. One exception is armor-picrcing bul- lets—the so-called cop-killer rounds that penetrate bullet- proof vests. These are described in the next section. BULLETPROOF VESTS If you get shot while wearing a bulletproof vest, the gunshot does damage like it wasa martial arts actack, but without the weapon damage shift. That's right: that 62-point gun- shot just became an 8-point bruise. If you are shooting at someone with a bulletproof vest, you can opt to aim for the head, legs, hand, or some other unpro- tected area. This is discussed earlier under “Called Shots.” Armor-piercing bullets punch right through bulletproof vests, but when you figure damage you round dotwn to the nearest multiple of 10. If you roll a 45, you do 40 points of damage. If you roll a 08, you do 0 points of damage. HAND-TO-HAND DAMAGE For hand-to-hand attacks—that is, physical attacks such as punches, kicks, takedowns, baseball bat to the skull, ete.—the damage you do is equal to the sum of the two dice you rolled. A successful roll of 47 does 4 + 7 = 11 points of damage. (There are some exceptions to this, described later) If you're using a weapon of some sort in your hand-to- hand attack, you do more damage. To decide a weapon’s damage shift, ask three simple questions: = Is the weapon bi wield it effectively.) = Is it heavy? (“Heavy” means it has enough heft to crack bones.) = Is it penetrating? (“Penetrating through the skin.) means you need both hands to means it cuts or stabs For each “yes” you get, the weapon does 3 additional points of damage. A rock is heavy, but not big or penetrat- ing, so it adds 3 points of damage. A steel chair is big and heavy, so it adds 6 points of damage. A knife is penetrating, so it adds 3 points. A machete or sword is heavy and penetrating, so it adds 6 points. A chainsaw is big, hea and penetrating, so it adds 9 points. A table of sample hand- to-hand weapons and their recommended damage appears in the table nearby. Crits cause your target to die or drop unconscious imme- diately. Your choice. If he hasn’t acted this round, he doesn’t get to. This only happens if the GM says it makes sense. If you were throwing a pillow at the target, he’s just not going to die or fall unconscious no matter what you roll. Fumbles cause you to take the damage you rolled—that is, the weapon bonus plus 20 points (0+0 = 10 + 10 = 20). avoh by b You screwed up so badly that either you hurt yourself all on your own or your target deftly countered your attack and hurt you in the process, GM’s choice. Matched successes do firearms damage plus weapon bonus, but only if you're using a weapon with a bonus of +6 or higher. If you're using a weapon with a +3 weapon bonus, or no weapon at all, the match has no special effect. Note: If your hand-to-hand attack skill is also your obses- sion skill, matched successes inflict Cherries; these are dis- cussed later in the chapter. If your attack gets the firearm damage effect, that happens in addition to the Cherry unless the Cherry states otherwise. Matched failures cause you to take your weapon's bonus in damage, if you’re using a weapon. A +6 weapon would cause you 6 points damage. If you aren't using a weapon, the match has no special effect. DISARMING ATTACKS To take away a target’s weapon, make a successful attack with a minimum roll of 30. This does no damage, but the weapon is either in your hand or on the floor, your choice. Note: If the weapon is a penetrating weapon, you auto- matically take 3 wound points unless you get a matched success or a crit in the attempt. Taking edged weapons away from people, using anything other than psychology, is a great way to lose some fingers. MULTIPLE ATTACKS To make more than one hand-to-hand attack in a round, divvy up your skill rating—which includes any shifts applied—among the number of attacks you want to make. You cannot take more than three attacks per round. You choose how to divide your skill rating. If you have Brawling 55% and you want to strike at two targets this round, or make two attacks ar the same target, then you could take a 30% attack and a 25% attack, or a 40% attack and a 15% attack, or a 54% attack and a 1%. To make three attacks, you might take them at 20%, 20%, and 15%. You cannot use a focus shift if you are attacking multiple targets, but you may use one with multiple attacks against a single target. If you do this, you add the focus shift before you divide your skill up. You don't add the bonus to every subdivided shot. That is, you can take a +30% focus shift to your 15% Brawling skill and have a 45% attack to divvy up, but you can't divide your 15% into three attacks and then add +30% to each one, THROWING PECPLE To throw a person you're fighting, make a successful attack with a minimum roll of 30, If you succeed, you do your normal damage and also inflict the Knock Down cherry. THROWING OBJECTS To attack a arget by throwing an object or weapon at him, use your General Achletics skill instead of your hand- to-hand attack skill. The only exception is when your hand- to-hand attack skill is also your obsession skill, in which case you can usc it for the throw, This only applies to direct attacks at a target, not throwing a grenade or tossing a Frisbee around. For a thrown object to do any damage, it must be big, heavy, or penetrating as described earlier. You do not add the weapon’s bonus to the damage inflicted, but the special effects of matched successes still work as normal. KNIFE ATTACKS Any hand-to-hand attack with a penetrating weapon does a minimum of 1 wound point damage ever if you miss. This does not apply to thrown weapons, only weapons used directly in close-quarters combat. Example: You have Brawling 37% and are wielding a knife against an opponent in hand-to-hand combat. You roll a 43, a miss. Your opponent takes 1 wound point damage. Why is this? Knives cut. Imagine you are wearing a white suit with white gloves, and you are facing an angry child waving a black magic marker. Imagine trying to take the marker away from the child, or grabbing the child, or doing anything to the child except running away from it. You're going to be covered in black marks in a matter of seconds. That's why. Knives cut. SUCKER ATTACKS To feint and then lunge with a powerful attack, declare a sucker attack and describe the fake move you pull to fool your target: trick him into stepping onto slippery ground, push him back so you can yank him forward when he resists, pretend to hit him high so you can really hit him low, or whatever the GM agrees sounds reasonable. Then make your attack roll this round as normal. If you succeed, you do no damage this round and your attack has no effect except to mislead your enemy. (Dodging does not affect this, since you aren't doing damage this round.) On your next round, if you attack the same target, roll only one die. Treat this roll as a match. If you roll a 1, your result is 11. If you roll a 7, your result is 77. So if your first attack succeeds, you get an automatic ‘match next round. It might be a matched failure or even a fumble—a 00—so use with caution. CHERRY ATTACKS If your hand-to-hand combat skill—whether it's street brawling or judo—is your obsession skill, you get Cherrics. Cherries are extra-special results that occur on a successful matched roll, (Unless the cherry specifies otherwise, the normal matched-success effect of extra damage still applies.) Having a hand-to-hand combat skill of any sort that is not your obsession skill does not grant you these cherries. Each time you get a cherry during combat, pick one from the following list. You may also design new cherries, as long as your GM approves them. SAVPLE CHERRIES Big Hurt. If you aren't using a +6 or greater weapon—or even no weapon at all—you still get the matched-success effect of doing firearms damage. UNKNGWN ARNIES BOOK ONE: THE SECRET NAMES OF STREETS Blind. You cause no wound-point damage, but your target cannot see for the next four rounds (a -30% shift). Dazed. In addition to taking the normal damage, your target has a -10% shift to all skills for the next four rounds. Gimme. In addition to taking the normal damage, your target loses whatever weapon he is holding. You choose whether the weapon drops to the floor or ends up in your hands. Either way, this occurs immediately, and you don't take the usual automatic damage from disarming attempts. Knock Down. In addition to taking damage, your target is immediately knocked off his feet. He automatically goes to the end of the Initiative queue. Furthermore, until he takes an action to stand up he can only attack characters who are standing within a few feet of him. Kung Fu Grip. Instead of doing damage, you put your target in a restraining grip. Your target cannot attack or dodge on his next action because you've got him held. This continues until your target gets free. Getting Free: You can choose to release the grip at the beginning of the round before anyone acts, and then you can both act normally. Your target can get free by rolling against his hand-to-hand combat skill (Struggle, Tae Kwon Do, whatever), but he must make a minimum roll of your hand-to-hand skill score to succeed. Attacking: Held targets can be attacked by anyone nearby with a +10% shift for the attacker. While holding him, you get to inflict 5 points of damage each round automatically by wrenching his shoulder socket, kneeing him, etc. If you have any sort of hand- to-hand weapon ready, you get to inflict 8 points of damage each round instead. Disarming: You can make another hand- to-hand skill roll in any round after the one where you make the hold and, if successful, use the effect of the Gimme cherry. This s instead of doing any damage this round. Limitations: You cannot make any attack besides the automatic one on the person held, and you can't dodge, either. Monkey Dodge. Not only do you damage this target, but you may redirect the next attack declared against you (before it is rolled) to any other combatant who could reasonably be targeted instead (GM's call). You can't use this to make someone attack himself. You can choose to redirect the attack so it hits the floor, wall, furniture, large plate-glass window, etc. instead of another combatant. More Hurt. Roll and add another single die of damage to the current attack. New Damage. Roll two dice and use that for damage instead of your original roll. If you're using a +6 weapon or greater, you still get to do firearms-style damage even if your new damage roll isn’t a match. Second Helping. In addition to inflicting the normal damage, you can use your attack skill again immediately in the same round at no penalty. Turning Tide. In addition to taking the normal damage, your target can’t get any benefits from rolling matches for the rest of the combat. EXPLAINING CRIT KILLS If you roll that fatal 01 and drop some poor bastard in his tracks, it’s not terribly dramatic to say “he dies.” Here are a number of plausible one-hit kills for smaller weapons. WITH A BLUNT OBJECT o A sharp blow to the temple puts a deadly shock through the brain, resulting in instant death. A transverse blow across the bridge of the nose sends bone fragments into a sinus cavity, shredding it and caus- ing the victim to drown in his own blood unless someone performs an emergency tracheotomy within about five minutes. For purposes of the 01, assume the blow also knocks him out or immobilizes him with pain while he dies. An upward blow at the base of the skull (cither attacking from behind or by reaching around) breaks the neck or causes instant unconsciousness. A blow o the front of the throat crushes the trachea. Intense pain and panic is immediate. Unconsciousness occurs within 20 seconds, or less if he was already breath- ing heavy. Asphyxiation happens soon after. A hard thrust right to the bottom of the sternum breaks off a bone called the xiphoid process and drives it into the heart. Ahard blow directly between the shoulder blades instantly stops the heart. . WITH A SHARP OBJECT « Evena small knife driven up into the head through the top of the eye socket kills quickly. (Elizabethan play- wright Kit Marlowe died this way.) An upward blow under the sternum pierces the heart. A stab to the temple shanks the brain. A shallow slash across the throat causes blood to drain down the windpipe and drown the target. A deep slash to the neck causes a rapid bleed-out from cither the vein or the artery. Along slash along the inside of the bicep from elbow to armpit opens an artery. A slash on the inside of the leg from knee to groin also opens an artery. EXOTIC DAMAGE You can die in all kinds of terrible ways. Here are a few examples. POINTBLANKING Pointblanking is trying to kill an immobile, helpless target in close proximity. This doesn’t mean an ambush. This means cutting the throat of a guy tightly bound to a chair, or shooting a slecping person in the face. So your target is helpless. I¢s up to you to decide if he or she lives or dies. This is a dramatic moment, so don’t try to gloss it over. The consequences of your decision are likely to be severe, no matter how you decide. The decision to snuff out a human life in a cold and calculated fashion—not in combat, not by “accident,” not in a rage of anger or fear—is one of the most important ones you may face. Choose carefully. 1 you decide to murder someone, then, here’s how you do it. Roll the appropriate skill. If it’s martial arts and you fail, you do the damage you rolled, firearms-style. If ii’s firearms and you fail, your weapon does the maximum damage for its caliber. If you succeed with either roll, the defenseless victim is dead. Lights out. That's not it for you, though. Deliberately trying to kill a helpless target is a rank-7 Violence check. Your GM may URKNGW APHIESN assign other checks as well; after all, if you generally think of yourselfas a friendly, forgiving guy, or a law-abiding straight arrow, such a deed may well merit a Self check. On the other hand, if you fail to kill your target then you may have to face a Helplessness or Unnatural check (the latter if some sort of magick saved the target). DROWNING In a crisis, you can hold your breath for a number of seconds equal to your Body score. After that, you have to breathe or pass out. If you breathe in (or pass our) underwa- ter. you're out of the fight and drown unless someone drags you out and performs CPR. (GMs may make characters who've been saved roll their Body or under to have the CPR work.) An average Body 50 victim can stay alive for fifty seconds, so it takes about sixteen rounds to drown. Not drowning means doing your best to stay above water, either with the Swim skill or (if you don’t know how to swim) a General Athletics check. Each success gets you a breath of air, and the breath-holding clock is restarted. STRANGLING There are two ways to choke someone: cut off air to the windpipe (the standard, untrained strangle) or cut off blood to the brain. For the windpipe choke, just use the drowning rules. This goes for untrained neck grabbing, smothering with pillows, plastic bags over the head, and other forms of smothering. An average Body 50 victim can stay alive for fifty seconds, so it takes about sixteen rounds to strangle him to death. For the blood choke, make a successful attack with a minimum roll of 20. Maintain this for three more rounds and the target passes out. Two more rounds and the target dies. This qualifiesas pointblanking for Madness purposes. A blood choke requires you to put a rope or scarf or other long, thin object around someone’s throat, twist it once in the back, and pull real tight. It worksvery fast. To break a choke that’s on you, you can make one Dodge or Struggle attempt each round, your choice. If you succeed, you break free. Whether you succeed or fail, however, that attempt is the only action you can take that round. CAR WRECKS The GM rolls one dic for cach 10mph the car was going, and arbitrarily assembles a number out of any two of the dice rolled based on factors such as seatbelts, air bags, the typeof car, and so on. If a car hits somethingat 50mph, the GM rolls five dice and picks any two to build a two-digit number from. Different occupants in the car can receive different combinations of damage numbers if the GM feels it is appropriate. Example: A car strikes brick wall at 40mph. The GM rolls four dice and gets 7, 7, 3, and 2. Possible damage results include 23, 27, 32, 37, 72, 73, and 77. It a late- model luxury sedan. The driver is wearing his seatbelt and there’s an airbag but it sill a bad wreck, so the GM assigns him 27 points of damage. The passenger wasn't wearing a seatbelt and was leaning half-way out the window shooting at someonc, so the GM assigns him 77 points of damage. Note: If two cars hit head-on, you combine their speeds. Two cars going at 40 that do a head-on yield cight dice of damage o the occupants. Is your character wearing her seatbelt? Unless you stated so carlier, you need to make a Mind check: if you succeed, you have your seatbelt on. FALLING The GM rolls one die per ten feet fallen, adding the dice together. f it's a controlled, deliberate fall, drop the highest dic. (So if you carefully jump down 10 feet, you take no damage. If you're shoved out of a first-story window, you take full damage because you aren't in control of the fall.) NON-COMBAT ACTIONS If you're fighting someone, there’s an excellent chance it isn’t just because you're a psycho. You want something. The two of you are fighting because the Maltese Falcon is on the table or because you're trying to get out the door to your car or whatever. Atempting goals like these in the middle of a fight means you're using non-combat actions. These are any actions you take that are not directly related to injury. “The tactical use of magick qualifies as a combat action, such as using magick to whack somebody, or confuse them, or control them. But if you try to divine what you're having for lunch tomorrow in the middle of a fight, that's a non- combat action. SHORT ACTIONS Any non-combat action takes at least two rounds. The first round, you declare your action but you still get to attack or dodge that round as normal. The second round, you can neither attack nor dodge—you just perform your action. Non-combat actions work this way because it requires pres- ence of mind to do anythingin a fight other than fight. Once you declare your action in the first round, you cannot change it in the second round. You can modulate it slightly if the GM allows it. If you declared you were going to get in a car, you could change that to getting under the car instead. LONG ACTIONS The GM may rule that some non-combat actions take longer than two rounds. Remember that a roundis roughly three seconds and plan accordingly. These longer actions work the same way as two-round actions: declare the first round, then spend the other rounds taking the action. You have more freedom to modulate your actions when they're stretched across a longer span of time. If you're running for the door and it takes you four rounds, on round three or four you could decide to change direction and run in a different direction. Butif you want to cancela longer action and go back to fighting, you have to announce this during your turn one round and can then attack or dodge the mext round. DRAWING ACTIONS It takes one round to draw a weapon, not two. When you declare you're going to draw, you do it right away instead UNK i BOOK ONE: THE SECRET NAMES OF STREETS of making an attack or dodge. It’s ready for use next round. You have to draw a weapon before you can use it, of course—so you cannot shoot your gun on the first round of combat unless you were walking around with it in your hand before the combat began. SIMULTANEQUS ACTIONS If your attack skill is 85% or higher and the GM approves, you can attack and either dodge or perform another action at the same time. Similarly, if your Dodge skill is 85%+, you can dodge and either attack or perform another action at the same time. If you're such a lightning-quick bad mofo that your attack skill and Dodge skill are both 85% or higher, you can attack, dodge, and perform a non-combat action in the same round. WOUNDS AND HEALING You begin the game with a number of wound points equal to your Body stat. When you get hurt, you lose wound points. The GM is in charge of tracking your wound points. You are not allowed to know how many wound points you have at any point in time. When you get hurt, the GM tells you what happens: what it fecls like, whether you have to move slowly, and so forth. There’s more information on this in the GM section. The GM makes a note of how much you lost from cach separate injury. That's because healing is on an injury-by- injury basis. WOUND PENALTIES When you've lost somewhere between a quarter and a third of your wound points, the GM tells you that you now have a~10% shift o all your stats for stat check purposes. Exactly when this penalty kicks in is up to the GM. If you get hurt so badly that your wound points are down to somewhere between two-thirds and three-quarters of your total, the GM tells you that you're now at-20% to your stats. ‘The first penalty is a warning that you need to get off the streets. The second penalty is a warning that you're about to die. But if you're getting so trashed that your stats are at ~20%, you're probably dead meat anyway. These penalties only apply when you're rolling against your stats. They don’t affect your skills. HEALING A MINOR INJURY Basic first aid is sufficient for an injury up to about 10% of your Body stat. To perform first aid, you need the right sup- plics—bandages, makeshift splints, whatever the GM deems sufficient—and you must make the attempt within an hour after the injury occurred. Make an appropriate significant skill check, or a major check if yowre under fire. A successful first-aid attempt heals a number of wound points equal to the dice rolled, added together. A roll of 56 would heal 5 + 6 = 11 wound points. A roll of 10 heals 1+ 10 = 11 wound points. If the result is higher than the number of wound points inflicted by that particular injury, the extra points are ignored. You may attempt first aid only once for each minor injury. If you fail any of those checks, the victim may get URKNGN r‘x?NIESN ot by Dew o another set of attempts from a professional medical facility, or from convalescence. No matter how well you roll to patch it up, one wound point of damage always remains to be healed by convales- cence. No mortal science can heal an injury perfectly and instantly. Example: Aron gets kicked in the crotch and takes 4 points of damage. Claudia convinces him to let her help and, after icing it to reduce the swelling, she makes an unskilled significant check against her Mind stat because she doesn’t have an appropriate skill. She gets a 42, which is more than 30 and lower than her stat, so she could heal a maximum of 6 points of damage—more than enough to take care of the injury. But, because no first aid is perfect, Aron’s still down one point. HEALING A MAJOR INJURY A major injury is one that inflicts more than 10% of your Body stat in wound points. This is beyond the scope of first aid. You need professional help, and you need it fast. Listen up: EMTs and doctors agree that people have a much better chance of surviving major injuries if they get treated within one hour. It’s what ambulance response time and ER procedures are designed to accomplish. If you get to a medical facility within one hour of receiv- ing the injury, the GM rolls the doctor’s medical skill. Heal- ing a major injury is always a major skill check. A successful check heals that number of wound points immediately, the same way firearms damage is computed. Each injury requires a separate check. Healed points in excess of the particular injury are ignored. Even rolls that heal more than enough damage still leave one wound point, as with minor injuries, to be healed in convalescence. Example: Your doctor (Medical 68%) rolls a 43 and it's a success, so you get back 43 points. If the injury was only 24 points, the extra healing points are ignored and you're down 1 wound point instead of 24. If he'd failed with a 94, you'd get back nothing, If you don’t get there within an hour, you're in bad shape. The skill use only heals back the sum of the dice, the same way hand-to-hand damage is computed. Example: If your doctor got that successful 43, you'd only regain 4 + 3 = 7 points because you lost blood and weakened before you were treated. Most doctors range in skill from 35% for a newbie to 70% for a veteran. Most can flip-flop their rolls, since it’s probably their obsession skill. If the doctor makes a matched miss or a fumble, the GM may rule that additional wound points were lost. If so, those additional points count asa new injury. All this assumes modern medical facilities and a skilled staff of assistants, of course. If your doctor—or a helpful boy scout with a First Aid merit badge—is trying to put you back together on your kitchen table with that bathroom first-aid kit, you can only get the sum of the dice, no matter how fast you're treated—a gauze pad won't do much to help a broken arm. CONVALESCENCE To heal damage missed by first aid or emergency medical care, you must cither stay in a hospital or at home with regular attention from a doctor or nurse. You heal 2 wound points per day that you rest. If you go out and run around, the GM can rule you heal nothing for that day. Once you're at 60% of your normal wound point total, you are well enough to get out and about again. You may not be fully healed, but you can get back to work. If you leave convalescence at that point, you can still heal 1 point per day. Remaining in bed continues healing you at 2 points per day. If you push yourself too hard, the GM may give you nothing back for that day. You can also spend experience points to heal. Each point you spend restores a point of damage. You cannot spend more than three experience points on this per day. As usual, you won't know precisely how many wound points you have. The GM will describe how you feel, such as “achy,” tired,” or “like you're going to puke.” “Unable to focus your eyes™ and “seeping” are signs that you should slow down a bit. PERMANENT DAMAGE If you take 50 wound points or more in damage from a single attack and survive, you're a stud and should feel good about yourself. However, you also survived damage that would kill many people, and you never fully recover. A hit that bad marks you for lfe, and there’s no way to avoid it. The nature of the loss is up to your GM, though your group may make suggestions. It could be a straight, perma- nent loss of wound points—between 5 and 10 is a good number. You could lose points in a relevant skill, or even a stat—Body and Speed are obvious choices, but Mind is also appropriate for cranial traumas. You may lose limbs. CAR CHASES Movement in car chases is measured in lengths. If you are being chased, you want to increase the number of lengths between you and the car pursuing you. If you are chasing another car, you want to decrease the number of lengths between you. The GM determines how many lengths there are between the vehicles involved in the chase. The lead car might have two or three lengths ahead of the next one if the chase began tight, or up to eight if they had a good head start. A length is an abstraction for rules purposes. The distance is not important; the number of lengths is. If a car gets ten or more lengths ahead of the next one, that next car is now out of the chase and loses track of what is happening up ahead. Every round, all the drivers in the chase make a sig- nificant Drive skill check. Drivers who beat their Speed but get under their Drive neither gain nor lose a length. Rolling under the Drive skill means that car advances one lengeh, closer to any cars up ahead and farther from any cars behind. Failure means that car drops back one length, farther from any cars up ahead and closer to any cars behind. A match under your Speed or a crit means you advance two lengths. A matched failure or fumble means you drop back two lengths and may suffer additional prob- lems at the GM’s discretion. UNKNGWN ANIES BOOK ONE: THE SECRET NAMES OF STREETS HAZARDS The GM may ask you to make a second Drive roll in a single round to navigate past a hazard, such as an obstacle in the road, congested traffic, or a sharp curve. Hazard rolls may be major or significant, depending on the nature of the hazard. If you fail the hazard check, you drop back a car- length and may suffer other consequences. If you succeed, you get past the hazard safely. RISKS To close on your quarry or escape your pursuer even faster, you can try a risk. You must first succeed in any GM- mandated Drive rolls this round. Then you can describe the risk you take to advance in the chase. You must be specific and creative, and you cannot use the same risk twice in the same chase. Some sample risks include: o “I'runa red light.” * “I lunge into the oncoming lane for about ten feet to get past this truck.” “I jump my motorbike onto the sidewalk.” “I sideswipe that Escort out of the right lane and shoot up there.” “I drive my motorcycle between those two big semis, right up the lane marker.” If the GM accepts your risk, make a major Drive roll. If you succeed, you gain a car-length. If you fail, you lose a car-length. Matches double the car-length results. INSANE RiSkS To make a real run at advancing, you can do something insane. This works the same as a normal risk, but you must come up with a sufficiently dangerous maneuver, such as: * “ljump my car over the barrier onto the highway, go the wrong way, and then get off ahead of him by driving the wrong way up the on-ramp.” “I tilt my motorbike onto its side, slide under the tanker truck, and catch up lost ground while everyone else is cut off.” * “Itakethe turn at maximum speed so my car goes up on the two driver's-side wheels, then maneuver it onto the sidewalk and get the passenger wheels on the front of the building, so that I'm driving along the sidewalk at a 45 degree angle.™ If the GM accepts your insane risk, make a Drive roll at half your skill, rounding down. Add any shifts to your halved skill number. If you succeed, you advance five lengths. If you fail, you wreck the car, you're out of the chase, and you suffer injury as per the car-wreck damage rules on p. 57. RAMMING AND ROADBLOCKING Once two cars in a chase are at zero lengths, they can try to stop each other by ramming or roadblocking. To roadblock, you must advance one length ahead of the other car any way you can. If you succeed, you steer right in front of them. They have two choices: run into you or run off the road. If they run into you, both cars stop and car- wreck damage occurs. If they run off the road, they might wreck, plunge off the side of the bridge, or suffer some other result depending on the circumstances. If you ram, you don't roll—but the guy you hit does. If he succeeds at a major Drive check, your distance remains the same. If he fails, he must drop back one car-length or two if it’s 2 matched failure. You may only ram once per round, and you ‘may ram the same round that you closed the gap to zero. PASSENGERS Passengers using magick roll as normal. Passengers using firearms against targets at zero lengths roll as normal. For firearm attacks at distance, the attack is made at a -10% penalty. These are for attacks against human targets. To fire at a car, make a normal Firearms skill roll: Crit. You hit the driver. Matched success. You hit a passenger in the car. 20 or lower. Cosmetic damage only. 21 or higher. No damage, but driver is distracted and must make a hazard roll. JUMPING BETWEEN CARS Unless you have a skill such as Hollywood Stuntman, this is not at all easy. To jump from one moving car to another, make a General Athletics skill check with a -20% penalty. If you fail, you suffer damage as per a car wreck. SOMETHING TO THINK ABOUT COMBAT STRATEGIES Fighting in Unknown Armies is different from many games in some very important ways. Psychology, in the form of Violence checks, can matter as much as physiology. Combat is extremely dangerous and unpredictable, even for experi- enced and skilled fighters. It is not something any reason- able person takes lighly. o get a better grip on what the system actually does, and on how you can handle it best for a fun and interesting game, here are some strategies and observations to keep in mind. Weapons Make a Difference. The bigger the weapon, the more difference it makes. Fist fighting, while not “safe,” is much less likely to leave you dead or permanendly crippled. As soon as a deadly weapon enters the scenc—a big knife, a hatchet, or a baseball bat—matched successes become really, really painful because they inflict fircarms damage. Suddenly, 10% of all the hits are extremely bad news. Once guns come into play, it's even worse. On a rough average, a gunshot does four to five times as much damage as an equivalent hand-to-hand roll. UK il Keeping this in mind, you should realize the following: = If you're armed and your opponent isn't, you have a big advantage. = If the situation is reversed, you should run away. = Once weapons are involved, fights can get fatal much quicker. Three rounds of successful punching means less than one successful gunshot. Fools Fight to the Death. The difference between uncon- sciousness and death is pretty thin when weapons are out. That means you want to get out of the fight before you're unconscious, because most gunshot damage can skip right past the KO and into the Undiscovered Country. If you're hit with a weapon, you might want to run. If you're unwill- ing (or unable) to get away, consider dodging or diving for cover. Fools Also Give No Quarter. Living problems are—in the short term, at least—preferable to dead ones, Sure, the guy you roughed up and let go may come back and jump you later. But if you kill him, even in self defense, you've got major problems with the police, who are almost assuredly more trouble than any individual GMC you can put down. Besides, a living enemy is one you can pump for informa- tion, one you can intimidate more easily, and one who’s a walking testimony to your bad-assitude. Furthermore, the guy you let go with a beating roday may be the guy who returns the favor next month—whereas if you kill him, you may get that deed repaid in kind by his son, his sister, or his vengeful ghast. ‘The First Round is Different. The first round in a fight sets up a lot of what happens later, and it gives a good sense of what kind of fight you're in for. If all your enemies are sticking their hands in their pockets, odds are good they’re drawing weapons. (Remember, it usually takes a round to draw.) If you’re unarmed, you may want to spend that first round grabbing their weapons, getting some cover, or running the heck away. Ambushes Work. Going first in the round can be an important advantage. If you get at the top of the initiative ranking, your attacks are less likely to be dodged. This also means if you get ambushed, your best option is to get away—at least long enough to catch your breath and resume the fight on more even terms. Watch Out for Sucker Attacks. A sucker atrack is a powerful move, especially if you're using a +6 or +9 weapon or if you're an obsessed martial artist. However, it is not without risks. If your skill isn’t very high, you can easily end up with a matched failure and screw yourself. Of course, sucker attacks work both ways. If you see an opponent ducking and weaving and distract- ing you, next turn may be a good time to Dodge. If you're fast enough. The Initiative Skill is a Good Deal. Let’s do the math with the Initiative skill. It's half your Speed stat by default, so even if you roll against Speed successfully, there’s a 50% chance your roll is worse than what your Initiative skill already is. Furthermore, rolling allows for the pos- sibility of failure, while the Initiative skill even at its worst never leaves you with a failure. Most people use the Initia- tive skill most of the time. Rolling is really only smart if you know your opponent is going to beat your Initiative skill anyhow. CHAPTER FOUR: COMBAT OPTIONAL RULE: NEGATIVEFOCUS SHIFTS If your group agrees to this before a combat starts, you can have negative focus shifts as well as positive ones. Negative shifts mean you're being extra-cautious, 50 you are not only harder to hit but you have a harder time hitting. Otherwise they work the same as normal focus shifts. We do not recommend you use these, as they slow down combat and encourage constant fiddling with numbers, (The positive focus shifts compensate for this by increasing risk to you and to your target, thereby speeding up combat.) But if your group wants to play that way, give it a shot. A BRIEF PRIMER ON FIREARMS For the curious and the damned, here’s a quick look at some common firearms issues likely to come up in your games. These are necessarily brief; if your real-world knowledge supersedes these generalities, by all means go with what you know. In particular, the section on legalities contains baseline assumptions. Local laws vary, but go with these assumptions if you don't have better information yourself. If you want more details, especially about your local laws, just call a gun store and ask. This information refers to the situation in America; foreign countries have very different laws. Note that some information in this section falls under the rubric of “how to use firearms illegally and not get caught.” This information is provided because it's the sort of thing that firearms-using characters in the game are likely to try, and the GM needs to know how to handle such activity. Nothing is provided in this section that cannot be readily inferred from the mass media. As stated later, however, you should understand that nothing draws the attention of law- enforcement authorities faster than illegal usage of firearms. You may think you're slick and will get away with it, but the fact is there will be anywhere from a couple to a couple dozen highly trained professionals doing everything they can to put your slick self behind bars. LEGALITIES An adult can walk into a gun store and choose from a wide variety of revolvers, semi-automatic handguns, bolt- action rifles, semi-automatic rifles, break-open shotguns, pump-action shotguns, and semi-automatic shotguns. Long arms—rifles and shotguns—can be purchased and taken from the store immediately, but the buyer must fill out a one-page form with his name and vital statistics, describing the firearm and its serial number, and asserting that he is not a felon, is not abusing drugs or alcohol, does not have mental problems, and so forth. Handguns—both revolvers and semi-automatics—can be purchased, but must be left at the store for several days so local law-enforcement authori- ties can run a criminal-records check on you; if you're a felon, you can't buy a gun. The only identification required is a driver’s license or some other governmental ID. (The waiting period for handgun purchases generally ranges from five to fifteen days, varying by state.) Many restrictions on the manufacture and importation of specific types of firearms have been passed over the years. They do not restrict the sale or ownership of already- existing firearms of these types, however, and in many cases such a large quantity of these weapons are already UNKNGWN ANIES in circulation that the various bans merely raise the price, without greatly affecting availability. If you want it, you can buy it, and you can probably afford it. Note that the above government forms and waiting period are only a factor if you're buyinga weapon from a dealer. Firearm sales between private individuals—buying a weapon from a friend, co-worker, or what have you—are legal and unregulated, with the exception of fully automatic weapons. Fully automatic weapons—machine guns, submachine guns, military assault rifles, and the like—are not legal to buy, sell, or own without special permits. These permits are expensive, are difficult to get, and essentially require you to surrender several of your civil liberties—if you have such a permit, for example, agents of the Bureau of Alcohol, Tobacco, and Firearms can search your home without 2 warrant. ot Asa rule of thumb,if you needa good handgun, rifle,or shotgun, $500 does the trick. Dependingon your needs and budget, you can go a lot cheaper or a lot more expensive. You can legally buy a cheap .22-caliber semi-automatic handgun for well under $200, making it very popular among street gangs. Low-end medium-caliber handguns (9mm, .38) can be had for $200 or $300. Good-quality handguns in a variety of calibers range from $400-$600. High-quality or specialty models can go for more than $1000. Long arms tend o fall into similar price ranges. A cheap .22-caliber hunting rifle or double-barrel break-open 12-gauge shotgun can be had for $200 or less. Most good- quality rifles and shotguns—including semi-automatic rifles and pump-action shotguns, popular with movie criminals and player characters—are priced from $400-$600. Again, high-quality or specialty models—or collector pieces that have been banned from new manufacture or import—can go above $1,000. Even among banned weapons, however, the prices may not be outrageous. A typical civilian version of the AK-47 that once sold for $350 was banned in the spring of 1998; after the ban, the price jumped to $520, still well within the typical range of prices. These prices are all for new weapons. For used weap- ons—offered at gun stores, pawn shops, or by private own- ers—you can typically expect to pay $100-5200 less than the new price, assuming the weapon isn't some sort of collector’s piece. (PERATIN The mechanics of firearms operation vary widely. Some need to be cocked in some fashion before they work. Others fire from the first squeeze of the trigger. Many have a “safety” of some sort, generally a simple mechanical switch that must be flipped before the weapon functions. Details of which firearms require what sorts of operation are beyond the scope of this game, though again you're welcome to use these details if you're aware of them. Otherwise, assume that a character with some sort of firearms skill can safely and reliably operate any civilian firearm. Characters with- out a firearms skill use a star check instead; if they're in combat, it’s a major check and they can only succeed with a Hail Mary. Itis illegal to carry a concealedhandgun on your body without a permit. (Long arms are generally unconcealable.) Permits vary in cost and restrictions, but in general you can assume that a concealed-weaponspermit may be issued to any adult who can pass a stringent criminal-records check. Expect to wait up to thirty days to receive the permit. Once you have it, however, you can carry your handgun almost anywhere. It’s often illegal to carry even otherwise legally concealed handguns into places like banks, bars, schools, court houses and police stations, though this varies by locale. A given permit is only legal within the state where it was issued. You must keep the permit with you if you’re armed and show it to police when requested. It’s generallynot illegal to carry unconcealed long arms or handguns. You can walk into a gun store, buy a shotgun, and immediately wander all over town on foot, your shot- gun cocked and loaded at your side, as long as you dont brandish it in anything resembling a threatening fashion. Howeves, police usually take a dim view of such activity, and will certainly ask you a few questions, decide if you're drunk or on drugs, check your record, and maybe cite you for something like disturbing the peace or being a nuisance. You'll also probably end up causing a panic and showing up on the local news, given the spate of disgruntled mailmen/ employees/schoolchildren shootings in recent years. Rifles and shotguns must have a barrel length of at least eighteen inches. You can saw the end off your shotgun if you want with o problem, as long as the barrel doesn’t go below that limit. This generally makes it impractical to conceal long arms. It is illegal o ship fircarms through the mail across state lines without dispensation to do so—such as if you're a legitimategun dealer. You can bring fircarms on airplancs, but they must go with your checked baggage, and you cannot bring ammunition with you. You must also inform the airline that you're flying with a firearm. If you're traveling in a car, any firearm you have with you should be unloaded, in the trunk, and preferably wrapped in a blanket or stored in a firearms case. Carrying a hand- gun in your glove compartment or under your seat is gener- ally considered the same as illegally carrying a concealed weapon, with big penalties. This varies, however—in some states, you can have the gun lying on the seat next to you as long as it’s not loaded. The presence of a firearm of any sort at the commission of a crime—even if the crime is jaywalking, or being drunk & disorderly—immediately puts up a red flag for law enforce- ment. Should a police officer realize you have a gun, no matter what the circumstances, he’s going to take the situa- tion very seriously and will, first and foremost, attempt to neutralize the threar of the gun. Preferably, he asks you to put it down, and then finds out what the hell you were doing with it. If you refuse to surrender the firearm and cannot be reasoned with, he may shoot you outright, if you pose an immediate threat to him or anyone else. If you've been charged with a crime of some sort, and you had a gun with you—even if you weren't using it in UNKNGW KRNIES the crime—it’s safe to assume the legal consequences are graver than if you hadn't had the gun, owing to the implicd threat and level of malicious intent this suggests. In some places, there are additional, mandated penalties for having a firearm during a crime. In many places, claiming to have a firearm during a crime is considered the same as having a firearm during the crime, even if you were lying If you show up at a hospital or doctor’s office with a gunshot wound, medical personnel are typically required to notify the police immediately. FORENSICS Every rifle and handgun leaves unique marks on bullets, nabling a gun and a fired bullet to be matched up conclu sively. The spent cartridge casing left in the weapon (or cjected to the side) also carries a unique mark from the firing pin that can be matched up as well. Shotguns are a bit different, however, if you're using pellers (also known as “shot™ such as birdshot or buckshot) The pellets cannot be matched with a particular shotgun, but the metal and plastic cartridge casing that contained the T CHAPTER FOUR: COMBAT pellets can. Semi-automatic and pump-action shotguns kick these used shells out to the side when fired, but break-open shotguns (such as the familiar double-barrel style) keep the shells inside until manually removed. If you want to kil someone and minimize the evidence, use a break-open shotgun and don't remove the spent shells until you're safely away, or use a pump-action or semi-automatic shotgun and pick up the shells before you leave When a fircarm is used, it gains a distinctive smell and residue that indicates recent use. Cleaning a used fircarm thoroughly can make such determinations much harder. However, residuc is also left on the shooter. Tiny particles thrown off by the detonation can easily become lodged in your skin, giving away your recent fircarms usage. The more time that passes since the firearm was used, the harder it is to obtain useful forensic evidence from the shooter. Likewise, shooting someone at close range leaves evi- denceon their body that shows how close you were when the gun went off. The explosion from the end of the barrel acrually tattoos the victim's skin permanently with powder burns, if it's within a few feet or so. If this evidence contra dicts the story you tell the police, you're in trouble. UNKNOWN ARNIES 63 64 BOOK ONE: THE SECRET NAMES OF STREETS _ CHAPTER FIVE MADNESS QG You're going to face a lot of threats out there, and not all of them are physical. You're going to be exposed to stresses that are beyond the normal, experiences that challenge your mind’s ability to fit them into your view of how the world works. These stresses are measured on the Madness Meters. These are five gauges that measure how resilient or suscep: are to different mental threats. First, let's explain how challenges to your sanity are handled. STRESS CHECKS There are five categories of mental stress: Violence, the tible you Unnatural, Helplessness, Isolation, and Self. It quite pos sible to be very casual about, say, Violence, while being a basket case when it comes to the Unnatural. Each stress has two types of notches you can mark off. Hardened notches represent stress checks you've beaten, and they are numbered 1-10. Failed notches represent stress checks you've blown, and they are numbered 1-5. Different stresses have different power levels, ranging from 1-10. These are called ranks. The higher the rank, the more extreme the stress and the more you're likely to suffer if you fail the check. If you already have a hardened notch at the same rank as the stress, and in the same meter, you don’t have to roll You automatically beat the check because you've faced this down before and prevailed. Failed notches don’t affect stress checks. Example: You face a rank-4 Violence check. You have five hardened notches on your Violence meter. You don’t have to roll. If you don’t have a hardened notch at the rank of the stress check, make a Mind roll. If you succeed, mark off the lowest unmarked “hardened” notch on the appropri ate madness meter. If you fail, you mark off the lowest ed “failed” notch instead and choose one of threeunmar anic, paralysis, or frenzy; these are discussedreactions: more under “Getting Crazy” on p. 69. A failure may have other long-term effects as well. Example: You face a rank-4 Violence check. You have four hardened notches in Helplessness, but that doesn’t do you any good. You only have two hardened notches in Violence. You have to roll against your Mind stat of 58, You roll a 47, and so you mark the third hardened notch under Violence. If you had rolled a 64, you would mark the next failed Violence notch and react accordingly It's common to have both hardened and failed notches in the same meter. Someone who's deep in both directions on Isolation probably has a highly ambivalent attitude towards being alone, which is perfectly in character for people who have been repeatedly exposed to that mental stress. Some one with the same situation for Violence feels little or noth ing when exposed to most forms of bloodshed, but when something is so shocking that it gets through the hardened barrier, the result is devastating, UNKNOW) ABMIES THE VIOLENCE STRESS You have an instinctive revulsion towards actual violence. It’s stressful to hurt others, to watch others get hurt, and to get hurt. This stress also covers the fear of death that everyone suffers from in varying degrees. SAMPLE VIOLENCE CHECKS 1 Beattacked with a weapon—shot at or slashed. 2 Witness an act of torture. 3 Get shot at random. Be tortured briefly. 4 Kill someone in a fight. 5 Be present ar a massive bartle, with hundreds of deaths on both sides. 6 Perform an act of torture. 7 Deliberately kill a helpless target. 8 Get tortured for an hour or longer. 9 Witness a brutal mass execution, 10 Watch as someone you love is tortured to death. FAILED VIOLENCE NOTCHES 1 At this level, you're superficially fine. Perhaps you're a little edgy whenever a knife in the room happens to be pointing your direction. You are very aware of violence, both as it exists and as it is depicted. It strikes you as somewhat odd that so many people don't realize that movie violence is very different from real violence. 3 Youget alert or uneasy every time you sée blood, even badly faked blood in a horror flick or when some- one cuts a rare steak. Sometimes you have nightmares about violence you've witnessed. 4 You instinctively take a defensive posture whenever there’s a loud noise or raised voice nearby. Your night- mares are frequent, and you have a hard time looking at anyone without imagining (if briefly) what you would do ar that moment if they attacked you. " HARDENED VIOLENCE NOTCHES 1-3 Superficially, you're much like everyone else. 4-5 Your attitude towards violence shows on your face when the subject comes up in conversation, unless you work to keep it hidden. It might be intensity, or nervousness, or just a grim silence, depending on how you cope. 6-7 Violence is a common feature of your mental land- scape. Unlike less-hardened people, you show little reaction at all when it is discussed or depicted in fic- tion. 8-9 Your callousness shows in your every word and expres- sion unless you make a continuous effort to suppress it. Again, the exact tone is up to you: it could be bitter and harsh, feverish and vehement, or icy cold. 10 It’s not hard for people to realize that the deepest horrors of torture and brutality have become com- monplace to you, unless you work very, very hard to keep it hidden—swhich means you come off as tense and guarded all the time. The death of others, or yourself, has no intrinsic significance. You might prefer to stay alive, but it’s only a matter of personal taste. Life, in the abstract, doesn't mean anything. CHAPTER FIVE: MADNESS THE UNNATURAL STRESS It hurts your brain to think of things that don't belong in your concept of the world. Contemplating infinity for too long, seeing proof that sometimes 2 + 2 = 5, and real- izing that magick actually works are all unnatural stresses. It's more subtle and unnerving than Violence. Everyone recognizes that violence exists, even those who are insulated from it. Unnatural stresses don't just attack your idea of safety. They attack your idea of how the universe works. SAMPLE UNNATURAL CHECKS 1 Experience a preternaturally strong deja vie. 2 See a creature or machine that cannot logically exist. 3 Realize that a vision you had of the future has come true. 4 See convincing proof that 2+2 does not equal 4. 5 Besuccessfully attacked with magick. 6 See someone you know killed by magick, without any visible or “rational” cause. 7 Havea conversation with a loved one whom you know is dead. 8 See an animal with human features. 9 See the dead rise. 10 Realize that the reason you and your husband of ten years have never had children is that he’s not really a human being. FAILED UNNATURAL NOTCHES 1 Acthis level it's pretty hard to tell. Perhaps you become a little superstitious—reading your horoscope daily, watching for “lucky™ numbers, avoiding cracks in the sidewalk, erc. 2 You have a few nightmares, and you are suspicious of and/or fascinated by occult and religious books, places, paraphernalia, and people. 3 You frequently feel like you're being watched, even when there’s no one around. Sometimes it seems like you hear voices in “white noise™—sounds like the wind in the trees, the sloshing of a washing machine, or the noises of traffic. 4 The nightmares are frequent, and often you don’t know you're dreaming until you jerk awake. Some- times you feel like there’s someone—or something— watching you and you can almost see it out of the comer of your eye. When you whip your head around, there’s nothing there. HARDENED UNNATURAL NOTCHES 1-3 There’s little to distinguish you from the average person, except perhaps a tendency to snort derisively when someone mentions their “intuitions.™ 4-5 You tend to listen very closely and intently when some- one discusses the paranormal or supernatural, trying to figure out if they know something or if they’re just talking trash. 67 You now know and accept that there are vast, incom- prehensible forces governing the universe. It strikes you as odd when people act as if they're in control of their lives: you know better. 8-9 Things that average people consider “meaningless coincidences™ strike you as deeply, intensely funny UNKNGW M?m&s” BOOK ONE: THE SECRET NAMES OF STREETS UNKNGWY ANIES because you see the connections that they do not. You may develop a reputation for laughing inappropriately. 10 You are no longer surprised by violations of ordinary logic. Everything is “normal” to you—alking foliage, spontaneous combustion, and stigmata are as ordinary and reasonable as cars, dogs, and rain. THE HELPLESSNESS STRESS A sense of control is crucial for feelings of safety, even when it's completely unmerited. When you have been challenged by helplessness, you can lose your ability to gauge how “in control” ofa situation you are: you may feel powerless when the situation is not completely lost, or you may ignore real impediments from a misplaced sense of capability. SAMPLE HELPLESSNESS CHECKS 1 Unintentionally humiliate yourself in public. 2 Get fired from a job you love. 3 Fail ar something when it's imperative that you succeed. 4 Get dumped into a pit of maggots. 5 Spend a month in jail. 6 Watch a videotape of your spouse committing adultery. 7 Be placed in a situation where you have to either saw off one of your limbs or die. Watch someone you love die. Watch someone you love die because you tried to save them and failed. 10 Be possessed, yet conscious, as your body commits unspeakable acts against your will, FAILED HELPLESSNESS NOTCHES 1 At this level you're fairly normal. Perhaps you're a litele finicky or meticulous, trying to eliminate the pos- sibility of something going wrong. 2 You have a tendency to get unreasonably nervous and pessimistic when small things go wrong. You may be irritated if a bus is just a few minutes late, or if your computer freezes up. 3 You have an intense dislike for surprises, even good ones. They remind you of the essentially unpredictable nature of reality, and that scares and annoys you. 4 You find it very difficult to trust anything. Your friends, your own abilities, even your memories could be false, waiting to betray you. You have a tendency towards obsessive-compulsive behaviors such as checking the door to your house two or three (or more) times every time you leave to make absolutely certain it's locked. You attempt to be prepared for every eventuality. HARDENED HELPLESSNESS NOTCHES 1-3 You don't have any major behavior or attitude shifts yet, just minor things. You tend to be pessimistic and fatalistic, perhaps. 4-6 Your fatalism has increased. When things go wrong in a big, bad way, or when trouble comes from a com- pletely unexpected or unlikely source, you handle it with a remarkable lack of affect. (This is not necessar- ily incongruent with the behaviors of 2+ failed notches: its perfectly possible to be freakishly calm about big things and freakishly upset about little things.) ©® 7-9 You have a boundless faith in the ability of chaos to screw you over. You can easily believe that even the most suspicious of mishaps is simple random chance. (“So my brake cable snapped and my gas pedal got stuck down to the floor. What makes you think some- one tinkered with my car? Shit happens.”) 10 The distinction between “intentional™ and “acciden- tal” is pretry much lost on you. Maybe you believe that everything is completely predestined, or maybe you believe that everything in the world happens due to chance. The one thing you find hard to swallow is the idea that we are the captains of our fates. THE ISOLATION STRESS Isolation is a subtle danger: it corrodes your sanity by denying you input. You rely on other human beings for feedback. Without the opinions of others, you do not know how to judge yourself. When you become resistant to isola- tion, you overlook social morés and unwritten rules because you've forgotten how to conform to the expectations of others. If you've suffered from isolation, you become very needy. These are not mutually exclusive: it’s possible to be very clingy and still be unable to pick up hints about when your behavior is unacceptable. SAMPLE ISOLATION CHECKS o Spend a day without seeing anyone you know. Spend five hours in a sensory-deprivation tank. Spend three days without talking to another human being. Be institutionalized by someone you love and trust. Spend a week in solitary confinement. See someone you thought you knew intimately behaving in a fashion completely contrary to her normal behavior. 7 Spend a month in a country where no one speaks your language and where you can't make yourself understood no matter how hard you try. 8 Be deeply, painfully, and violently betrayed by someone you love. 9 Be treated like a stranger by your closest friends. 10 Spend a month in a sensory-deprivation tank. N RS FAILED SOLATION NOTCHES 1 You can interact in society and get through your every- day life with no real problems. You're maybe a little shy with people at first, but you feel a kind ofgratitude whenever a new acquaintance doesn't reject you. You're a bit nervous around new people, eager to make 2 good impression. This could be expressed as shyness or through “chatterbox™ behaviors. 3 Ifyou sleep alone, you sometimes suffer from insom- nia. Perhaps you don't like silence when you're by yourself, and always keep a television on or a radio playing. Sometimes, when you're not paying attention, you talk to yourself or think out loud. 4 Sometimes when you're isolated (cither all by yourself or surrounded by strangers) you have panic attacks—a sense of intangible, impending doom. Your skin flushes, your breath becomes rapid and labored, you sweat. Simply put, you show the signs of being in mortal danger, when there is no danger around. - UNKNGW ARHIESN BOOK ONE: THESECRET NAMES OF STREETS HARDENED ISOLATION NOTCHES 1-3 There are no really obvious signs of your experiences. Perhaps you're a little standoffish or curt. 4-5 You can be unthinkingly rude, breaking in during the middle of a conversation before someone’s done speak- ing, scratching yourself in an indelicate fashion, or telling the truth when it isn’t diplomatic to do so. (For example, you might blurt out “Darmn that’s an ugly haircut!™ instead of saying “Wow, that's a new look for you, isn't it?”) 67 You lack patience with people who don't immediately understand what you're trying to tell them. Your nat- ural inclination is to repeat the same explanations (which are obvious to you) over and over, or just give up. (This is just your first impulse; it can, of course, be overcome if you pay extra attention. In game terms, this means that your Charm or Explain skills aren’t penalized any time you make a roll, but you might have a little bit of trouble in casual situations.) 8-9 Unless you're concentrating, you lack dialogue skills. You don't like it when people interrupt, but you fre- quently interrupt others. You also don’t see the point of a lot of social conventions such as clothing, groom- ing, etc. You might still shave every day, but it all seems a litcle silly. 10 At some level, you not only don't care what people think about you: you can't understand how anyone could care. You are very aware that people are inher- ently alone, that we can never really understand anyone or communicateanything but the most rudi- mentary ideas and feelings. You know everyoneis an island, in the final analysis. Especially you. THE SELF STRESS This is the trickiest one. It's your guilt and self-loathing, but it's more than that. A major stress is when you find out you're nor the person you thought you were, by breaking a promise you honestly meant to keep, or by standing idly by when your values (or what you thought were your values) are desecrated. It’s your sense of alienation from self that provides, perhaps, the deepest terror. Where other meters measure how traumatized you are by things that happen to you, Self measures how traumatized you are by your ©own reactions to those things. To put it another way, the only thingyou can ever really be 100% sure ofis “I think, therefore I am.” The Self meter measures how uncertain you are about the “I™ in that statement. SELF STRESSES 1 Break a minor promise. 2 Confront proof that your self-image is incor- rect. (“T'm very responsible; I'm sure I've called you back every time I said | would.” *Actually, you've blown me offso many times | started keeping track in my journal. Lessce, November 19, December 3 . . . againon December 17.. . January9 . .." 3 Secretly gratify an urge that is unacceptable to your upbringing and background. (Spit on a cross if Chris- tian, date a person of another race if raised in a racist home, have a homosexual affair if you come from a homophobic background, etc.) 4 Lie to conceal some aspect of your personality from a close friend or loved one who trusts you implicitly. 5 Decide not o act on an impulse from your Noble stimulus (see p. 34) because it's “too dangerous.” 6 Deliberately deceive someone you love in a way that is certain to cause them terrible pain if they find out. 7 Discover that you have inadvertently committed an act of cannibalism. 8 Deliberately act completely contrary to your Noble impulse. 9 Kill someone you love. 10 Deliberately destroy everything you've risked your life to support. FAILED SELF NOTCHES 1 You don't have any real kinks yet, but every now and again you feel a sense of dissociation, an eerie moment when you feel alienated from your own char- acter and motivations. “Sure, | know I'm Greg Stolze,” you might think, “but who's Gre Stolze?™ 2 The “who am [” moments come more frequently. You tend to become introspective whenever someone mentions “truth™ or “lies” or “promises.” 3 Half the time your words and actions feel oddly forced, fake, or rehearsed to you—as if, rather than yourself, you were an actor playing the role of you. 4 You frequently feel like you're watching your every action from the outside. You have little o no sense of will o volition: it’ as if you're a passive observer, along for the ride while your body goes through the motions. HARDENEDSELF NOTCHES 1-3 There are few external signs of your interior struggle: people may sometimes find you to be a little brittle or “phony™-sceming. 4-5 Even when you're telling the truth, people often think you're lying, unless you make a particular effort to act “narural.” 67 You've lost a sense of connection to those who were previously close to you. You can predict the actions of your friends, relatives, or lovers, but you no longer know exactly what you feel about them. 8-9 Half the time, you only know you're telling the truth if you take a minute to think about it. Truth and lies aren't nearly as important as they used to be—back before you quit lying to yourself. . . 10 Life has been pared down to the essentials for you: you no longer have opinions about music, food, or fashion. You've lost the ability to enjoy or dislike things, because there’s so little “you™ there to interact. GETTING CALLOUS Cops, coroners, and social workers know about getting callous. When you've seen enough horror, it loses its power to horrify you. The more hardened notches you have on a single meter, the more it takes for that kind of stress to rip up your head. Once you resist ten incidents on a meter—that is, all ten hardened notches on that gauge are filled in—you're so jaded and blasé¢ about it that nothing in that category of stress can endanger your mind. UNKNGY, APHIES” This is not a good thing. Mental stress makes us vulnerable. But it also makes us human. If you fill in too many hardened marks, you become So completely callous that you are unable to feel fear at all. That's because you are now cut off from a broad range of emotional experiences that everyone else shares. You're “hardened” all right: hardened into an emortional fortresses, completely isolated, unable to make a fundamental connec- tion with other human beings. You're a sociopath: = You become a sociopath when you have all ten hard marks in two or more gauges, or when your total sum of hardened marks exceeds thirty-five. = You can no longer use your passions—the Noble, Rage, and Fear events that represent you at your most intense. You just can't relate to them anymore, and you don’t get to flip-flop those passion-related rolls. = If you're an avatar, you cannot use your Avatar skill until you get treatment. Avatars rely on an empathic connec- tion to the global unconsciousness, and sociopaths slam that particular door shut. GETTING CRAZY When you fail a stress check, you mark off a failed notch on the appropriate meter. You also freak out in one of three ways: panic, paralysis, and frenzy. If you panic, you run away at high speed. You can take no action except to run full out in the direction farthest from what made you panic. On the other hand, disturbing events often produce paraly- sis: indecision, terror, and a general “deer in the headlights™ effect that persists until the stimulus ceases. This can be completely silent, or accompanied by screams and moans. Frenzy is just what it sounds like. You attack the source of discomfort with any means at your disposal. You can't dodge or attempt any fancy moves, like multiple attacks on a single target. You just shoot or punch o start biting. You act like this until the stress that triggered the behav- ior is gone. Until then, you must follow your choice. If you frenzy against someone who can beat the holy heck out of you, you are niot able to run away. You fight until you or your opponent is dead. While you're in this state, you don’t have to make any more stress checks. You're too screwed up to process any other stresses. Example: You swing a lead pipe at an occult weirdo, When you see your pipe nightstick go right through the adept's arm with little apparent effect, you make a rank-3 Unnatu- ral check. You fail the roll and flip your lid, attacking the adept with mindless frenzy. The adept defends herself by using a magickal attack which lets her tear chunks out of you with her bare hands. Being successfully attacked with magick is a rank-5 Unnatural check, but since you are already out of your mind, you don't have to make the roll. You just take the failed notch for the first one. MENTAL HELP: PRE-INSANITY You can get counseling to help you with your mental problems before you become certifiable—that is, before all the failed CHAPTER FIVE: MADNES notches on one of your meters are filled. To do so, you need a psychotherapist, social worker, philosophical counselor, or another professional you trust. Even if you're a mental-health professional, you cannot perform this on yourself. The GM decides what your counselor’s relevant skill score is. After a few introductory sessions to get trust estab- lished, you make a Mind roll and your counselor makes a skill roll on her Psychoanalysis skill for each session. = Any time cither you or your counselor get a matched success, you can erase a hardened notch or a failed notch of your choice. = Any time both you and your counselor succeed, you can erase a hardened notch or a failed notch of your choice. = If you succeed and your counselor fails, you can choose to erase any failed notch. = If you fail and your counselor succeeds, you can choose to erase any hardened notch. (Or choose not to erase any notch—and get a lecture on “resisting therapy.”) = Any time both of you get a matched success, you can erase up to three failed or up to three hardened notches in any one gauge. (You cannot erase some of each; excess erasures are lost.) Another option is to get psychological first aid, though this only works to erase failed notches, not hardened ones. If you've got a friend with psychological training, he can attempt to counsel you right away—as long as you talk to him within an hour of your Mind check failure. Anecdotal evidence indicates that people who get counseling right away tend to do better in the long run. After all, if the counselor can put things in perspective right away, it saves the effort of uprooting an entrenched and sick attitude. If you can get counseling that fast, your counselor makes a roll. If he makes any success, you can erase that failed notch. PERMANENT MADNESS Once you have five failed notches marked in a single meter, you don't have to make stress checks when confronted with that stress any more. You just flee, fight, or frecze as if you'd failed the roll. The only exception is when your hardened notches are enough to void the stress check anyway, in which case you suffer no effects at all. Otherwise, you have your short-term freak-out, mark no notches, and life goes on. Of course, it’s not really that simple. The first time you hit five failed notches in a single meter, you pick up some kind of mental aberration. You and the GM should work out your insanity together. Note that a permanent madness should play off your obsession and your passions, because anything that central to your personality is reflected in your disorder. Also keep in mind that insane people can often get along okay (if nor very well) in the world. Many go undetected for years, making their mad way through life. An automatic failure on a meter you've maxed out on doesn't give you another aberration. One per stress is plenty. Some permanent forms of madness inchude: « Phobia. If something drove you mad, it's quite likely you'll develop a debilitating and irrational fear of it. If someone only talks about it or shows you a picture of , you have to make a Mind check in order to avoid freezing or panicking. If you're exposed to the thing itself, you automatically freak out without makinga check. URK G APNIESN 0 BOOK ONE: THE SECRET NAMES OF STREETS UNKNGW, APHIESN * Trauma Bond. This is like a phobia, but instead of the actual stimulus, you get scared around something inci- dental to the trauma. If your father molested you in the mornings before work, you might repress your memories of that event but the smell of brewing coffee would set you off. Flashbacks. This is also known as Post-Traumatic Stress Disorder (or PTSD for short). If you're exposed to any element that was present during the trauma, you're in danger of reliving the event. In the example given above, the smell of coffee might sometimes be a perfectly okay scent for you—but other times, it might make you relive the event. Or sometimes you might flash back from hear- ing footsteps on stairs, or simply from waking up in a bed that reminds you of the bed where the assault took place. There are many examples of combat veterans who flash back at the sound of fireworks, or when in a setting similar to that where combat occurred. « Blackouts. You can slip into a semi-conscious state and simply wander away in an attempt to flee your past. When you come to, you have no recollection of your flight. These blackouts (or “fugue states™) can last for days and cover a lot of territory. You're usually non-violent and seem pretry dazed—you're just wandering away. Threatening stimuli usually snap you out ofa fugue, So can the presence of friends or trusted individuals. Addictive Behaviors. You can smother your memories of the past with any one of the countless chemicals avail- able in this modern world. Alcohol is a perennial favor- ite—powerful and easily available. Marijuana, heroin, and synthetic depressants might appeal to you because they deaden the pain and make everything seem okay. On the other hand, uppers like “drines, speed, or coke give you vital illusions of being in control. = Philia/Obsession. You may develop an unhealthy affection for an individual, object, or action that you perceive (for whatever reason) to have “saved” you from the trauma. The target of your affection didn necessarily have to save you directly—you sce some sort of salvation connection that isn't necessarily rational. This philia could result in a desire to constantly be around that person/object/area, or it could result in a compulsive repetition of the saving action. If you said the Lord's Prayer when you were “saved,” you might develop an obsession with the Lord’s Prayer, say it constantly, carry a rosary at all times, etc. Delusions. You believe something that simply isn’t true because it covers up the pain. Delusions in response to trauma can range from flat denial to elaborate confabula- tions that rationalize or justify the experience. MENTAL HELP: POST-INSANITY “Permanent madness” is a bit of a misnomer. It’s only permanent if you don’t get cured. But curing insanity is to walk in the park. By the time you're that badly hung up on an issue, it’s sunk deep into your psyche. Seeking professional help at this point is like shutting the gate after the cows have wandered away. To get rid of a permanent insanity, you need a therapist to rid you of that final, fifth failure notch that drove you over the edge. Your therapist probably suggests residential treatment—often a good idea. You pack up your things, leave your job, and go to live in a residential treatment facility to try and get better. (You can try normal therapy, but as you'll see, it takes a lot longer once you've gone mad.) Every month of residential treatment, or every six months of non-residential treatment (normal therapy), you make a Mind check while your therapist makes his skill check. If both of you succeed then you can shake off your insanity and go back to four failed notches in that gauge—you're not stable, but you're okay, and you can leave the residence and go back to normal therapy. If either of you fails, you're still insane. (Matches have no effect on these outcomes.) Needless to say, it's a good idea to continue normal therapy after this point to work off a few more of those failed notches. Otherwise, all it takes is one failed Mind check on that same old mental stress to knock you back into your insanity again. SOMETHING TO THINK ABoUT MISSING MADNESS We have not included schizophrenia and multiple personali- ties. A great many people have misperceprions about these disorders, and we dont want to reinforce any incorrect information out there. Multiple Personality Disorder (or MPD for shore) s believed to be the result of severe and repeated traumatic betrayals in childhood. As one professional put it, “people who go through this sort of treatment end up onc of three ways: catatonic, dead, or multiple.” Bur you are an adult, not a child, and for better or worse you face your traumas as a grown-up. We also don’t wan to split your attention. | ing with two personalitics, both may become caricature Instead of being one person with two personalities, we'd rather see you be one person with twice the personality. Now that MPD is taken care of, that leaves schizophrenia, The two disorders are often mixed up, because both are injuries to the sense of self. However, where the self fragments into separate selves in the case of a multiple, in the case of a schizophrenic the self is simply fractured and has a dif- ficult time processing the world or interacting with it appro- priately. Furthermore, there’s strong evidence for a physical, neurological basis for schizophrenia. (The success of certain psychotropic drugs in alleviating its symptoms also argues for a chemical disorder.) While psychological stresses probably play a part in causing the disease to manifest, it first has to be present (albeit dormant) in the chemiistry of the brain. We left schizophrenia out because we don’t understand it all that well, and because its effects are so varied and intrusive that it would detract from most stories that did not center on it exclusively. Both of these cases are suggestions. If you're interested in playing a character who suffers—or who is predisposed to suffer—from such a mental illness, go for it. But the time to make this decision is before you begin, not the heat of play, and you should know something about these illnesses before taking a stab at playing them. UNKNGWY ABMIES % BOOK ONE: THE SECRET NAMES OF STREETS CHAPTER SIX PLAYING THE GAME now. You know who you are,You know a few thing: what you can do, and how you can change. You know how to handle yourself in a fight, even if that means slapping a r like the marathon. You've even popped your hood and gotten umber on your back and making your hands dirty mucking around inside your brains. Now it's time to learn what to do with all this. It’s time to play the game GETTING BUSY There are no instructionson how to find the occult under ground. You don't get it handed to you on a platter, com- plete wit ha copy of Secret Magick Cults For Dummies You have to find it for yourself. The best way to do this or askir danceg youisn't spending time in a libr: counselor for help. The best way is simple: pick a goal, follow your obsession, trust your passions, and get ready for trouble The secret to finding the occult underground is ro create it for yourself. You and your group start doing thin ing things, and the fact that you're making things happen attracts attention. Just deciding you're goingto be part of the occult underground is like puttingout an “Open For Business” sign. You start giving off yibes that tell the right people you're one of them. Next thing you know, there’s a knock at the door ¢ got a proposition for you tap on the shoulder and somebody’s Get prepped. Start acting like you're a part of the occult underground and it'll become a part of you r T YOUR GOAL What do you want? Your group wants somethin , sure. But at do you want? It could be something selfish, altruistic, or indifferent. It might coincide with your group’s goal, or your group may just be a vehicle for getting what you want Power? Wealth? Pleasure? There’s somethin 10 get what you want? You might be willing to die for it, or lose a friend, or just lose your job. The more vital your goal, the more it's goingto violate the comfort zone of everyday life—and the closer you'll be to finding the occult else to consider: what would you risk underground Figure out your goal and make a note of it, plus how you're going to achieve it. That tells you some useful things right there. If your goal is to pull a bank heist and retire, the thing you need to do is hook up with some people who Here * Payback. Someone whacked your kid brother, and you're out for revenge. You can start by finding the scum that pulled the trigger, but you won't be satisfied until you've gone as far up the food chain as you can. Somewhere, there’s a whole system in place that considered your brother’s death a necessity. You're going to take down that system one corpse at a time. You need people with street contacts, people with brawn and brains, people who have good reason to help you out. The enemy of your enemy is your friend, URKNOWK ARMIES o Understanding. You've had an experience you can't explain—your trigger event. You can't just ignore it any more. Go back to where it happened. Relive the experi- ence. Start at ground zero. Find the people who know about this kind of bad craziness. Find someone who has had the same experience. Learn what they know. Make sense of your life. Independence. You're not living your own life. You need to get out of your parent’s house, out of your boring job, out of your loser scene. You have a passion for life and an obsession with something that won't let you sleep. Stick a match in your world and sculpt a new one from the ashes. Quit your job, say goodbye, pack a bag, and hit the streets. Look in the eyes of the people you meet as you walk this strange new road: some of them have the look you see in the mirror, the haunted look of a seeker. Those are your people. Greed. You want the fly car, the cool clothes, and the mansion guarded by pit bulls in diamond collars. You want the good-looking people lounging ‘round your pool, drinking your champagne, and trying to kiss your ass. Forget enlightenment, forget being a better person, forget personal fulfillment and all that Oprah crap. You want stuff. More stuff is better, and while people squawk about all that altruistic, social justice, hard workin’ American dream bullshit, you've noticed they all seem pretty eager for stuff too. There’s only so much to go around, so you need an edge: something to get you on the fast track. Unless you'd rather hump the chump change at Arby’s and work your way up the corporate ladder. Uh huh, Right. Ambition. In the final analysis, power is simply the ability to get things done. It is the line that divides those who get what they want from those who take what they’re given. In the final analysis, it doesn’t matter what you want until you have the power to make it happen. A powerless fiend is just as pathetic and insignificant as a powerless saint. It therefore stands to reason that the acquisition of power is an essential step, no matter what concrete goal you decide upon. * Altruism. People are hurting and you want to help. The world isn’t just or kind, but we can be if we let ourselves. And if you don', if you choose to be cruel or selfish or to simply look away, then what's the point of being human? One more thing about your goal: people who get every- thing they want are dead people. It isn't the destination so much as the journey. It's the friction between what you want to pursue and what you are able to achieve that makes your life interesting. Don't skip to the end of the book just to read the last page. Throw yourself into every single day, make every stage of your goal a lifetime in itself. Think of those Russian dolls, one inside the other. The biggest one is your goal, the thing you’re after. It’s bright and gaudy and hard to miss. But inside of it are all the experiences you're going to have along the way, and those are treasures and those are surprises and those are the things you want to savor the most. YOUR OBSESSION Your obsession is critical. When your brain is idle, your obsession is what you turn to. Even when you think of something else, you tic it back to your obsession. APTER SIX: PLAYING THE GAME It could be linked to your goal, or to that of your group. But its not as concrete as a goal. If your goal is to make a million dollars, you could achieve it. If your obsession is wealth, you could never have enough. Your goal is what you plan and do. Your obsession is how you understand the world. Maybe your obsession is “toughness.” This infuses your goal of becoming stronger and more dangerous, but it also . colors the way you see every situation. If you witness two people compromising on something, you know neither of them was tough enough to make the other cave. If you see a guy you hate drive off with three slugs in his gut, you're furious—but you respect him for being so hard. Even s buying a car feeds off your obsession. You want a truck that can take a lot of punishment, but it also got to look tough. It's who you are, and how you want to be seen, because it’s most to you. 9 d with wealth would see these same When those two people compromise, he acting like reasonable businessmen and ot tough-guy whackjobs. He's angry when the enemy gets é away, because the time he’s spent taking the guy down is an investment that went bust—and now he has to calculate how much pursuing an angry, wounded foe is really worth. As for a tough truck, forget it. He might pick a cheap car to save his capital for more important things, making it a symbol of his frugality and wisdom. Or he might go for a flashy BMW, a status symbol to display his wealth and an o emblem of quality. Your obsession is the lens you see the world through, the principle you organize your life around, and the key that unlocks all the input you get from your five senses. YOUR PASSIONS Your passions mean a lot to you. They are stronger than reason and intellect. They are stronger than willpower and drugs. They come bubbling up from deep inside you no matter what you do. When your passions erupt, you lose some control. Those are the times when you are at your most human, the most true to yourself. Your social filters drop away and you are pure existence. They may conflict with your goal, or even your obsession. They may arise at the worst time, and put you in terrible danger. But to deny them is to deny yourself. Strong people find ways to channel their passions. Maybe you're in a tense negotiation, with everything riding on the line. Something triggers your rage passion and you lose your temper. Use that anger. Instead of just lashing out at the source, reframe why you're angry in the context of the negotiation. Turn your fury to your advantage. If you can. The GM may set up situations where your passions threaten to defeat you. Don’t suppress them. Embrace them, channel them, use them, be them. OPENING YOUR MIND Going mad s the worst thing that can happen to you short of death, It is a terrible, shattering experience, not a cliché- ridden Oscar-grabbing thrill ride of hammy acting. Don't approach it as an opportunity to get wacky. Respect it for what it is: the ultimate betrayal of your own mind. URKNG i BOOK ONE: THE SECRET NAMES OF STREETS Going mad leaves you naked. It robs you of choices It means your mind has been stressed so hard for so long that in the moment of panic, only primal animal reactions remain. Fight with tooth and nail. Flee headlong, abandoning everything and everybody. Or freeze, shut down, turtle up in hopes the threat somehow overlooks you. Once the moment passes, the more insidious side of insanity can emerge. A mental illness does not change or replace your essential character. Instead, it often brings that character to the fore in distorted and disproportionate ways. If you were always cautious, you become recklessly violent—but only if the caution was just a mask for a powerfully repressed impetuousness. If you genuinely were cautious, permanent madness is more likely to come to you as an irrational caution, a disproportionate caution, a cau- tion that makes no logical sense—but which has a meaning to you that transcends logic. Insanity is the failure of your rational side. It is the death of options. It is when you cannot choose between reason- able paths because you can no longer judge them. Madness is what you see when you've got nothing left to fall back on. CLOSING YOUR MIND Getting callous towards threats is a dead-end street, Wheres the challenge in being a null? What's the excitement in dead- ening your head? It also cuts off options. Your emotional inputs are clogged. True, you don't get scared when some- thing nasty happens. But you also couldn’t care less when something good happens. You're so emotionally insulated you can't feel a damn thing. You only have so much “fuel” for your feelings. When you get callous, your emotional gas tank is empty. You're running on fumes. Nothing is worth doing because you know there is no payoff. No pleasure, no sensation of suc- 55, no satisfaction in camaraderic. It all loses meaning. It may be that you dig this for a while. If you approach it as an opportunity to give you and your group interesting problems, maybe there’s some value there. But you can’t maintain it for long. The bonds that hold you to the group don't last when you're a walking corpse. Make some trou- ble, explore this terrain, and then fight your way back to life. When you're ready to fight back through therapy, don't just roll dice. Talk it out. What drove you to this strange place? The rest of your group can help. They might take the roles of other people in therapy with you for a bit, asking questions and probing to the heart of where you went wrong. Then roll the dice. MEETING AND GREETING The occult underground is a conceptual space, not a physi- But as much as it’s a churning fire of ideas, it’s also al network of people. Concepts don't live long outside the brain, and conceptual spaces only exist where people are interacting. You deal with people based on your personal and group goals, your obsession, your passions, and your mental state. There are times when you really have to strut and challenge. c cal ong a soc There are other times when you just shut it down and follow the pack. You need to know when one approach is better than the other. Within your group, you can sometimes justify popping off and letting one of your allies have it. If she’s been getting in your face, or disrespecting you, you need to stand up for yourself. But you're a group, not a bunch of punks on the playground. Know when to stand your ground and when to back down. No group goes without arguments, and if you weren’t such a passiona person you probably wouldn’t be hanging with these people anyway. It's your common drive that brought you together. A big blowup can even strengthen your group, revealing your true selves to each other and finding a way to communicate in the aftermath of fury. The time to do this is not when the chips are down, though. Pick your fight. When you're in the downtime, talking and planning and hashing things out, that’s when the time is right to open up and say your piece. It's different with people who aren't in your group. To the world at large, you can choose the face you show. It’s expected. Behave the way you want to be perceived. If that means copping an attitude, or shrugging off the small stuff, don’t hesitate. There are still right times and wrong times to tell the world who the hell you are, but treat it as a conscious decision. Don’t just fly off the handle. There’s more to dealing with people than conflict, Like the greeting cards say, smell the flowers sometimes. If some- body does well, don’t just let it go by. React. Interact. Mix it up. Establish yourself and your relationships with the people you meet. Don’t just sit there, watching the world go by, wondering if you'll ever get to roll the dice. You are the dice. Roll your own bones. 60 FIGURE The occult underground doesn't advertise. If you're going to find it and get into it, you're going to have to ask questions. The more you look, the more mysteries you find. Here's the straight dope on finding stuff out. SOCIAL ENGINEERING That's what con artists and old-school phone hackers called it when they contacted somebody in authority and talked them into revealing what they shouldn't reveal. The blunt- force approach is lying and intimidation. Tell them you're a cop, or a CIA agent, or a troubleshooter from the home office looking for downsizing opportunitics. Or you can be clever. Don't come right out and say you're one thing or another. Just be chatty and confident. “Yeah, hey, I'm supposed to check on that thing that happened last night. Were the passcodes busted or what?” Sometimes the mystery you have to solve didn't leave any witnesses. Check property records at city hall, blueprints filed with the planning office, newspaper archives, and the ever-popular inernet. Speaking of the internet, you can drop fifty bucks—or a lot more if you hire a real snoop—and get credit records, shopping profiles, even medical records. Most of that stuff isn't legal to access, but legality is the least of your worries right now. e URKNOW API’IIESN STRUCTURE HACKING The old B&E—breaking & entering—is a time-tested way to get the dope. Hire a pro to lift fingerprints and bribe some- one to run them through the big databases. Found a curly hair on the floor? Pay a lab to compare it to samples you've sneakily gathered from likely enemies. Free-enterprise DNA testing is your friend. When billboards advertising “1-800- WHO'S THE DADDY!" offer their services to unwed moth- ers, you know the days of privacy are gone. Make the most of it. Getting in can be a pain. Guard dogs, alarm systems, security guards making eight bucks an hour—what’s a guy or gal to do? Get a pro on your side and it all turns to butter, or amateur-hour your way through and end up in the paddy wagon with the vomit brothers. Of course, there are rumors of all kinds of freaks in the occult underground who can walk through walls, spy from the astral plane, talk to the dead, or turn dogs into cats. 90% of everything is bullshit but maybe you can find the right duke to lend a hand. She’ll want something in return, but them's the breaks. But why go in when people come out? Park your ass in a rented car all day and play detective. Watch the right people, then B&E their homes—security is low, and chances are good they have papers in their home desk, documents on their laptop, or passcodes that can get you inside the target. Good security requires rigor and discipline, and people are lazy. Exploit their weakness and get what you need to move on. Sharks die if they don't keep swimming. DATA ANALYSIS Once you get a bunch of scrawled-on napkins, accounting records, and dirty pictures, you have to put it all together into something coherent. You have to solve the mystery. Rolling dice is lame. The GM should be able to tell you enough info about all these clues that you can put the pieces together in your own sweet head. And don't just look at the physical stuff. Think about actions, think about motives. If some people made a move on you, what did they have to gain? Always question intent. And always follow the money. MAKING ALLIES You can’t do this alone. You need allies. Not just the people in your group, but other groups too. There's two ways to make the decision of who to approach: common interest and common sense. Common-interest allies are like-minded people who fight alongside you because you're all after the same thing. CHAPTER SIX: PLAYING THE GAME Chances are good you can trust them, as long as you can share whatever it is you're after. Common-sense allies are those you hook up with to get what you need. President Lyndon Johnson kicked ass when it came to using common-sense allies. Top law dog J. Edgar Hoover had been a major thorn in the sides of JFK and RFK, but Johnson slapped him hard and kept him in line without making him an outright enemy. He even said this of Hoover: “I'd rather have him inside the tent pissing out than outside the tent pissing in.” The man knew how to use people. You may end up fighting next to whacked- out psychopaths, but they're pretty good in a fight so what the hell? You'll find that a lot of people in the occult underground are stone paranoid freaks. But that doesn’t mean they can’t cut deals—it just means you have to play to their fears and delusions. People who are so obsessed with the nature of identity that they can reshape their own bodies aren’t usually known for their grace and social skills. Back when you were going to keg partics and asking your parents for textbook money, these whackjobs were sitting in dank basements trying to eradicate the id. They may be paranoid, but they probably aren't very sophisticated. Make the most of this, LOSING ALLIES Then there’s betrayal. You realize your allies are costing you more than they're giving in return, and you know it's time for the kiss-off. But divorces in the occult underground can be messy. There’s the weasel play, the equivalent of having an affair just to get caught. Convince them you aren’t worth their time anymore and they drop you like yesterday’s boyfriend. Just don't pull this at a point where you are worth something to their enemies, or they might Judas your ass on the street for dimes. You could screw them over. The trick to betraying an ally is the betrayal has got to be complete. The last thing you want is to see your old penpals out for revenge, with a special delivery just for you. No, if you’re going to turn on somebody you need to do a holistic hosing. Leave noth- ing standing and keep your hands as clean as possible. Just remember that bastards have friends, and even a total hosejob probably leaves some weeping kid brother, third cousin, or secret acolyte standing in the rain, screaming your name, and swearing a blood oath to nail you to the wall. Oops. Stuff to remember: Without allies, you're doomed. You'll make new enemies no matter who you ally with. Your allies are thinking the same things about you that you're thinking about them. Someone who betrayed others for you is likely to betray you for others. And snitches get stitches.