The Game

Player Goal

Players aim to advance their PCs through their cult’s ranks. Treasure is not a goal in itself, but only a tool. Having favours to collect, allies and knowing secrets is worth more than money.

Game Flow

Players elect one of their PCs (if they have more than one). Inactive PCs are in day-to-day Cult duties.

Play moves freely between planning, action, and consequences, all woven naturally. Characters move through the world following their agendas, duties, and impulses. Some actions happen quickly - Montages of daily life, intrigue, and preparation - while others are Focused Scenes.

Montages

Players state what their characters pursue, openly or privately, and the GM resolves outcomes through narration, negotiation and dice when needed.

Focused Scenes

Whenever an action becomes tense, risky, or emotionally charged, the table shifts into specific actions - blow by blow if needed.

Progression

After each session, the group checks whether the consequences are significant enough to shift a character’s Skills.

Climbing ranks within a Cult depends on reaching specific Skills, but those thresholds are met only through the flow of play: through what characters attempt, what they survive, and what they sacrifice.

Rules

Play

Players describe what they do. The GM advises when their action is impossible, demands a cost or extra steps, or presents a risk. Players can revise their plans before committing to a change in goals or stakes. Only roll to avoid risk.

Rolling

Roll a skill die — d6 by default, higher with a relevant skill, or d4 if hindered by injury or circumstances. If helped by circumstances, roll an extra d6; if aided by an ally, they roll their skill die and share the risk. Take the highest die.

   
1-2 Disaster. Suffer the full risk.
GM decides if you succeed at all.
If you risk death, you die.
3-4 Setback. A lesser consequence or partial success.
If you risk death, you’re injured.
5+ Success. The higher the roll, the better.

If success can’t get you what you want (you make the shot, but it’s bulletproof!), You’ll at least get useful info or set up an advantage.

Defence & harm

Say how your armour or weapon breaks to turn a hit into a brief hindrance. A broken gear is useless until it is repaired. Injuries take time and/or medical attention to heal.

If killed, make a new character to be introduced ASAP. Favour inclusion over realism.

Gear

You can carry all the narratively appropriate gear. Some items are Bulky. You can only comfortably carry one Bulky item. A second item Hinders you. Three or more is impossible in most circumstances.

Change

Throughout the game, you will change. You may acquire skills and potentials. You may become long-term injured or infected. Most changes are treated narratively first, then dice may be rolled.

Skill Increase

When the fiction dictates (and the GM agree), players may roll their Skill die to check for a Skill increase. If they roll the max, the skill increases.

Uncertainty

If something is uncertain and the rules do not support its resolution, consider the odds and roll a die.

Character Creation

Chroniclers maintain a record of all known subjects. Records can be extracted and printed on their handheld devices.

Use their output to play a young PC.

OPEN PERSONNEL ID

Life-path

Subject records might be out of date when chroniclers retrieve them. Once the subject data update retrieval is complete, they are ready to participate in memetic simulations.

Use the protocol below and roll skills and potentials on the CONCEPT, CULTURE, and CULT tables.

LIFE-PATH UPDATES

Concept

CONCEPTS   CONCEPTS    
ADVENTURER
Athletics
Brawl
Force
Melee
Stamina
Toughness
Mobility
Orienteering
CREATOR
Cunning
Deception
Domination
Faith
Reaction
Willpower
Arts
Engineering

1
2
3
4
5
6
7
8

MENTOR
Art. Lore
Engineering
Focus
Legends
Medicine
Science
Leadership
Legends

MARTYR
Cunning
Deception
Domination
Faith
Reaction
Willpower
Faith
Toughness

1
2
3
4
5
6
7
8

RULER
Arts
Conduct
Expression
Leadership
Negociation
Seduction
Cunning
Leadership

SEEKER
Artf. Lore
Engineering
Focus
Legends
Medicine
Science
Artf. Lore
Science

1
2
3
4
5
6
7
8

HEALER
Crafting
Dexterity
Navigation
Mobility
Projectiles
Stealth
Medicine
Crafting

TRADITIONALIST
Empathy
Orienteering
Perception
Primal
Survival
Taming
Legends
Conduct

1
2
3
4
5
6
7
8

MEDIATOR
Cunning
Deception
Domination
Faith
Reaction
Willpower
Perception
Negociation

HERMIT
Empathy
Orienteering
Perception
Primal
Survival
Taming
Survival
Stealth

1
2
3
4
5
6
7
8

HERETIC
Cunning
Deception
Domination
Faith
Reaction
Willpower
Cunning
Expression

CONQUEROR
Athletics
Brawl
Force
Melee
Stamina
Toughness
Toughness
Force

1
2
3
4
5
6
7
8

ABOMINATION
Cunning
Deception
Domination
Faith
Reaction
Willpower
Domination
Toughness

DESTROYER
Empathy
Orienteering
Perception
Primal
Survival
Taming
Stamina
Force

1
2
3
4
5
6
7
8

CHOSEN
Arts
Conduct
Expression
Leadership
Negociation
Seduction
Expression
Leadership

DEFILER
Cunning
Deception
Domination
Faith
Reaction
Willpower
Deception
Domination

1
2
3
4
5
6
7
8

PROTECTOR
Cunning
Deception
Domination
Faith
Reaction
Willpower
Stamina
Toughness

VISIONARY
Arts
Conduct
Expression
Leadership
Negociation
Seduction
Seduction
Cunning

1
2
3
4
5
6
7
8

ZEALOT
Empathy
Orienteering
Perception
Primal
Survival
Taming
Reaction
Willpower

DISCIPLE
Arts
Conduct
Expression
Leadership
Negociation
Seduction
Empathy
Perception

1
2
3
4
5
6
7
8

RIGHTEOUS
Art. Lore
Engineering
Focus
Legends
Medicine
Science
Cunning
Negociation

TRAVELER
Empathy
Orienteering
Perception
Primal
Survival
Taming
Legends
Orienteering

1
2
3
4
5
6
7
8

Culture

         
POLLEN
BODY
Athletics
Brawl
Force
Melee
Stamina
Toughness
INSTINCT
Empathy
Orienteering
Perception
Primal
Survival
Taming
OTHERS
Melee
Stamina
Legends
Survival
Empathy
Any above

1
2
3
4
5
6
PURGARE
CHARISMA
Arts
Conduct
Expression
Leadership
Negociation
Seduction
PSYCHE
Cunning
Deception
Domination
Faith
Reaction
Willpower
OTHERS
Conduct
Legends
Faith
Willpower
Domination
Taming

1
2
3
4
5
6
HYBRISPANIA
INTELLECT
Artf. Lore
Engineering
Focus
Legends
Medicine
Science
AGILITY
Crafting
Dexterity
Navigation
Mobility
Projectiles
Stealth
OTHERS
Melee
Mobility
Stealth
Medicine
Orienteering
Any above

1
2
3
4
5
6
BORCA
AGILITY
Crafting
Dexterity
Navigation
Mobility
Projectiles
Stealth
INSTINCT
Empathy
Orienteering
Perception
Primal
Survival
Taming
OTHERS
Toughness
Artf. Lore
Engineering
Crafting
Survival
Any above

1
2
3
4
5
6

Cult

       

SPITALIANS
SKILLS
Toughness
Medicine
Science
Faith
Willpower
Perception

POTENTIALS
Splaying
Phalanx
Preservalis
Last Bastion
Kranzl. Teach
Last Farewell


1
2
3
4
5
6

ANABAPTISTS
SKILLS
Melee
Force
Mobility
Legends
Faith
Willpower

POTENTIALS
Fisherman’s B
Killing Joke
Pneuma
R. Emanations
Torchbearer
Zealot


1
2
3
4
5
6

APOCALYPTICS
SKILLS
Athletics
Dexterity
Arts
Seduction
Cunning
Any Above

POTENTIALS
All-in
Card Destiny
Crow’s Nest
Mirror
Black Omen
1000 Ways


1
2
3
4
5
6

HELLVETICS
SKILLS
Force
Stamina
Projectiles
Leadership
Reaction
Any above

POTENTIALS
Assault
Shield Wall
Infiltration
Forced March
Discipline
Morale


1
2
3
4
5
6

SCRAPPERS
SKILLS
Athletics
Toughness
Crafting
Artf. Lore
Survival
Any above

POTENTIALS
The Mob
Rat
Tough Dog
Nitro
Truffle Pig
Darwin


1
2
3
4
5
6

CLANNERS
SKILLS
Stamina
Melee
Survival
Legends
Taming
Any above
Culture table 1
Culture table 2
Culture table 3
Concept table
Any table
Roll a Potential

POTENTIALS
Asceticism
Ether Call
Move Mountain
Elephant Skin
Brainwave
Danger Sense
Sleek
Could B Worse
Marathon
Unyielding
No. Cruncher
Any above


1
2
3
4
5
6
7
8
9
10
11
12

CHRONICLERS
SKILLS
Crafting
Negotiation
Engineering
Artf. Lore
Deception
Any above

POTENTIALS
Tesla
Nova
Dead End
Fract Memory
Download
Upload


1
2
3
4
5
6

SCRAPPERS
SKILLS
Melee
Navigation
Conduct
Projectiles
Domination
Any above

POTENTIALS
Fiat Lux
Stampede
Hammer Blow
Janus Face
Lynch Law
Steel Thunder


1
2
3
4
5
6