Behind the Eyes of Madness

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Behind the Eyes of Madness supplement for Vajra enterprises' "Fates Worse than Death" game

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Warning: Nothing in this book should be construed as real medical, psychiatric or psychological
advice. This is not meant to instruct real people on how to identify and deal with real problems.

BEHIND THE EYES OF MADNESS

is published by Vajra Enterprises, Eureka California
ISBN 0-9713095-2-3
Written and Designed by Brian St.Claire-King
Cover by Jason Juta
Art by
Leanne Buckley (p.20, p.44, p.66),
Kari Christensen (p.36),
Laura Dubuk (p.79, p.107),
Jason Juta (p.24, p.77, p.90),
Eric Lofgren (p.19),
Martina Pilcerova (p.52, p.105),
Jennifer Rodgers (p.34),
Grey Thornberry (p.103).
Playtested by Sherelle Castro, Diamond Charlotte,
Chris Musgrave, Nick “Eeyore!” Page and Tiffany St.Claire-King.
Game Design Assistance by Nick Page and Tiffany St.Claire-King
Editorial Assistance by Diamond Charlotte, Nick Page and
Tiffany St.Claire-King
Copyright © 2004 by Vajra Enterprises.
All rights reserved under the Universal Copyright Convention.
No part of this book may be reproduced in part or whole without
permission from the publisher.

Visit www.FatesWorseThanDeath.com

INTRODUCTION
After Midnight
“Three o’clock is always too late or too early for anything
you want to do.” -Jean-Paul Sartre
Everyone in the city has a story about something weird or
scary or freaky that happened to them. These stories almost
always start “It was after midnight…”
The day belongs to the shut-ins, workers, addicts and pushers.
The night belongs to the gang members, criminals and street
kids. There is a time after midnight and before dawn, what
the Spanish call “madrugada,” that belongs to nobody.
Madrugada isn’t part of anyone’s daily routine. Nothing that
happens after midnight is planned, nothing is normal.
After midnight, the streets empty out. Doors are locked and
the people you know are tucked away safely in another world.
The city is so quiet that one can hear the wind blowing pieces
of trash around and the hum of the few working streetlights.
All the stores are closed, their bars are down and the lights
inside showcase alien stillness. The empty streets seem to
stretch on forever.
You never know how many blocks you will walk before
running into another human being. If you do run into
someone, it takes only a moment to realize this is not a
normal person. You have caught this person at some tragic,
terrifying or desperate point in their lives. The mask that they
wear, the mask of being a rational and self-controlled person,
is cracking. And through the cracks you can see the raw stuff
people are made of: fear, hatred and desperate need.
Everyone in the city has a city they know, where they feel
comfortable and feel like they know the rules. After midnight
is not that city for anyone. After Midnight is an alien place
where the rules do not apply. For those who feel they have
some grip on their lives, the alien world after midnight can be
frightening. For those stuck in a rut, who live lives they can’t
stand and can’t control, the strangeness of after midnight feels
like hope.
Everyone who sets foot on the streets of the city has some kind
of adventure. Yet the adventures that happen after midnight
are a special kind of adventure. They’re adventures that test
your very idea of who you are and what is real. They’re about
meeting people you never thought you’d meet, doing things
you never thought you’d do. They’re about nights that seem
to last forever, about seeing the city in a brand new light,
about running from invisible demons and finding out who
you really are.

Author’s Note:
Mental Illness vs. Issues
Although I will use the term “mental illness” several
times in this book, I wish to make it clear that this
is a stupid term. ‘Illness’ implies that there is some
commonly accepted state of health and that anyone
who is not in this state should be returned to it as
soon as possible. This ignores that fact that certain
psychological traits may or may not be a problem
depending on the social context: a person in this
society might be a homeless schizophrenic while
the same qualities would make him a revered holy
person in another society. Rather than putting some
of the blame on society, the term mental illness
places it all on the individual, thereby stigmatizing
mental illness.
This is not merely an academic debate, it can mean
real harm to real people. If a student is having
trouble paying attention in school, a “mental illness”
model would place the blame totally on the student.
Rather than contemplating whether school should be
changed to be less boring, this model insists that the
student need to change, even if that means giving
the student habit-forming and potentially dangerous
drugs.
Calling something a mental illness also denies the
possibility that a problem can be both good and bad,
simultaneously helping someone in some area of life
while hurting them in another. An “illness” can’t
make someone a hero, genius or saint.

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A better term would be “psychological conflicts.” If
a person has conflicts, then there are problems being
caused by an interaction between the person and his
or her surroundings. The best solution might be to
change the person, or change the surroundings, or
move the person to different surroundings. Or, like
many conflicts, there might be no good solution.
Both sides might have to learn to live with the
conflict and that’s it.
Another term I will use often in this book is
“psychological issues.” An issue is something that
isn’t necessarily a problem right now, but something
that could become a problem if handled incorrectly.
Some issues can be worked out, others require
constant vigilance. By this definition, every human
on the planet has issues.

Introduction 003

The Story So Far
Fates Worse Than Death takes place in the city of
Manhattan, an island in New York, in the year 2080.
Despite the city’s glorious history, it is now one of the
country’s worst slums. Most of the intelligent, educated
and sane people have fled to insular gated communities
and corporate living centers. Those left in the city tend
to be poor, insane or evil. Artificial Intelligence and
robotics have left millions jobless and a massive welfare
system gives them just enough to prevent rioting. Most
of the city population chooses to live as shut-ins, using
Virtual Reality for entertainment and socialization.

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Those who leave their homes are in constant danger
from plagues, serial killers, psychotics, addicts, violent
criminals, cults, gang violence, drug pushers, riots,
wild dogs and even a being who has learned to use new
technology to copy his personality into other people’s
heads.
Yet there is hope in the city, coming from an unlikely
source. Five years ago, the city’s top drug sellers created
a monopoly on drug sales, taking the job away from the
city’s many street gangs. Robbed of their occupation,
these street gangs violently self-destructed. In the
vacuum, a new type of gangs started to appear: gangs
formed for self-defense, not to get rich by selling drugs.
These gangs were radically different from the old gangs
and attracted the best and brightest of the city population.
These gangs have changed city society, giving everyone
the sense that they can control their own destiny and
achieve something great with their lives. The city is still
filled with every imaginable evil and horror, but there are
also heroes fighting back against these evils and horrors.
The new heroes of the city are not pure and unblemished.
These are people that grew up in a world of violence,
drugs, fear, political and religious extremism, unhealthy
sex and mental illness, and few have become adults
without some of these qualities rubbing off on them.

Table of Contents

Introduction...................................................................003
After Midnight..........................................................003
Mental Illness vs. Issues...........................................003
The Story So Far.......................................................004
Table of Contents......................................................004
City of Madness............................................................005
Outside the City........................................................005
Mental Healthcare.....................................................007
The 21st Floor........................................................007
Sex............................................................................010
VR Addicts............................................................010
Pornography Addicts.............................................010
Being Gay in 2080................................................012
Sex Workers..........................................................014
BDSM...................................................................014
Fetishists...............................................................015

004 Table of Contents

Sex on the Internet................................................016
Body Mods................................................................017
Dysmorphs............................................................017
Do-Overs...............................................................019
Transsexuals..........................................................021
Violent Criminals......................................................021
Serial Killers.........................................................021
Serial Arsonists.....................................................025
Serial Rapists........................................................026
Spree Killers..........................................................026
Child Molesters.....................................................027
Plastic Antisocials.................................................028
Colin..........................................................................029
Strains...................................................................029
The Church of Colin.............................................033
The Anti-Colin Movement....................................039
Kajputra: Colin City..............................................039
Religion.....................................................................041
Major Churches.....................................................041
Christianity........................................................041
Islam..................................................................043
Judaism.............................................................045
Buddhism..........................................................046
Hinduism...........................................................047
Neo-Aboriginal.................................................046
Sikhism.............................................................047
Baha’i................................................................047
Wicca.................................................................048
Jain....................................................................048
Shinto................................................................048
Other.................................................................048
Shut-Ins.............................................................049
Cults......................................................................050
Lumens..............................................................051
Dying Embers...................................................054
Quoters..............................................................0
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Enemies of Hoth...............................................055
Trainers.............................................................055
Deprogrammers.................................................056
Politics......................................................................057
Shut-Ins.....................................................................059
Homeless Crazies......................................................060
Deep Back.............................................................060
PC Groups and Madness . .....................................064
Rules of Madness..........................................................085
Traumas.....................................................................085
Gaining Trauma....................................................085
Dealing With Traumas..........................................086
Distractions...........................................................088
Self-Worth Issues......................................................094
Life Skills Issues.......................................................095
Brain Damage...........................................................096
Playing Madness...........................................................098
New Bonus Characteristics.......................................100
New Skills.................................................................106
New Black Market....................................................107
New PC Group: Crazies............................................112
New Disciplines
................................................115
Adventures in Madness.................................................117
Adventure Types.......................................................117
Bride of Colin...........................................................119
My Friend Jim...........................................................124
NPC Index.................................................................128
Appendices....................................................................129
Random Madrugada Encounter Table.......................129
Boyfriend/Girlfriend Hidden Flaw Table..................132
Random NPC Psychology Table...............................135
Map...........................................................................138
Index.........................................................................140
Character Issues Sheet..............................................141

CITY OF
Outside the City
In Brief- Have best psych tech to keep people sane &
satisfied with their lifestyle. The failures, and those who
don’t want to be made content, end up in the city.
In gated communities and corporations, people are

selected for their mental stability and mental illness is
rare. Everyone has a regular checkup with a counselor,
just as they have regular medical checkups with a GP.
The counselor has access to the latest psychometric tests
and can see the tiniest bit of dissatisfaction, anger or
worry. Mental illness is thought of as something that can
rob communities or corps of productive members. The
counselors have a number of sophisticated and expensive
techniques at their disposal: VR training programs,
licensed psychics, mental programs and expensive new
psychopharmaceuticals in steady-release implants.
On its surface, gated communities’ and corporations’
attitude towards mental health may seem incredibly
caring. What they’re doing, however, is creating
a homogenous psychology among their members.
Constant psychometric testing lets counselors see inside
someone’s head. If something changes in an individual’s
thoughts, opinions or feelings that has the potential to
cause problems within the community or corp, that
problem is quickly fixed. The focus is not on what the
patient wants, or what would make the patient’s life most
fulfilling, but what would make the patient fit in best
with the community. If someone has a job in a cubicle
hunting down accounting errors, and if that person
grows bored with that job, the first response is to give
the person a cocktail of mild psychophamaceuticals to
reduce the feelings of boredom.
For adults, who have chosen to join a corp or gated
community, it’s not so bad. The real horror stories
come from teenagers who did not choose to be born
into these types of communities. When teenagers show
dissatisfaction with the lifestyles of their parents, the
counselors do everything they can to break them of
this dissatisfaction. When it comes down to it, most
teenagers are given a choice: accept whatever treatment
is necessary to make them “fit in” or be kicked out of the
community/corp. Those who refuse treatment usually
end up on the streets of the city.

MADNESS
Mental Illness Factors
Some of the reasons why the city has one of the
world’s highest rates of mental illness are:
Outcasts: Many come to the city who, because mental
illness, either could not join a corp or gated community
or were kicked out of one of these communities.
Genetics: The children of these outcasts are more
likely to have some mental illness inherited from their
parents.
Brain Damage: Increased levels of toxins, plagues
and violence mean city residents are more likely to
have neurological damage which can cause mental
illness.
Stresses: People live more stressful lives in the city
than in gated communities or corporate living centers,
especially gang members and homeless people whose
lives are filled with perpetual unpredictability.
Traumas: Rates of violent crime, rape and child
molestation are high. Being a victim of one of these
crimes can trigger a mental illness.
Drugs: Illegal drugs are readily available in the city,
and these drugs can often trigger or cause mental
illnesses.
Temptation: Many people with self-destructive
obsessions (drugs, dangerous sex, gambling, etc.)
wouldn’t have developed those obsessions if they
didn’t live in a place with easy access to those things.
Cults: The city has a large number of cults with
indoctrination and brainwashing processes that
psychologically damage cult members.

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Mental Installers: No city in the world has a higher
concentration of black market mental installers.
Black market mental programs can contain dangerous
errors or even when working as intended they can be
dangerous to mental health.
Association: Mental illness can be communicable. It
is quite common for children, lovers and siblings of
mentally ill people to come to adopt the delusions,
obsessions or fetishes of the other.
Poverty: When people are poor, therapy and medical
treatments which would prevent or cure mental
illnesses are not available.

Outside the City 005

Norman “The Suit Guy” Padilla
(Weekend God-Killer Rampager and Champion Street Fighter)
Level 4 Addict
Attributes- AGY 15, AWR 6, CHM 6, END 22, INL 7, SPD 20, STH 24, WIL 8, BLD 6, BDY 8, INCY 3.
Appearance- Part asian, part hispanic, 6 ft. high, very broad shouldered, stubbly face, conservative haircut, wrinkled
business suit, loosened tie.
Social Status- During the week Norman is a moderately successful banker in a small suburb near the city. During the
weekend he known only as “the suit guy” and is thought of as one of the city’s best street fighters.

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History- Norman grew up in the suburbs. He was a small kid, but he was never abused or picked on. He lived most
of his life doing what was expected of him, although he often felt like his life was devoid of meaning. He has had
little success in romantic endeavors. At a birthday party some old friends got him to try god killer and he’s been using
ever since. He got a job in a bank and learned to stay sober during the week but get high on god killer every weekend.
Frightened by the dangerous situations he put himself in while high, Norman started investing all his time and money
in implants and VR training programs to make him a better fighter. These precautions have only increased his tendency
to get into fights while high.
Personality- During the week, Norman is ashamed and frightened about what he does on the weekends. There is some
part of him that hopes he will die rather than keep living like this. Yet for the most part he is afraid he will get killed.
He knows he cannot resist the call of god killer. He spends most of his off-hours working out or practicing martial
arts in VR, in hopes of strengthening himself enough that he can survive his next trip to the city. He is a quiet, honest,
although often forgetful worker. When Friday comes, though, he can no longer resist his longing for god killer. He
has been wracked with stress and tension and feelings of self-hatred throughout the week and the only way he knows
to escape is to come to the city and get high on god killer. When he starts doing god killer, his personality changes
completely. He becomes a fearless, prideful bully. He thinks he’s invincible, and he wants to fight the toughest person
in the city and beat that person up so he can revel in his own glory. As a fighter he shows no mercy. His goal isn’t to
kill or cripple people, but he doesn’t care if that’s what happens.
Methods- Norman buys his bus tickets and books a hotel room in advance and he only brings $100 in cash. He limits
the cash he brings to try to limit the amount of god killer he smokes. When he arrives in the city, he seeks out a pusher
and buys god killer, then goes straight up to his hotel and locks himself in his room. He spends several hours smoking,
trying to ration the god killer as much as he can. At some point he smokes so much that he can no longer contain
himself. He bursts from his room and he stalks the streets demanding that people fight him. When people don’t want
to fight he may push them around trying to provoke them, but he won’t actually start beating them up unless they
fight back or unless they insult him. He fights bare-knuckled, and when he wins he goes through the person’s pockets
looking for money. If he finds money, he goes out and buys more god killer. He usually wanders the streets from 10pm
till dawn. After that he goes back to his hotel and crashes, sleeping through most of Sunday. Then he gets back on a
bus going home.
Special Powers- Norman has speed and strength muscle implants and a size genetic mod (these are already figured into
his stats). He also has internal armor than halves any damage done to him.
Special Skills- Boxing (5).
Typical Attack- He makes a strike with his fists at STH (24) + AGY (15) +16 (skill) +1d20 vs. 25 (or 1d20 +30 vs. 0).
As a reaction he makes a simultaneous strike at STH (24) + AGY (15) +8 (WIL) +16 (skill) +1d20 vs. 45 (or 1d20 +18
vs. 0). A successful strike does 2 blunt damage.

Sometimes all the treatment in the world can’t help
a person. Sometimes an 18 year old applies for
membership in a corp or gated community. Their
psychometrics look great, and they are welcomed in. In
their twenties, though, a chemical imbalance begins to
manifest. The counselors quickly notice it and prescribe
the newest pharmaceuticals. Even the most expensive
pharmaceuticals are not perfect, and loyalty testing
continues to show that the person is undependable. At
some point, the corporation or gated community decides
that this person isn’t worth the expense of keeping
around, and they are asked to leave. Most of these

006 Outside the City

people stay with relatives or get hotel rooms while they
use their remaining money trying desperately to get into
a corp or gated community. Deprived of medication,
their psychological problems grow worse and they
end up homeless on the streets of the small suburban
communities which border gated communities and
corporate living centers. Eventually, they are picked
up by the local cops. The cops give them a choice: get
on a bus heading to the city, or go to jail for vagrancy.
They choose the bus, are bought a bus ticket by the
police department and new homeless Crazies are added
to the city’s population.

The Drop-Off Point
The main bus that brings people into the city comes over
the Manhattan bridge and stops in the Bowery before
turning around and heading out of the city. Every day,
teen runaways, new immigrants, people who have been
kicked out of gated communities and corporations,
people fleeing trouble in other inner cities, and homeless
Crazies get off the bus. Cult recruiters, pushers and a
few disguised pimps prowl this area looking for lost and
confused people to take advantage of.
Approximately one homeless Crazy comes into the city
every day. There are skid row hotels on every corner
and those who have a little money often blow it there,
or in one of many nearby liquor stores. Many Crazies
wander from here and disperse to points throughout
the city. Many never go more than a few blocks away
from the bus stop. At night, the streets of the drop-off
point are littered with dozens of homeless crazies who
can’t figure out anything better to do than sleep on the
sidewalk. Almost every abandoned building in the
blocks surrounding the bus stop has at least one Crazy
living in it. Outreach volunteers come by every once in a
while, trying to get people into shelters or get emergency
psychiatric services for those that qualify for them. Most
of these homeless Crazies won’t last a month. They will
die from exposure, be beaten to death and robbed, will
starve to death, will eat something bad out of a dumpster
and die of food poisoning, or will commit suicide. Only
a few will learn how to survive in the city.

Mental Healthcare
In Brief- Indies get good care, wells get negligent care, street
people get almost nothing. Dangerous psychotics may end
up on the 21st floor of the city hospital where they are often
drugged, shocked and taken advantage of.

For street people, there is only one way to get medical
care for psychological problems: to come to the NYC
Central Hospital psychotic enough to be deemed “a
danger to themselves and others.” They are taken up
to the 21st floor (see below) and given only enough
treatment to get them out on the streets again.

For Indies, the prospects are a lot better. There are
several private therapists and psychiatrists throughout
the city. Therapists sit down and give time and attention
to their patients. Psychiatrists can prescribe the newer
and more expensive psychiatric drugs, which have
fewer side effects. Therapists with psychic skills are
the most expensive and sought-after. Psychiatric mental
programs can be prescribed to help people when drugs
and therapy fail. Unfortunately, those who can afford to
and are willing to seek out this kind of help are those who
need it least. While schizophrenics live on the streets,
undiagnosed and untreated, the city’s best therapists and
psychiatrists spend their time treating shyness, erectile
dysfunction or minor body-image issues for the wealthy
minority.

The 21st Floor
The top floor of the NYC Central Hospital is an
emergency psychiatric treatment ward. By law, they are
only able to treat people who have been diagnosed by a
psychiatrist as “an immediate danger to themselves or
others.” Many very ill people are turned away because
they do not meet these criteria. The ward’s budget is
small and the ward is severely overcrowded, and even
people who do meet the criteria are often kept strapped
down on hospital beds for dozens of hours before getting
admitted.
The 21st floor uses old technology from prisons. Patients
who are brought up are stripped and showered. If there
are any potentially harmful implants, the implants are
covered. For instance, if a patient has poisoned claws
on his hands, the hands will be covered with locked
kevlar mitts. Locked electronic bracelets are put on their
ankles. The bracelets shock patients if they try to leave
the 21st floor. All staff have panic buttons clipped to
their uniforms. When the button is pressed, any patient
that comes within 5 ft. of the staff member is shocked.
The staff are not supposed to shock patients except in
self-defense, but they often use the shocks as a form of
punishment.

Almost every patient is given heavy sedatives and antipsychotics as soon as they enter the ward. The drugs are
slowly reduced until the patient can answer a short list of
questions. These questions are designed to tell whether
the patient has enough grasp on reality to not be a danger
to himself or herself. The questions are things like “if
For those on state health insurance, getting mental you were in a building that was on fire, what would you
healthcare is like getting physical healthcare: wait for do?”
weeks to see a doctor, be interviewed for 2 minutes by an
overworked psychiatrist, and then be given a prescription Patients who have communicable diseases (like Cracks)
for the cheapest generic drug available to treat that are put into isolation rooms. Every other man, woman
problem. Many people seeking help are misdiagnosed and child is put into a large dormitory. In theory, the
and given the wrong drug, or they are given too much dormitory is monitored 24-hours-a-day by interns who
or too little. The cheap generic drugs have many side- keep patients from hurting themselves or each other.
effects and many patients stop taking them. Traditional In practice, the interns are lazy, inattentive and often
therapy is not available (unless the person can afford to distracted. Rapes and beatings are common. Staff are
pay out-of-pocket).
also known to take advantage of patients.

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Mental Healthcare 007

Little is provided to patients in the way of therapy. Most
are too drugged to do anything but lie in bed all day.
They only get up to grab a tray of food, which they eat
sitting on the sides of their beds. During waking hours,
a monitor on one wall blares out an instructional video
about mental illnesses and the importance of taking
your meds. The ward is so crowded that the video is
often drowned out by people talking, screaming and

crying. Visitors are not allowed and the doctors rarely
speak to patients. If patients do not improve within 4
days, doctors typically prescribe a mental program. The
patient is taken down to the hospital basement where a
mental program technician installs the mental program.
The mental programs typically installed are: Anger
Dampener, Mania Dampener, Paranoia Dampener and
Depression Dampener (see p.108).

Wes “Doc Scrips” Marshall
(City Hospital Psychiatrist Who Takes Advantage of Patients)

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Attributes- AGY 9, AWR 15, CHM 7, END 8, INL 16, SPD 12, STH 14, WIL 9, BLD 6, BDY 4,
INCY 7.
Appearance- Tall, wiry, mid-thirties, multiracial, curly brown hair, brown skin, green eyes, wears a white
jacket over grey sweats.
Social Status- Doc Scrips is one of the staff psychiatrists at the NYC Central hospital. He works the 10pm
to 6am shift, during which time he is in charge of the entire ward. He is one of the most corrupt doctors in
the NYC Central Hospital.
History- Doc Scrips was born and grew up in a corporate living center. The corporation paid for his medical
training, but after he finished they asked him to leave because he started failing corporate loyalty tests. He
came to the city and started work for the NYC Central Hospital. He became addicted to prescription drugs
and started selling prescriptions to addicts. He took some internet courses in psychiatry so he could work
in the hospital’s psychiatric ward. When the drug lords consolidated, a bounty was put on him and he was
nearly killed by a group of addicts. He reduced his prescription sales and began to concentrate on gaining
wealth and power by blackmailing patients. He built up an army of ex-patients under his control and gained
a reputation as someone not to mess with.
Personality- Doc Scrips has very little empathy for anyone. He doesn’t care about healing or helping
people, he only wants to live comfortably and have power, sex and drugs. He has some respect for people
who are able to earn a high place in society, but thinks of the mentally ill as little more than animals. He
has no real friends and never trusts anyone.
Methods- Doc Scrips selects patients which he thinks would be easy to manipulate. He schedules them
for implantation of psychiatric mental programs, which they often don’t need. He usually puts in an Anger
Dampener, a Paranoia Dampener and a Depression Dampener. Then he orders them released. He tracks
them down and takes them back to his apartment. The paranoia dampener makes it harder for patients to
realize they are being taken advantage of, and the anger dampener makes it hard for them to do anything
about it if they figure it out. If they disobey him, he uses the password that turns off their Depression
Dampener. Since they have most likely become psychologically addicted to the Depression Dampener, it
isn’t long before they come back begging for him to turn it back on. He also gets patients addicted to drugs
(which he steals from the hospital) which he uses to further solidify his control over them. If the patients
are young women, he keeps them in his apartment and has sex with them. He helps some patients get on
welfare and extorts a large percentage of their welfare checks. Some patients are kept around as servants
and mercenaries. There are fifteen mercenaries living in cardboard shacks outside of the midtown highrise
where he lives. When he is sending them off to fight his enemies, he turns off their Anger Dampeners.
When he leaves his apartment (typically to take the subway to work) he has at least two ex-patients
accompanying him to the hospital as bodyguards.
Special Skills- Psychotherapy (2), Psychopharmaceuticals (3), Street Drugs (2), Brainwashing (2).
Special Equipment- Nanopadded and Nanoweave Armor (AR 10, PR 8 bladed 7 blunt), Taser Gun (FR 3
ft., 3 electrical damage). Doc Scrips also has a Backup Heart implant (already figured into INCY).
Typical Attack- A strike with his taser gun at INL (16) + AGY (9) -1/3ft. vs. 25 (or 1d20 -1/3ft. vs. 0). As a
reaction he makes a simultaneous strike at INL (16) + AGY (9) + WIL (9) -1/2ft. vs. 45 (or 1d20 -1/2ft. vs.
11). A successful strike does 3 electrical damage (save vs. paralysis difficulty 60, save vs. unconsciousness
difficult 30, save vs. heart attack difficulty 15).

008 Mental Healthcare

Major Psychological Theories
Psychoanalysis (1900-1950)- This was the first major
theory to propose that there is more going on in the
human mind beyond what people are initially aware of.
Sigmund Freud proposed a number of internal forces.
The struggle and interplay of these forces make up the
actions of our subconscious minds. Freud proposed
sexual guilt and release as the major motivations of
these forces, yet later psychoanalysts proposed differed
motivators. Psychoanalysis approached the mind from
a clinical (experiences with actual patients) rather than
a scientific (statistical and experimental studies of
populations) viewpoint.
The question: Why are some people messed up?
The answer: They secretly feel bad about things that
happened when they were kids.

Modeling Psychology (2010-2045)- With increased
computing power and sophistication, psychologists became
increasingly reliant on computers to model the theories of the
human mind. The goal during this period was to distill the
various theories of how the human mind works into a computer
and create a model person that responds as a real person would
to various stimuli. A computer simulation could put a group
of simulated people in a situation (e.g. a negotiation, a burning
building, a prison) and see how they would react and interact.
The model of the mind during this time was basically of an
adaptive problem solving machine. This school became quite
accomplished at modeling the average behavior of the average
person, but it couldn’t account for outliers (acts of extreme
genius, bravery, cowardice, cruelty, madness, etc.)
The question: How do you predict what a human will do?
Behaviorism (1950-1970)- B.F. Skinner tried to create The answer: Look at how the human’s interaction with others
a psychology that would not need to inquire as to what and the environment evolves over time.
was going on inside the mind. Behaviorism concerns
itself with input (experiences that happen to a person) Mind-Systems Psychology (2045-2075)- The discovery
and output (resulting behaviors). In contrast to the of RCNS let psychologists examine and experiment with
aimless self-exploration of psychoanalysis, behaviorism individual neurological connections within the brain. Suddenly
was very simple and made laboratory experiments the mind was not an abstract concept that scientists inferred
possible. Behaviorism made psychology a true science. things about, it was a machine that could be taken apart and
Its simplicity was its downfall: it couldn’t explain the examined. Psychologists learned how human systems worked
and changed, often finally proving or disproving older theories.
complexity of human behavior.
The question: How do human experiences cause human However, the human mind proved too complex: mind-systems
behavior?
psychology could explain how individual parts of the mind
The answer: People learn to do things that get them worked, but not how all those parts came together to create
rewards and avoid things that hurt.
something as complex and unpredictable as a human being.
The question: How do the parts of the human mind work?
Social Psychology (1950-2020)- Various psychologists The answer: Like disorganized and sloppily written, but very
responded to various tragedies (for some it was the adaptable, computer programs.
Jewish holocaust, for others it was the failure of
bystanders to aid Kitty Genovese as she was stabbed Experience Psychology (2055-present)- Until the discovery
to death outside an apartment complex in Queens) by of psychic manipulation and sensation, human feelings
asking one simple question: how do certain situations and experiences had been delegated to the backwater of
turn basically-good people bad? This question created a psychology. As something nobody could touch or measure,
new field of psychology that studied how humans interact experiences were a poor candidate for scientific studies.
with others around them. Previous studies of psychology
had studied the human as a lone, isolated unit; social Psychics, though, could actually connect directly to another’s
psychology studied humans as members of groups. mind and experience their feelings and experiences. This
Social psychology created bridges with Sociology and field of psychology modeled the human mind as a collection
Anthropology, letting those disciplines share theories of feelings, experiences and choices. Although it has gained
and data. Social psychology also proved very useful in many followers in the clinical world, Experience Psychology
diagnosing and treating the problems of groups (a field has not become the psychology of mainstream scientists
because its concepts are too hard to measure quantitatively.
called Institutional and Organizational Psychology).
The question: Why do people who consider themselves The question: Why do people make the choices they do?
The answer: Based on knowledge and based on how they feel
good do bad things?
The answer: People mostly take their cues from what about themselves and the universe.
other people are doing.
Unified Theory Psychology (2075-present)- The big talk in
Cognitive Psychology (1960-2020)- While behaviorism academic psychology for the last few years is of trying to find
worked on a very mechanical model of the human mind, a theory that explains the individual components of the mind
cognitive psychology drew its metaphors from computers. (Mind-Systems Psychology) and the experiences and choices
Cognitive psychology created a model of the human brain of a human being as a whole (Experience Psychology).
as a collection of problem-solving algorithms. Cognitive Psychologists are excited about the prospects, but nothing too
psychology quickly excelled at explaining how humans useful has yet come about. The touchstone of such research
solved problems and performed tasks, but it was unable would be an Artificial Intelligence that thinks and acts just like
to explain more subjective areas of human life (e.g. a human.
motivation, personality, insanity).
The question: How can humans be greater than the sum of
The question: How do people solve problems?
their parts?
The answer: By finding the simplest and most efficient The answer: ???
method.

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Mental Healthcare 009

Psychopharmaceutical Overprescription

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The first two decades of this century saw a boom in
psychopharmaceuticals in first world countries. People were
getting medical diagnoses and having their medical insurance
pay for treatments for mental illnesses. A few decades ago,
those “illnesses” would have been considered perfectly
normal reactions to overwhelming stress, crowding, overwork,
cramped spaces, noise pollution and inhumanely boring work
and school environments. Taking drugs to deal with social and
environmental problems only allowed those problems to grow
worse. Corporations, who were growing steadily in power,
were able to force people to change their own brains to survive
whatever way of living and working was cheapest for the
corporations. By 2020, 47% of Americans were on psychiatric
medications, 24% had been on them since childhood and had
never been given a chance to learn how to control their own
mental states without them.
The only thing that stopped the increasing use of
psychopharmaceuticals was poverty. As the gap between the rich
and poor grew greater, fewer people had insurance willing to pay
for psychopharmaceurticals. In 2047, on the eve of the Freedom
War, the market for black market psychophamaceuticals, most
of which were brewed up in basements by aspiring chemists,
was bigger than the market for crack.
During the Freedom Wars, psychopharmaceuticals were not
available and many people overcame their dependence. After
the Freedom Wars, the people in the city were mostly too poor
to afford these drugs. In gated communities and corporations,
overmedication is common. Instead of helping people survive
stressful working and living conditions, the drugs are used to
help people stay satisfied with the corporate or gated community
lifestyle. In the city, the problem is generally undermedication:
people who could really benefit from meds can’t get them.

Percentage of Americans on Psychiatric Drugs
2010 2020 2030 2040 2045 2050 2060 2070 2080
28% 47% 43% 31% 12% 1% 5% 12% 18%

Sex

The problem with having healthy sex is that every
one in the city has an opinion about what healthy sex
is, and their opinions all disagree. The Sexologists
are the most vocal, but not the only ones voicing
opinions. Even the BDSM people claim that what
they do is just as healthy as any other form of sex. In
the end, people have to decide for themselves what
kind of sex will have good long-term consequences
for them.
There are only a few people in the city who have
no issues with sex. They have sex as often as they
want. The sex they have is mutually enjoyable and is
performed with sober, consenting adults. They never
worry that they are having too much or too little sex
or that they way they have sex is too weird or too
normal. They don’t feel that the way they have sex
offends any deity or distracts them from their purpose
in life.

VR Addicts
In Brief- VR sex is easy but boring.
The largest portion of the city population is VR
addicts, who are accustomed to sex in VR. VR sex
is nearly perfect, technically speaking, and when
they must deal with sex in the real world they find
it sloppy, uncomfortable and unsatisfying. VR users
can choose to have sex with other VR users, or with
AI constructs. Most choose the AI constructs because
it’s easier. However, this easy sex is sex without any
danger, any challenge, any dirt or sweat or stink. It is
technically perfect, but boring, much like the lives of
VR addicts. For many people, the need for some real
sex is the factor that tips the scales between staying
locked up indoors and going outside.

Pornography Addicts

Sex in the city today is a perfect mirror of life itself in the In Brief- Some use porn like a drug, many move
city. The full range of selfishness and altruism, healthiness to illegal porn, grow to hate women, become sex
and sickness, boredom and adventure, joy and sorrow that criminals.
exist in the lives of city residents are reflected perfectly in
the city’s sex life.
There are some people who use pornography
occasionally and could give it up any time they
Healthy Sex- As much as sex is intertwined with madness want, just like there are people who use alcohol
and evil in the city, it is important to remember that healthy occasionally and are not addicted. These people are
sexual relationships are a step on the road to recovery not the main source of profit for the pornography
for many mentally ill people. This doesn’t just apply to industry. The industry is so big because many people
Sexologists, it applies to all kinds of city residents. Healthy (mostly men) are addicted to pornography as a form
sex can be a huge boost to self-esteem, it can help pull of anxiety relief.
people out of depression, it can help develop social skills
and it can help connect people to a community that they Pornography addicts tend to grow disinterested in
might otherwise feel detached from. Healthy sex is an normal, consensual sex. This only serves to make
intimate part of romantic love, which can lead to long- them more dependent on pornography. While
term relationships and family, both of which are generally alcoholics gain tolerance and have to drink more and
therapeutic. For many of those who walk the streets after more to get just as drunk, pornography addicts grow
midnight plagued by internal demons, getting laid is one of bored with “normal” pornography and are driven to
the best things that could happen to them.
seek out something more exciting.

010 Sex

Some pornography addicts learn to program their own
customizable VR worlds. When they grow bored with
their virtual sexual activities, they break some new taboo.
The problem is that there are only so many taboos. After
all the taboos are broken, the person is left completely
bored and too ashamed of themselves to have a healthy
sexual outlet.
Other porn addicts go the other direction: rather
than reveling in simulated virtual sex, they immerse
themselves in what is “real”. An image, video, senserecording or live performance excites them if they believe
it is a real person. Imperfections in porn (poor recording
quality, seedy backgrounds, physically flawed actors)
make porn better by enhancing the feeling that this is real
and not photorealistic computer generated porn. “Real”
pornography addicts gain a feeling of power when they
see people do things they think those people wouldn’t
normally want to do. When these pornography addicts
grow bored, they tend to move towards pornography

that looks more painful or humiliating. When all legal
pornography grows too boring, many move into illegal
pornography. When pornography ceases to satisfy
addicts, many jump to sex crimes.
There is a huge international black market for illegal
pornography, and much of it is created in the city.
Some spend a lifetime collecting and trading illegal
pornography. Some illegal pornography is found on the
internet, others is purchased from traders and porn-shop
owners. The red-light district is the center of the city’s
illegal pornography trade.
Pornography addiction often leads to misogyny (hatred
of women). Most pornography addicts feel powerful
when imagining the women in pornography, but feel
powerless when dealing with real women. This feeling
of powerlessness leads to fear, which leads to hatred.

Papa Woody’s

Why Men – Part II

Papa Woody’s Adult Books is the largest pornography shop
in the city. It is a moderately large commercial space in
midtown. The store is always open (except during plagues
and riots). The large glass windows in front have brown
paper taped over them. The store is not very clean and
smells of dust and drywall. The old wooden shelves are
closely spaced. During peak hours (8-12pm) there are about
10 people in the store at a time and it is hard to move without
brushing other customers. The customers are mostly
middle-aged men in plain clothing, sometimes with hats or
high collars obscuring their faces. The shelves hold printed
books, printed magazines, data cards, sex toys, fetish and
bondage equipment. In the back of the store are changing
rooms that have been converted into pay-per-minute booths.
These booths have old easy chairs, covered in clear plastic,
with mental stimulators bolted on. The mental stimulators
take quarters, cash and bank cards for VR and internet
access. The machines have many porn VR programs built
in, but many users go on the internet to find something
more suited to their tastes. A bannistered stairway leads to
a second floor, but there is a chain across the stairs with a
handwritten “employees only” sign. Upstairs is where the
owner lives.

Men are much more likely to engage in dangerous fetishes,
to rape or molest, to be addicted to sex or pornography. In
an age where men and women are treated equally by every
important institution, from gangs to the military to major
churches, why does this difference between males and
females remain?

Next to the door is an old wooden counter. An employee sits
on a barstool, staring at closed circuit monitors, watching
for shoplifters. In case of theft or riot, the employee presses
a button causing metal bars to slam down on the front of
the store. Most of the employees are sex workers working
for below minimum wage. They’re happy to sit someplace
warm. During winter they wear thick coats and drink coffee
to warm themselves up as much as possible before going
back out into the cold. Most evenings, Papa Woody himself
works behind the counter. He is short, fat, middle aged and
multi-racial, with the puffy red face of a chronic alcoholic.
He has a collection of illegal porn in a locked safe behind
the counter, which he will sell to anyone who can convince
him that they aren’t part of a sting operation. The porno is
mostly on data disks and is mostly video or VR recordings
of crimes being committed against every imaginable class
of victims in the basements of abandoned buildings.

One possible explanation looks to the reproductive
strategies of our ancient ancestors. For our ancestors,
stress and worry meant that death was a very real
possibility. Stress meant food shortages, dangerous
predators, war with other tribes, or natural disasters. For
a female, getting pregnant while under stress was a bad
idea. If a woman faced imminent death, being pregnant
would only reduce her chances of surviving. Thus, it
would be an evolutionary advantage to react to extreme
stresses with a reduced desire for sex. On the other
hand, if a male faced imminent death the most successful
strategy for getting his DNA reproduced was to have sex
as much as possible. Thus, it would be an evolutionary
advantage for males to react to stress with an increased
desire for stress. It may have even been an advantage for
sex to act as a stress-reliever.
Fast forward to today. For many men, orgasm acts as a
stress and anxiety reliever. Unaided, a normal male can
only have a limited number of orgasms, which would
seem to limit the amount of stress relief available. Yet
many men have learned to increase the number of orgasms
they have by doing things that are dangerous or unpleasant
or make them feel guilty. Pornography addicts, who may
have several orgasms per day, often report saving the most
“hardcore” porn for later in the day when it takes more
stimulation to get them aroused. Yet these things end up
adding more anxiety and stress, creating a terrible cycle,
similar to that of many drug addicts.

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Among fetishists and porn addicts, drugs which aid
erection are common because they make orgasms possible
even when their bodies have had enough.

Sex 011

Being Gay in 2080
Mainstream Prejudice- The good news: mainstream
American society no longer discriminates against
homosexuals. Homosexuals can marry and their
union has exactly the same legal status as heterosexual
marriage. An openly gay person is no less likely to
succeed in politics, the military, business and the
corporate world. People born in gated communities
or corporations might go their whole lives without
hearing an anti-homosexual sentiment.

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Christopher street and the blocks surrounding it are
the center of homosexual nightlife. Gay and lesbian
singles come from throughout the city to hook up with
potential partners and hang out with friends. Bars,
dance clubs and pool halls are typically for people who
want to hook up for the night, while coffee shops and
art galleries are typically for those seeking long-term
relationships. Some of these establishments have
primarily lesbian or primarily gay clientele, but this
doesn’t stop clientele from bringing gay, lesbian and
Prejudice In The City- The bad news: the city is not straight friends along.
society at its most advanced. While a homosexual
in a gated community might claim that there is no There is no stigma against straight men or women who
discrimination against homosexuals, city residents hang around or live near Christopher street or visit
know that there are minorities in the city who do establishments there. Nobody minds their presence
and there is no feeling that it ‘makes them’ any less
discriminate:
straight to be there. Some straight people come to

Religious Extremists: Members of many cults Christopher Street to hang out with or room with
and conservative religions believe that homosexuality homosexual friends or relatives. Some live there just
is a sin and that homosexuals should be either saved because they found a good apartment, others enjoy the
or punished. Every once in a while a street preacher atmosphere of Christopher street.
wanders around the homosexual district yelling
at people that they are going to burn in hell. The Many establishments around Christopher street cater
Sexologists are the largest and most mainstream group to homosexuals: There are a few pornography shops
that specialize in homosexual porn. Convenience
that generally disapproves of homosexual sex.
and drug stores carry lubricants, dental dams and new

Immigrants: There is still prejudice against spray-on protective films. Male sex workers (hustlers),
homosexuality in many second and third world who have primarily gay male johns, can be seen on the
countries. The insular immigrant groups in the city streets here. There is a used bookstore that carries a lot
often discriminate. Homosexuals in these communities of old paper-printed books with GLB subjects.
often abandon their communities and try to join the
Many homosexuals come to Christopher Street after
city’s GLB (Gay/Lesbian/Bisexual) community.
having left their previous lives, either because they

Youth: Young people in gated communities are came from a prejudiced minority group or because
taught at a very early age to respect those different from they had a personal crisis related to coming out (see
them. In the city, many children run wild and pick up Personal Conflicts, below). Thus, Christopher Street
beliefs and prejudices from other children. It is quite is full of people who are trying to build a new life
common for homosexual children to be ostracized, and redefine who they are. Christopher Street has
picked on and occasionally killed by groups of other the feeling of a place where there are people from
children. The Orphans (a gang which started out as every type of community or background, yet are not
orphanage inmates rebelling against their exploiters) beholden to those former lives. Some homosexuals,
still has a stigma as a community that once chased out given the chance to redefine themselves, take it a bit
many homosexuals, even though most adult Orphans too far and paint their new identities in broad strokes
today try to teach the children not to be prejudiced.
that may seem vain and shallow to those that don’t

Lone Weirdos: The biggest danger to know what’s going on. Hedonism may fill in the gaps
for newly self-realized homosexuals who haven’t yet
homosexuals in the city is a lone weirdo who, for very
figured out what they want to do with their lives.
personal reasons, hates and may attack homosexuals.
Most of these lone weirdos are mentally ill and many Homosexual Technology- Technology has improved
are confused about their own sexuality.
the lives of homosexuals who can afford it (wells and
indies):
GLB Culture- Homosexuals are spread evenly through
each social class and among gang and non-gang Subliminal analyzer glasses (see p.123 main book) let
groups. The only gangs that have more homosexuals people discover the sexual preferences of others and
than others are those that happen to be near Christopher take the guesswork out of trying to figure out who is
Street in Midtown.
homosexual and who isn’t.

012 Sex

The Finger Popper implant (p.103 main book) can
allow women to impregnate other women. Semen
producing tissue is placed in a knuckle and semen is
released through a hole under the fingernail. Children
are always female (since both partners only have X
chromosomes). Men can also get artificial wombs
(costs $2000 +$500 surgery). Artificial insemination
is necessary to create a fetus (costs $250) and the baby
must be delivered via c-section. Implants are also
available to let men produce milk.
Sexually Transmitted Diseases plague both gay and
straight society and intelligent, sober, sane people
never engage in unprotected sex with strangers.
Because of the heightened potential for blood exchange
in anal intercourse, gay men have slightly higher STD
infection rates than lesbians and straights. Condoms
and dental dams (latex sheets for cunnilingus) are
the cheapest and most popular forms of protection.
Slightly more expensive ($5/use), though more
liberating, are protective film sprays (see p.107).
Gay Politics- Since they have equal rights and there is
little mainstream prejudice against them, homosexuals
seldom see the need for political organization. When a
lone weirdo is attacking people near Christopher Street,
the community bands together for self-protection, and
community members often work with gangs to help
those gangs get revenge. This happens so rarely that
no political structure has been established. A GLB
rights group meets in the basement of a Christopher
Street area church (in the same room that many AA
meetings are held). The group isn’t very organized
and spends most of its time talking, arguing and
discussing discrimination against homosexuals in
less advanced countries. They donate money and
write letters to try to secure rights for homosexuals in
third world countries. Most of the people who attend
these meetings are older homosexuals – younger
homosexuals usually find them too boring.
Transsexuals, on the other hand, still face significant
institutional and cultural prejudices (see p.21). Most
Transsexuals consider themselves part of the city’s
GLB culture and spend time near Christopher Street.
Gays and Lesbians, on the other hand, are split
between two positions on transsexuals.

-One group believes transsexuals are part of
GLB culture. They think that all homosexuals should
work to end discrimination against transsexuals.
Many have friends and lovers who are transsexuals.

-Another group would like to distance
themselves from Transsexuals. They don’t want to
associate themselves with a group that has a social
stigma and they don’t want to fight other people’s
battles.

Style- Many homosexuals adopt styles of dress or
behavior that are stereotypically homosexual. This
helps them establish their identities and advertise their
sexuality to prospective romantic and sexual partners.
Gays, lesbians and bisexuals often wear pink or purple
triangles (as pins, buttons, patches, tattoos, etc.) or
rainbow patterns to signify their sexuality.
The stereotypical “lesbian style” in the city is short,
spiky hair and no makeup. Black leather jackets, boots
and gloves are common. Tattoos are simple black
shapes, often black bars or stripes.
The stereotypical “gay style” in the city is a pink
or bright-red shirt, tight pants, subtle lipstick and
mascara. Tattoos of roses are common.
Personal Conflicts- There are a few homosexuals who
act extremely feminine or extremely masculine from
an early age. For these people, it is no surprise when
they turn out to be GLBT (Gay/Lesbian/Bisexual/
Transsexual). Most GLBT people, however, grew
up with everyone assuming they were heterosexual.
At some point, they themselves believed they were
heterosexual. Around adolescence they had to admit
to themselves that they were not who they thought
they were. Even when children sincerely believe that
there is nothing wrong with being GLBT, there is a
lot of stress involved with an identity change of this
magnitude.
As hard as it is to admit to ones self that one is not
heterosexual, the stress of admitting it to family and
friends is often even worse. Most people feel they
are betraying their friends and family. Some young
people have homosexual relationships in secret, which
only increases the sense that they are deceiving their
parents. These stresses and potential sources of low
self-esteem in young GLBT people increase the
likelihood of drugs and delinquency. Those who can’t
bring themselves to be open with their families often
run away from home.

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Popular culture is overwhelmingly heterosexual.
Billboards show heterosexual couples, popular VR
movies feature heterosexual romances. Everywhere a
homosexual goes, they are reminded that they are not
normal. For some, this can damage self-esteem, others
learn to not care or even take pride in being different.
Homosexual Population- Out of 210,000 people in
the city, 88% are straight, 7% (14,700) are bisexual
and 5% (10,500) are homosexual. About 2% (4,200)
of the city wants or is seeking sex-change surgery
and about 500 people have actually had sex-change
surgery.

Sex 013

BDSM is not, in itself a fetish. Rather, it is a framework
through which multiple fetishes are expressed: leather,
In Brief- Many Sex Workers become sexually spanking, shaving, asphyxiation, sadism, masochism,
unhealthy. Some get plastic surgery that nobody simulated rape, etc. BDSM creates a set of shared
other than porn addicts could appreciate. ‘Porn scars,’ traditions, rituals, terminology and rules through which
exaggerated plastic surgery scars, are the most extreme these fetishes can be safely practiced. BDSM allows two
people with different fetishes to get together and help
surgery of this type.
each other engage in their fetishes. Unlike other fetish
Sex Workers have their own psychological problems, communities, BDSM is capable of attracting a significant
mostly caused by the roles they play in other people’s number of females.
sexual issues. See the section on Sex Workers in PC
Groups and Madness (p.67) for more. Sex Workers live Almost everyone in the BDSM scene has problems with
in a world dominated by sadists and misogynists and few self-worth and they feel uncomfortable with romantic and
sexual relationships based on equality. A relationship of
come out of it with healthy sex lives or self-concepts.
equality requires a constant balancing of one’s own
Plastic surgery plays a large role in the city sex industry. needs and desires over those of another person, and for
Cosmetic surgery can significantly increase a Sex some people that is too much stress and anxiety and they
Worker’s income. Many Sex Workers go into serious seek out any unequal relationship they can. Most have
debt to get such surgery. There is a growing gulf between a preference for a dominant or submissive role, though
what pornography addicts think is attractive and what the some are perfectly happy with either.
general public thinks is attractive. Many Sex Workers
are driven to get plastic surgeries that the average person People in the BDSM scene have varying levels of
would find unattractive (or even grotesque) just to satisfy involvement in the scene. At one end of the spectrum
their customers. The latest trend in the sex industry has are people for whom BDSM is a form of harmless play
been “porn scars.” Strippers and pornstars instruct they try every once in a while when they get bored.
their plastic surgeons to leave visible
Real pain or real humiliation is not an
surgical scars. The scars are often
option for these people and they have
BDSM Slang
longer and placed differently than is
a hard time keeping a straight face as
medically necessary. It has become a Doms- People who have more they play the role of a master or slave.
mark to show off how much the Sex power during BDSM activity.
On the other end of the spectrum are
Workers have manipulated their bodies Dungeon Master- Someone who those who are desperately seeking a
in order to be better commodities in watches over and protects the BDSM relationship where they can
the sex industry. Not all consumers safety of people during BDSM be a master or slave all-day, every day.
of pornography like porn scars, but activity.
The more involved the person is, the
the most “hardcore” users, the ones F/T- Full-time, making the dom/ more serious the self-worth issues are.
who shell out the most money, do. sub relationship a 24 hour lifestyle
The numbers of people who get porn rather than occasional play.
Most pornography shops in the city
scars and who are into porn scars are Lifestyle, the- BDSM culture, sell BDSM gear. Many people in
growing.
society and practices.
the BDSM scene (including many
shut-ins) meet via the New York subMasochists- People who gain
boards of major BDSM discussion
sexual pleasure from being
sites. People seeking new partners
physically hurt.
for BDSM activities often meet in a
In Brief- A full blown culture
Mummification- Bondage to the
bar in the red light district called the
and framework for expression of
point of complete immobility.
Iron Spike. The bar is decked out
various fetishes. People participate
Negotiation- The act of setting
in a dungeon theme and customers
to varying degrees based on
limits
before
BDSM
activities
typically wear full BDSM costumes.
how uncomfortable they are in
begin.
The back of the Iron Spike has three
relationships based on equality.
Sadists- People who gain sexual
fully equipped dungeons which can be
Most BDSM people are not
pleasure from hurting others.
rented out for $40/hr.
dangerous and have a reasonably
good public image.
Safety Word- A word a person
Most people in the BDSM scene are
can use to signify that he or she
BDSM stands for Bondage and wants the BDSM play to stop.
not dangerous. If they hurt anyone, its
Discipline/Sadomasochism. Over the
people who want to be hurt. People
last century, BDSM has become its own Subs- Submissives, people who who really want to victimize others
complex culture with its own slang, have less power during BDSM against their will ignore the trappings
activity.
styles, shopping net-sites, personal
of BDSM culture. However, many
ads, clubs and bars. The BDSM scene Vanillas- People aren’t part of the people in the BDSM scene do take
even has its own version of marriage, lifestyle and don’t have any kinks advantage of people who are more
or fetishes.
called a “collaring ceremony.”
emotionally damaged than they are.

Sex Workers

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014 Sex

They can coerce people into BDSM
relationships that don’t really want to
be in those relationships. There are
occasions when someone gets too
wrapped up in their role and ends up
raping, seriously injuring or killing
someone. When this happens, there
are almost always drugs involved.
BDSM’s public image is not great,
but it is not all that bad either. Over
the decades, the BDSM community
has managed to convince people
that they are mostly harmless. One
reason is that the BDSM community
has been self-policing: members of
the community educate others about
safety practices and report instances
of truly nonconsensual activities.

Fetishists
In Brief- Many small communities,
only occasionally dangerous.
Some who call themselves fetishists
who are merely “kinky”: they have
something they like to do or fantasize
about, but they can live without it.
Other fetishists are so dependent on
their fetish they will ruin their lives
or take advantage of others. These
extreme fetishists are mostly men.
Fetishism is not one community,
but hundreds of small communities
and many lone weirdos. The most
popular fetishes have vibrant internet
communities. People trade fiction,
VR movies and VR games that
exercise that particular fetish. Some
fetishes exist only in the realms
of imagination. Some people, for
instance, have a fetish about being
swallowed alive. Other fetishes are
about real things, like women’s feet
or watching people urinate. Most
people who have fetishes have more
than one.
Most fetishists are not dangerous.
Some invade people’s privacy, e.g.
place hidden cameras in restrooms
or peer in through windows. Some
fetishists break into people’s houses,
often to steal shoes or underwear. If
caught in the middle of these crimes,
most will run away but a few will
panic and resort to violence.
A few fetishists grow bored with
harmless fetishes and move on to
committing violent sexual crimes.

Imogene “The Dead Woman” Barrett
(Dysmorph and Fetishist Who Plays Dead)
Attributes- AWR 13, AGY 6, CHM 8, END 2, INL 18, SPD 3, STH 7, WIL 15,
BLD 6, BDY 3, INCY 1.
Appearance- Imogene is Caucasian/Hispanic. She is attractive and voluptuous.
She has long, black hair. Her skin is died very pale and a little bluish, as are her
lips. Her body is extremely cold and she breathes slowly and shallowly. When
encountered on the streets, she is typically wearing a torn black evening gown.
Social Status- As Imogene, she is known by few people. She lives in the city
and works part-time as a programmer from home. As the Dead Woman, she is
a city legend that many people want to meet.
History- Imogene grew up outside the city in a small suburb. Even as a child,
Imogene’s favorite game was to play dead. As a teenager, she would ask her
sexual partners to pretend they were having sex with a corpse. When she turned
eighteen, she moved to the city and got a job as a computer programmer. She
saved up her money and got a variety of implants and genetic manipulations
to make her appear more dead. She has met a number of lovers on internet
message boards who are happy to engage in her fetish. One lover even got
a job in the city morgue so he could sneak her in after hours. When not in a
relationship, she sometimes lays down outside pretending to be dead to try to
get people to have sex with her. Over time, word of her existence has gotten out
and she has become a sort of legend.
Personality- Imogene doesn’t know why, but the idea of being dead and of
not having any control over her own body is extremely comforting to her. The
idea of being treated as an inanimate object is the only way she can be sexually
aroused. She prefers to have a lover who will engage in fetishistic play with
her, but when she doesn’t have a lover she will entice strangers into having
sex with her. Her encounters with strangers are the most intensely exciting
and pleasurable experiences of her life, both because they really believe she is
dead and because there is the added element of danger. Most of her evenings
are taken up thinking about, preparing or arranging for fetishistic sex. During
the day she is a studious and obsessed programmer who barely takes her eyes
off of her work for the 5 or 6 hours she is working. Imogene is very smart and
after she has been with a lover for a few months she begins to be annoyed by a
perceived lack of intelligence. Typically, she has to break off the relationship
because she finds the men “too stupid.” Sometimes she worries that the
intelligence thing is just an excuse and she just isn’t capable of being in a real
long-term relationship.
Methods- When she is seeking sex with strangers, she goes out late at night,
waits until nobody is looking and goes and lays down on the sidewalk. She
activates a mental program that prevents her from blinking. She will lay there
for hours, not moving and barely breathing, waiting for someone to find her. If
they try to do anything other than drag her off into the shadows to have sex with
her, she will get up and tell them to go away.
Special Powers- Imogene has had several modifications to allow her to pose as
dead. He skin is dyed. She has had a genetic modification which has severely
reduced her body’s metabolism: she has less energy, but she eats less, produces
less body-heat, and her heart and lungs do not have to work as hard. She has
a special “air bladder” in her abdomen that allows her to breathe without her
chest moving. Her heart has sound-muffling material around it. She has a
mental program which allows her to not flinch, no matter what is done to
her. Altogether, it would take a hard (30) difficulty Diagnosis or a legendary
(40) difficulty AWR roll to determine she is alive without the use of special
equipment. Imogene also has a poisoned needle implant that extends from
the middle finger of her right hand, which she can use for self-defense. As
with poisoned claws or fangs, a small gland feeds an anti-toxin into Imogene’s
bloodstream in case she poisons herself.
Typical Attack- Whenever possible, Imogene will continue to play dead up
until she attacks, taking the enemy completely off-guard. Imogene makes a
wing attack with her poisoned needle implant at INL (19) + AGY (13) +1d20
vs. 20 (or 1d20 +12 vs. 0). If successful, the needle injects poison which does
1 BLD damage per round for 5 rounds.

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Sex 015

Most Common City Fetishes
Agonophilia- Arousal from simulated rape.
Blood Sports- Arousal from cutting, being cut,
drinking or covering oneself in blood.
Coprohilia/Sexurophilia- Arousal from feces or
urine.
Exhibitionism- Arousal from exposing genitalia
or having sex acts in public.
Foot Fetishism- Arousal from kissing or touching
feet or shoes.
Frotteurism- Arousal from covertly rubbing up
against people in crowded places.
Hypoxyphilia- Arousal from being asphyxiated.
Infantalism- Arousal from dressing as and acting
like a child or infant.
Leather/Vinyl/Latex/Rubber- Arousal from
touching or wearing certain materials.
Necrophilia- Arousal from sexual activities
involving corpses.
Partialism- Arousal focused completely on a
particular body part (e.g. hair, amputation stumps,
eyes, etc.).
Transvestic Fetishism- Arousal from dressing as
the opposite gender.
Underwear Fetishism- Arousal from underwear.
Voyeurism- Arousal from secretly watching others
having sex or being nude.
Zoophilia- Arousal from sexual activities
involving animals.

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In Brief- People pay for, trade, or share all types of
porn. Message boards connect people with those
who share every sort of sexual preference.

Net Sites- There are millions of net sites with sexual
content. Most are commercial: a desperate attempt to
get some of the money from the world’s billions of
porn addicts and casual consumers. Porn addicts who
stumble on to the sites are teased with free samples
and invited to pay a small fee to come in and see more.
There are pictures, videos, stories, full-immersion VR
sense-clips or interactive VR “games” for people to
download. Many sites claim to have “real content”
(in other words, content not created solely in VR).
Most porn addicts claim to be able to tell the difference
between real porn and that generated by photorealistic
VR programs. There are even VR prostitutes, for
those who prefer a real person to an AI construct, who
will meet and have sex with johns in VR.

016 Sex

On net sites, every possible sexual taste or fetish is
represented 100 times over. Sites that are run from the grey
plains (see Net Geography, p.395, FWTD main book) show
mostly legal content, though they may occasionally bend
the law. Those operating out of the dark pits specialize
in illegal content, though there are some things even they
won’t show for fear of being attacked by outraged hackers
around the world. There are also a few free sites where
porn collectors or exhibitionists have put some porn on the
internet for free.
File Sharing Networks- There are millions of ZBs worth
of pornography floating around on the various file-sharing
networks. Most of this porn is pirated. People who collect
violent porn or child porn often go here. When federal
agencies want to bust people trading in illegal pornography,
they usually come here.
Message Boards- On message boards, people come
together to discuss and trade. There are millions of
message boards relating to sex or porn, including:

Personals: Sites where people come seeking
sexual partners, especially partners in their area. Most
of these sites are devoted to “normal” heterosexual or
homosexual sex. There are also sites devoted to swinging
(exchanging partners or group sex), BDSM and various
fetishes.

Fetish Boards: On these boards, people with
a particular fetish gather together to share fantasies,
experiences, advice and various porn relating to their
fetish. Some fetish boards are vibrant and close-knit
communities. In rare cases people find romantic partners
on these boards who share their particular fetish.

Sex Rating Boards: On these boards, people
rate and describe their experiences at various real world
sexual outlets: strip clubs, escort services, massage parlors,
brothels and street walkers. People go to these boards to
find everything: from what Thailand brothels have the
youngest boys to what city street walkers can one fall
asleep next to and not get robbed. Many of these boards
give tips on what sex workers can be beaten, humiliated or
taken advantage of and represent the new trend of johns
forming their own culture to better exploit sex workers.

Porn Trading Boards: When people want things
too rare or too abhorrent to find on commercial sites or
file trading networks, they come to these boards. These
boards are never advertised, they are hidden deep in the
net, often disguised as something they are not. Many are
invite only – people have to prove that they are serious
collectors in order to be invited in. Most run on servers in
the dark pits, although most of the people who visit them
come from grey pit or white tower countries. If there is a
deepest, darkest, most horrible place on the entire internet,
it is in some of these boards where people trade videos and
full-sense recordings that involve mutilation, torture and
murder, often of young children. Most of these videos
or recordings come with “pedigrees” to prove that they
are real (often links to obituaries or news reports about
unsolved murders). Many of these traders are not content
simply to trade, they make their own porn or pay others to
make it.

Body Mods
In Brief- Cheaper and more versatile plastic surgeries
let some do horrible things to themselves, unnerving
the general public.
In recent decades, the demand for body modification of
all kinds has increased dramatically. More people are
demanding body modification, and they are demanding
it more vocally and more desperately. In Los Angeles
there was even a riot involving do-overs (see below) who
were protesting an unfavorable court decision.
The body mod explosion has caused a significant
backlash. Laws were drafted to make it harder for
people to get body modification, laws which hurt people
who really needed body modification. It has also driven
a lot of body modification underground, which means
that hundreds of people come to the city hoping to find
body modification on the black market.
The body modification explosion in recent decades has
two sources: First, body modification technology has
become cheaper, safer, more versatile and more easily
available on the black market. Second, full-immersion
VR technology has allowed people to feel what it is
actually like to have bodies other than their own. Some
people become so addicted to their fantastic VR bodies
that they can’t stand doing without them in real life.
If you could choose one body to inhabit in all VR
simulations, what would it be?
70% Adult, same gender.
15% Adult, opposite gender.
5%
Child.
5%
Anthropomorphic animal (“furry”).
2%
Non-Anthropomorphic Animal
2%
Adult, androgynous.
1%
Non-Human Other (e.g. shadow, skeleton, robot,

insect, tree, etc.)

Dysmorphs
In Brief- People who compulsively seek bizarre plastic
surgery to the point of becoming inhuman monsters or
miserable loners.
In 2074, the news media ran several “horror stories”
about families that were helpless to stop loved ones from
changing their bodies beyond recognition. The APA
quickly created a new mental illness classification: Body
Dysmorphic Disorder II. For a diagnosis of BDDII,
the patient must hate his or her body, even though
there is nothing wrong with it according to community
standards, and the patient must seek to alter his or her
body with surgery. Laws were quickly passed to make
it illegal for plastic surgeons to operate on someone

without screening for this disorder. The laws did little:
people with BDDII could find a psychologist willing to
say they were sane, they could travel to countries that did
not have such laws, or they could come to inner cities
and seek out plastic surgery on the black market.
“Dysmorphs,” in city slang, are people who seek out
repeated plastic surgeries to the point that they become
crippled and grotesque. Some dysmorphs are working
in some sort of theme (e.g. looking like a certain animal,
becoming more muscular, looking like a corpse), others
think they are working towards physical beauty or
sexiness (even though everyone else thinks they are
becoming grotesque).
All dysmorphs feel a painful disparity between their
bodies and their selves. Some report feeling this way
their entire lives, others started feeling this way later in
life, usually after a trauma or during a prolonged period of
social isolation. They seek out plastic surgery, thinking
it will give them relief from this discomfort. Often
it does, but only briefly. The sense of dissatisfaction
with their bodies returns after a few weeks or months.
They think that if they change their bodies they can be
the ‘real them’ more easily. Many started with small
and reasonable plastic surgeries, but the more plastic
surgeries they got the more extreme surgeries they
wanted. As their body images became more unrealistic,
so did their idea of what each surgery would do to their
appearance. With no idea what they really looked like,
they were the last people who should have been choosing
which surgeries to get.
Many dysmorphs build some sort of natural defenses
into themselves: claws, armor, increased size, increased
strength, etc. When they are in the later stages of their
illness and they are losing their connection with human
norms of behavior, they can be dangerous. Many people
have been attacked by dysmorphs. Altogether, though,
dysmorphs are more scary looking than they actually are
dangerous. One city dysmorph is an exception to the
natural defenses rule: he has been slowly making himself
weaker, more helpless and entirely dependent on others
for survival.

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Population- There are probably around 50 people with
BDDII in the city. They look so odd that they are a
common topic of gossip and rumors. There is a loose
organization of dysmorphs on the internet. They discuss
legal rights, personal experiences and new plastic surgery
technologies on message boards. Within the city, there is
no real community of dysmorphs. Most are shut-ins who
only leave their apartments to get black market surgeries.
A few dysmorphs know each other, but most are loners.
About ten are associated with the Freaks and are part
of ‘peep-shows’ during the Festivals of the Freak. For
every true dysmorph in the Freaks, there are many more
fake-dysmorphs who get bizarre plastic surgery to help
their acts rather than for hatred of their bodies.

Body Mods 017

Lifestyle- Being a dysmorph is
usually a full time occupation.
Dysmorphs spend their days trying
to get enough money for their next
surgery, shopping for black market
surgeons and researching surgical
techniques. One city dysmorph,
with no formal medical training,
invented a new surgical technique
which is now used worldwide.

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Psychological Profile- About
three quarters of dysmorphs are
male. People who started out with
something actually wrong with their
appearance have the best prognosis.
The ones who started out looking
“average” or “unremarkable”
are the ones most likely to ruin
their lives with surgery. Most
dysmorphs are “loners” with poor
social skills and few friends or
family members. Many are selfexiled hermits, living among people
but never interacting with them. Of
those who do interact with others,
many are involved in the city’s
fetish sex scene or are in unhealthy
relationships
with
fetishistic
elements. Many dysmorphs also
suffer from obsessive compulsive
disorder.
As dysmorphs become less
human-looking, their social skills
decrease. This is often associated
with a drop in socioeconomic
status: Indie dysmorphs can’t keep
a job and become Wells; Well
dysmorphs can’t keep up with
welfare paperwork and become
street people. They often lose their
conception of what is considered
normal and they lose empathy for
other humans. Some grow paranoid,
some even become psychotic.
Some block out all memory of their
former lives and believe they really
are whatever they’ve changed their
bodies to look like. Others become
depressed and suicide is common.

018 Body Mods

Dale “The Animal Man” Torrick
(Wild Inhuman Looking Dysmorph)

Level 2 Crazy
Attributes- AWR 18, AGY 17, CHM 0, END 17, INL 3, SPD 20, STH 20,
WIL 10, BLD 4, BDY 4, INCY 6.
Appearance- The animal man wears no clothes. He looks like a cross
between a dog or cat and a human. His arms are elongated and his legs
shortened. Muscles and tendons have been moved and his feet and hands
altered so that he can run on all fours at high speeds. His upper and lower
jaw have been elongated to form a snout with sharp teeth. His ears are large
and pointed. His neck has been altered so that it cranes up while he is on all
fours. He was once covered all over with short, thick gray fur, but now the
fur is falling out in patches, showing taut tendons and pink skin crisscrossed
with surgical scars.
Social Status- The animal man is currently the ‘pet’ of a city drug lord. The
animal man is cared for and protected and follows his master’s commands.
The animal man sleeps at the foot of his master’s bed and protects him. His
master sometimes tortures people by having the animal man eat them alive.
His master pays for food, medical care, and even prostitutes for the animal
man. Sometimes the animal man does something which displeases his master
and he is kicked out temporarily. During these times he sleeps on the streets
and eats out of dumpsters.
History- The animal man was once Dale Torrick, a corporate human resources
worker, but he left the corporation and came to the city because he couldn’t
find anyone in the corporation who shared his fetish. For as long as he could
remember, Dale enjoyed pretending to be a loving, obedient pet and he could
only achieve sexual satisfaction while playing this role. Dale sought out lovers
who would support him and allow him to act out this role 24 hours a day. As
soon as he left the corp he started saving up for surgeries that would allow him
to walk on all fours comfortably. Dale’s family tried to stop him, even tried to
get him committed, but Dale always managed to escape. As he started getting
surgeries, he started to feel that he belonged in an animal body and that his
body was a curse. Dale’s surgeries became more and more radical: he even
had his tongue and vocal cords altered so that he could no longer speak, he
could only make mewing and growling sounds. Dale stopped responding to
his own name. Dale’s lover began to miss human companionship, but every
time she brought home a man, Dale would attack him. Eventually, she paid
some freelancers to beat Dale up and kick him out. He hooked up with a
few new masters, but it always ended badly when the Animal Man attacked
someone. About a year ago, the Animal Man was captured by the agents of
a drug lord who wanted him as a pet. Despite this violent start the two have
formed a strong bond.
Personality- The Animal Man has suppressed his capacity for rational thought.
He almost never thinks in words. He does not think about the past nor plan for
the future. He has no sense of ethics or morality aside from a pack-animal’s
instinct not to do anything which would upset the pack leader. The Animal
Man is wary of strangers but becomes friendly to anyone who treats him with
kindness. The Animal Man still lusts after human females.
Special Powers- Enhanced hearing (+5 to hearing based AWR rolls),
enhanced sense of smell (+5 to smell based AWR rolls), hand and foot claws
(2 bladed damage, +7 to climbing rolls), enhanced jaws and fangs (3 bladed
damage, hard strike), +7 to save vs. hypothermia.
Typical Attack- His first attack is a paired slash with his claws at 1d20 vs.
5. If successful, the victim takes 1 bladed damage and must make 2 saves
vs. distracting pain (20 difficulty each). Then the animal man goes in for a
simultaneous vital strike with his teeth at 1d20 vs. 10. If successful, it does 6
bladed damage.

Do-Overs
In Brief- Want biomods to make them look like
children. Most people think poorly of them.
A growing minority want a combination of surgery
and genetic therapy that will make them look like
children. This group is known as “do-overs” because
many claim that they are tying to get another chance
at childhood. In recent years, it had become possible
to make an adult look completely like a child (to the
naked eye) but this costs millions of dollars. Most
do-overs are “inter-op”, they have had some of the
surgeries and genetic treatments and look somewhat
like children. Inter-ops range from people who look
like adults with baby-faces, to people who look like
adult midgets, to people who look almost completely
like children except for a few subtle details.
Community- Do-overs are a vocal group and are
fighting for legal rights and acceptance. Many
do-overs want private and government healthcare
to pay for their surgeries. They claim it is the
only way they can achieve mental health. Others
want to be able to gain legal status as minors. The
do-overs have gained no ground on these fronts,
but this doesn’t stop them from protesting loudly
(sometimes violently).

Some Opinions About Do-Overs
“I think the majority of them are just child molesters who
think they can get away with having sex with children
more easily if they look like children themselves. I mean,
you ask one of these bastards: do you plan on having sex
with any children once you get this surgery? They’ll give
you some smarmy answer like ‘sex play among children
is a normal and healthy way of discovering sexual
identity.’ Which means: yeah, I’m going to come after
your children, and you won’t be able to stop me because
I’ll look just like them.”

-Latvia Marconi, Worker

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“I’m sorry if they had sad childhoods, but it sounds to me
like they want to shirk all responsibilities and make other
people take care of them. Sorry, life is tough, life isn’t
fair, but if you have the faculties to take care of yourself,
you have the responsibility to do at least that. There are
real kids, who don’t have any choice but to be helpless,
and they hardly have enough resources. I’ll tell you
what, too, I’ve been around enough children, I can tell
when someone’s faking, and if one of these people comes
around the orphanage looking for someone to take care
of them, I’m kicking them out on their asses.”

-Raul “Pinky” Montagna, Orphan

Body Mods 019

Some Opinions About Do-Overs (continued)

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“It sounds like we’re trying to persecute another victimless
crime here. I mean, get over it people! If someone you
don’t even know wants to have some wacko surgery, why
the hell is it any of your business? It’s not like it’s going
to be an epidemic. It’s not like ninety percent of the
population is going to turn back into kids and there will
be nobody left to take care of things. This is America,
you dumbshits, and being an American means putting up
with people you don’t like doing things you don’t like. If
they can afford the surgery, let them do it, and if they want
the state to pay for foster care for them, well hell, they
probably would have been on welfare anyway.”

-Coby Chao, Risen
“Everyone deserves a childhood where they feel loved and
safe and can figure out who they are. If you take that away
from someone, they’re never going to be a productive
member of society. If this is what people need to become
healthy, let them do it. People have a right to be healthy,
and that means mental health too. It’s an absolute right,
a human right, and when people try to deprive you of your
rights, you are justified in fighting back.”

-Brandy “Proto” Valdez, Sexologist

020 Body Mods

Public Perceptions- Public perception of doovers is poor. Most people lump them in with
fetishists or and/or dysmorphs and/or child
molesters. See text boxes (this and previous
page).
Internal Variation- There are many divisions
within the do-over community that most nondo-overs are unaware of. Some do-overs do
not plan to have sexual relationships when they
become children, others want to have sexual
relationships with adults (“touch-me”) and others
want to have relationships with other children
(“play doctors”). Some do-overs plan to use a
combination of genetic therapy and surgeries to
allow them to grow back into adults at a normal
rate (“sprouts”) and others plan to stay children
for the rest of their lives (“peter pans”). Most
seek out parental figures willing to treat them
like children, but a few continue to leave normal
adult lives (“citizens”). “Retros” are a minority
who surround themselves with the music, VR,
products and popular culture of their childhoods.

Transsexuals

Violent Criminals

In Brief- Full gender change available for a price. A minority
of transsexuals are crazy and ruin the image of transsexuals
in general. There is significant prejudice.

Serial Killers

Transsexuals are people who would like to live as a member
of the opposite gender and, if possible, receive a sex change
operation. Sex change operations are much cheaper and
better now that they were in the 1950’s when they were first
invented. A sex change begins with a $500 genetic treatment
that, within a year, permanently changes most secondary sex
characteristics (facial hair, voice pitch, breast tissues). The
actual change of genitals can cost between $4000 to $7500
depending on whether the person wants to be able to reproduce
as a member of the other gender. Additional cosmetic surgery
can change bone structure and facial features to remove any
remaining characteristics typical of the old gender.
Few health care programs cover sex changes and many people
in the city are too poor to afford them. Street people usually
can’t afford any body modification and their only option is to
use clothing, makeup and hairstyles to make them look like
the other gender. Many wells and indies have taken genetic
therapy to change their appearance, but their genitals are still
those of the opposite gender.
Public
Perception- Transsexuals
face
significant
discrimination in the city and elsewhere. Transsexuals have
a hard time getting into gated communities and corporations
(who don’t want to end up paying for an expensive surgery).
Most city residents think that transsexuals are mentally ill.
The problem is that there are transsexuals who are perfectly
rational and when they achieve a sex change they are
thereafter happy and normal. These are typically people
whose brain structures look more like those of the opposite
gender. On the other hand, a minority of people seeking a sex
change are doing so because they are mentally ill. They have
an obsessive and irrational hatred of their own bodies and
they will do anything to change their bodies. These people
are typically not any happier after a sex change. Many are
fetishists and a few are dangerous.
This minority of unhealthy transsexuals is much more visible
than the healthy majority. Thus, most transsexuals have an
uphill battle to convince others that they aren’t mentally
ill. Many mentally healthy transsexuals refuse to make
distinctions between healthy and unhealthy transsexuals
because they don’t think anyone has the right to judge.
Community- There a few national Transsexual lobbying
groups, but they have little influence compared to other
lobbying groups. Transsexuals discuss issues related to them
in many net sites and chat rooms. The Transsexual Rights
Group is a small group that holds meeting in the Front to Back
bookstore on Christopher Street every Thursday evening.
They rarely do anything but complain and have political
debates. The transsexual community would be bigger and
healthier if many post-op transsexuals didn’t abandon the
community.

Sexual vs. Nonsexual
In Brief- Most serial killer have sexual motives,
many started as porn addicts or fetishists.
When we speak of serial killers, we don’t just
speak of people who kill, but those who do so for
the sake of murder alone. Terrorists, muggers,
professional assassins and gang warriors are
not serial killers. The vast majority of serial
killers are male, and the vast majority kill for
sexual purposes. Rape is typically involved,
either before or after the murder, or the murderer
masturbates later while thinking about the murder.
Of those rare non-sexual murderers, most are of
the assassin type (see p.23).
For many serial killers, murder is an extreme form
of a sadism fetish. This fetish is usually acquired
during a prolonged dependence on pornography.
Most serial killers start with pornography that
shows bondage or humiliation, then move on to
porn that shows violence and extreme degradation,
then move on to pornography featuring murder,
then move on to the real thing. Many serial killers
have been active in the city’s BDSM or fetish
scenes. Most serial killers have multiple fetishes,
most commonly: corporophilia, hypoxyphilia,
necrophilia, partialism and zoophilia (see p.16).
Many serial killers started as what city slang calls
Otaku: shut-ins who gain all their enrichment and
fulfillment through non-social internet activity.
Many Otaku program their own VR worlds where
they are the kings and they can do whatever they
want. Their activities in these worlds usually
start as harmless fun but inevitably descend into
violent sex. When they have done everything
and become bored with everything they can
possibly do in their VR worlds, some Otaku leave
their apartments and become real-life rapists and
murderers. See p.360 in the main book for more.

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The majority of serial killers can be seen as being
at the terminal end of an uncontrolled addiction to
pornography and fetishistic sex for anxiety relief.
When amateur profilers go looking for a serial
killer, they often talk to porn traders, people in
BDSM or fetish clubs and sex workers.

Violent Criminals 021

Organized vs. Disorganized
In Brief- Disorganized killers are clumsy, angry,
unintelligent losers with no self-control. Organized
killers are heartless, methodical, intelligent and toy
with victims and law enforcement.
Profilers have found it useful to divide serial killers into
two types. If the evidence at a crime scene shows a
poorly planned, panicky blitz attack, the serial killer is
disorganized. If the evidence shows a carefully planned
and executed crime which the killer prolonged for quite
a while, then the serial killer is organized.

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Disorganized killers tend to have below average
intelligence and poor impulse control. They often
have histories of trouble with the law because they
can’t control their emotions. They are usually social
misfits: lonely losers who feel inadequate around other
people, particularly women. They have poor hygiene
and have little success in the fields of career, education
or romance.
Disorganized killers attack most often at night, most often
near their homes. They suffer from terrible emotional
problems and the only way they can feel better is to kill
someone. When they find themselves unable to resist
their impulses, they leave their apartments and wait in
the shadows for the first lone female they can find. Their
attacks are characterized by hatred and fear. They attack
suddenly and with as much force as possible. Often,
they destroy the victim’s face in order to turn the victim
into an object. They rape only after the victim has been
crippled or killed. They do not talk to the victim. When
they are done they panic and flee the area, not bothering
to clean up any evidence or dispose of the body.
Disorganized killers often target elderly or disabled
people because they are less likely to fight back.
Disorganized killers may return to a crime scene to relive
memories (and often to masturbate). They may try to
contact the victims’ families in a confused attempt to
connect with them. Many feel bad about what they’re
doing but feel helpless to stop it (see Stop-Me Killers,
next page). Their fetishes are more likely to involve
inanimate objects (necrophilia, fetishistic cannibalism,
corporophilia). Looking into their pasts, they tend
to have chaotic, abusive families with no dependable
authority figures. Traumatic events at a young age are
common.
Organized killers tend to be of above average intelligence.
They tend to suffer from antisocial personality disorder
(see Plastic Antisocials, p.28) and see other humans as
playthings. They kill for pleasure, not out of fear or
hatred. They are accomplished liars and manipulators,
and may have friends and family who have no idea they
are a serial killer. They do moderately well in the areas
of education, career and romance.

022 Violent Criminals

Organized killers will attack at any time of day. They
plan well ahead of time, making sure they have a safe
spot they can take the victims to. They typically use their
charm to talk the victims into following them. Their
first attack is just enough to incapacitate the victims so
they can be restrained. Once they have the victims in
a secluded place, they take their time with them. They
often have conversations with their victims. They rape
and torture victims while they are alive and conscious.
They may also engage in sexual activity after the victims
are dead. They are conscientious about removing or
destroying evidence and disposing of the bodies where
they will not be found. They often dismember the
bodies.
Organized killers are often very curious about any
investigation of their crimes. They will return to the
crime scene to watch investigators and may try to
join the investigation themselves. They may contact
investigators to taunt them and play games with them.
Organized killers don’t want help and don’t want to
stop killing. They typically come from stable, although
emotionally abusive, families with strong authority
figures.

Typical Organized Serial Killer
Attributes- AWR 13, AGY 11, CHM 15, END 9, INL 13,
SPD 10, STH 10, WIL 9, BLD 5, BDY 4, INCY 3.
Appearance- Late-twenties, short hair, clean shaven,
dressed in expensive casual clothing, friendly smile, in a
wheelchair with a bag of groceries on his lap.
Motivations- The killer does not think about his actions in
the sense of good or evil and he has no empathy for other
humans. To him, hurting people is fun and killing them
without getting caught is a challenging game.
Methods- He goes to a neighborhood far from his home.
He rolls up and down the streets looking for an attractive
young woman. When he finds one he strikes up a
conversation with her, asks her to help him get his groceries
into his apartment. He will offer money or drugs, whichever
he thinks is more likely to tempt her. He goes to a recently
abandoned apartment building (one that doesn’t yet look
abandoned) and takes her inside. As soon as they are out of
the view of the public, he will zap her with a taser. He will
force her to the floor and put her in plastic restraints, then
drag her into a secluded basement where nobody will hear
her screams. He will toy with her, conversing with her,
threatening her, torturing her and raping her before finally
killing her. When he is done he will carefully dismember
the body and dump the pieces in a sewer.
Special Skills- Immobilization (2), Self-Defense Weapons (2).
Special Equipment- Taser (range 0-1, 3 electrical
damage), Plastic Restraints, Hunting Knife (range 0-1, 2½
bladed damage), Torture Kit, Modern Chainmail armor
under his clothes (AR 7, PR 3 bladed 1 blunt).
Typical Attack- First he makes a pain/stun attack with his
taser at INL (13) + AGY (9) +8 (skill) vs. 25 (or 1d20 +5
vs. 0). Then he makes a Pain Grab at STH (10) + INL (13)
+12 (skill) +1d20 vs. 35 (or 1d20 vs. 0). As a reaction he
dodges at AWR (13) + AGY (11) + 1d20 vs. 25 (or 1d20
vs. 1).

Typical Disorganized Serial Killer
Attributes- AWR 6, AGY 10, CHM 3, END 8, INL 5,
SPD 9, STH 14, WIL 7, BLD 4, BDY 5, INCY 4.
Appearance- Muscular, chubby, pockmarked skin,
shaggy haircut, stubble, poorly fitting bluejeans and an
old golf shirt.
Motivation- Driven to kill and rape by anxiety, stress
and self-hatred. He may try to control his impulses, but
like an addict his cravings grow worse until he can’t
stand it anymore.
Methods- He leaves the house with a pipe, stalks the
streets staying to the shadows, waits until he sees a
young woman alone by herself. He tries to sneak up on
her and hit her on the back of the head with the pipe. If
he doesn’t find any women walking alone, he may try
to break into the apartment of an older shut-in from his
building and kill and rape her.
Special Equipment- Pipe (range 1, 3 blunt damage).
Typical Attack- Pain/stun attack at INL (5) + AGY (10)
+ 1d20 vs. 25 (or 1d20 vs. 10). As a reaction he makes
a simultaneous strike at STH (14) + AGY (10) +WIL (7)
+1d20 vs. 45 (or 1d20 vs. 14).

Low Arousal
In Brief- Most serial killers show low reaction to
emotional stimuli.
Most serial killers have brains that do not become
aroused easily. More stimuli is needed to provoke
the same reaction than from a normal person. It takes
more dangerous things to provoke fear in them, it takes
more arousing things to turn them on, it takes greater
punishment or pain to make them feel bad, and it takes
more exciting things to hold their interest. They are often
daredevils and thrill seekers who perform dangerous
stunts. They often resort to killing just to feel some
real feelings, even if it’s feelings of fear, self-hatred and
sexual arousal. When probed with subliminal analyzers
(See p.123, FWTD main book) serial killers show little
reaction to any stimuli and only faint signs of arousal at
scenes of murder and rape.

be thought of as heroes, or kill people close to them so
they can receive compassion for their “grief”. Women
are much more likely to use poison than brute force.
They typically have better control over their impulses
and are less likely to ever be caught.

Stop-Me Killers
In Brief- Some serial killers like to believe they can’t
stop, make half-hearted attempts to get help.
Many serial killers, especially of the disorganized type,
don’t want to kill. They are driven to kill by stress and
anxiety, but the fact that they are serial killers only
increases their stress and anxiety. Many serial killers
seek to treat their own psychological problems, but these
attempts are as disorganized as their lives and usually
fail. Some serial killers send messages to investigators,
begging the investigators to catch them and stop them.
The “stop me” notes are really just a convenient fiction
to help the serial killers pretend that they are under the
control of an unstoppable illness. Serial killers who
really want to stop simply turn themselves in.

Assassins
In Brief- Kill quickly and methodically, angry and
paranoid, often snipers.
The assassin type is a unique type, separate from both
organized and disorganized killers. Most serial killers
kill, torture, rape and mutilate, while assassins just kill.
Most assassins are snipers, using the most logical way to
kill people without putting themselves in danger. Most
assassins do not kill for sexual motives. Assassins don’t
need their victims to see them. They do, however, like
to see their victims die. Assassins are mostly frightened
people who only feel a sense of power over their own
lives when they kill others.

Assassins are typically angry, paranoid loners. They
think everyone is out to get them and they hate everyone
for that. They have typically been obsessed with
weapons and the military from an early age. Many
have joined the military or a mercenary group, but
their paranoia made them unable to succeed. They are
Female Serial Killers
often obsessive-compulsive people, certain that their
In Brief- Rare, almost never sexually motivated, often meticulous, superstitious way of doing things is the only
more subtle.
right way.
There are very few true female serial killers. There
have been several females involved in serial murder,
but they are often just helping a male relative or lover.
True women serial killers rarely kill from sexual
motives. They are more likely to kill people they know.
They often kill people that represent some group or
organization that has offended or angered them. They
are more likely to kill in a way they think is “putting
people out of their misery”: they may kill hostel patients,
retarded people, homeless crazies, children, etc. Some
put people in dangerous situations just to save them and

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Assassins are often very prejudiced, seeing any group of
people not like them as being less-than-human. They
have little empathy for anyone and think most people
deserve to get killed. Assassins often target some
particular group: homeless people, addicts, sex workers,
old people, people of a particular race, homosexuals, etc.
They may believe they are on a holy mission to cleanse
the world of these groups. For the most part, this hate is
just an excuse: what really motivates them is a hatred of
all humanity and the pleasure that killing people brings.

Violent Criminals 023

It is not uncommon to find drugs or drug paraphernalia at
a serial murder scene. Many disorganized serial killers
In Brief- Kill sporadically when voices tell them to.
use drugs to give them courage to commit their murders.
Some organized killers give drugs to women in order to
Some schizophrenics kill because they hallucinate voices lure them into a secluded spot. Many serial killers are
ordering them to (often Satan or God). These killers thrill seekers and they use drugs to enhance the thrill and
don’t fit well into the profile of serial killers: they kill pleasure of the experience of killing.
sporadically, they do not normally have sex with victims,
and they are likely to commit other crimes (assault, arson, Many people who are on drugs commit murders that
vandalism). They usually try to contact investigators to they would never commit while sober. God killer is
explain themselves, although their explanations are often the number one drug that leads to murder of strangers,
rambling and nonsensical. Schizophrenic serial killers alcohol is number two. When they sober up they may
tend to kill in bursts: they may kill a few people over a be surprised or horrified by what they’ve done, if they
period of a few days while their symptoms are at a peak, remember it at all. They may commit murders again
then there will be a long period with no killings as the and again every time they get high. In many ways,
these killers resemble normal disorganized serial killers,
symptoms subside.
only more disorganized: there is no attempt to hide their
identity from investigators, they often leave personal
Serial Killers and Drugs
items at the scene, they often attempt rape but can’t
In Brief- Drugs often used in connection with murder. get an erection. These killers rarely last long: they get
Some kill while high with ultra-disorganized pattern.
caught by investigators, or get killed when they attack
people who are capable of self-defense.

Schizophrenic Killers

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024 Violent Criminals

The Kafe
In Brief- VR chatroom, in torture-room themes, where
people claiming to be NY serial killers meet.
The Kafe is a full-immersion VR chatroom that purports to
be a gathering place for city serial killers. The Kafe was
set up a year ago, anonymously, on a service that allows
people to set up free chat rooms (people have to view ads
upon entering and exiting). The Kafe appears as a large
club with a bar, all decked out in a dungeon theme. The
floor is a metal grate with nothing but darkness beneath
it. The walls are slabs of bloodstained industrial concrete
with chains bolted to them. The whole place is dimly lit
by bare bulbs suspended from the ceiling. The default
background music is angry thrash music that kids in city
dance clubs often slam to. The tables, chairs and bar are
all cold, black wrought iron.
The Kafe is filled with various bots: autonomous programs
with very limited AI. There is a bartender, who looks like
a burly bare-chested man with a bondage mask on, who
serves various drinks and snacks. Most of drinks and
snacks are cannibalism themed (e.g. bloody marys with
real blood, fried labia strips, etc.). There are also many
“victim bots,” mostly attractive young women in torn and
skimpy clothing. The victim bots cower in the corners
until a Kafe patron attacks them. They react to attacks with
screams and whimpering and they “die” if they take too
much damage. Some fight back, but weakly. The victim
bots regenerate after a few hours. There are also a few
automated torture machines that victims can be stuck in.

Serial Arsonists
In Brief- Mostly young, maladjusted males. May
start fires to be a hero, to feel powerful or to satisfy a
frightening compulsion.
Before 2078, the city fire department was corrupt and
mostly useless. The city lived in fear of arsonists.
Since young gang-type teenagers have been hired to
fight fires, the problem has not been so horrible. Yet
there are still many arsonists in the city. For profiling
purposes, serial arsonists are those who don’t set fires
for money, to gain revenge on enemies or to conceal
evidence of a crime.
Serial arsonists are young, most are 15 to 20 years old.
Most are single and live alone or with parents. Most
are male. Many have physical defects, many wet their
beds, many have attempted suicide. Most are socially
and sexually maladjusted. Most had an unhappy
childhood. They were neglected or their parents
provided inconsistent discipline (sometimes lenient,
sometimes harsh). Most have a fear and hatred of
authority figures.

Hero Arsonists- This is the rarest type of arsonist.
They set fires so that they can be “the hero,” by calling
in the fire, alerting people in the building and leading
people to safety. They generally light large apartment
buildings on fire so they can save more people.
There is a bulletin board on the wall where people can post Although they will hang around the scene for as long
messages. Many of the messages are people telling stories as possible to receive praise, they will rarely give their
about murders they have committed. Others are tips and real names. Hero arsonists often try to join the fire
tricks. A few are people looking for partners in crime.
squad.
At the Kafe’s peak hours, 9pm to midnight, there are
usually around 10 people there. They come in a variety
of shapes and sizes: a few look like ordinary people, a few
look like animals or monsters. The majority are idealized
versions of serial killer stereotypes: tall, muscular, dark
eyes, arched eyebrows, scars, cammo, bloodstained
wifebeaters, weapons in sheaths, expressionless faces,
boots and spikes.

Power Arsonists- This type feel powerless in their
personal lives and starting fires gives them a feeling of
power and control. A minority set fire only to places
without people in them. The majority want to kill
people and set fire to densely populated buildings.
They typically plan out the arson ahead of time. Some
even call in false alarms to the fire department so that
the fire fighters will be distracted elsewhere.

The big question about the Kafe is this: is anyone who
come to the Kafe claiming to be a serial killer really
what he or she claims to be? Most people log-in through
anonymizers or through coin operated VR stations. Some
of the people there are amateur profilers who are there
trying to figure out if anyone is a real serial killer. Most of
the people there are porn addicts and confused adolescents
who idolize serial killers but are too scared of being caught
to carry out their fantasies in the real world. They probably
have the same psychological problems as serial killers, just
not as bad. But are there actual serial killers who come to
the Kafe? The best answer anyone has so far is “probably.”
Every once in a while people show up in the Kafe claiming
to be Colin, but experienced Colin Hunters have proven
that these people are fakes.

Pyromaniacs- This type feel an irresistible
compulsion to start fires, an internal stress that builds
and builds until they light the fire. Most are ashamed
and frightened of their compulsion. They try to resist
but fail. They try to set fire to buildings that don’t
have people living in them. However, they eventually
cause deaths, either because homeless people are
sleeping in the buildings or because the fires spread to
inhabited buildings. A larger than normal percentage
of pyromaniacs are retarded, though some are of
average or above average intelligence. In many cases,
the compulsion to start fires is part of an extreme form
of obsessive-compulsive disorder.

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Violent Criminals 025

The Sadistic Rapist- This type of rapist is more-or-less
a serial killer of the organized type who doesn’t find it
In Brief- Rape to prove they aren’t losers, because of necessary to kill victims afterwards. Like the organized
hatred of women or because they think humans are toys serial killer, they typically have antisocial personality
disorder and see other humans as nothing more than
for their amusement.
toys for their amusement. Of all the rapists, they are
The following types of rapists are all serial stranger rapists. the most likely to be intelligent, have good social skills
They are almost universally male, and the vast majority and have a healthy sex life.
are heterosexual. Other types of rapists not discussed are
“date” or “acquaintance” rapists. Most of these rapists take The Sadistic Rapist typically stalks and kidnaps young
advantage of women who are drunk or on drugs or they women, then takes them to an abandoned place. They
will drug women without their knowledge. Compliance will use gags and restraints and will keep the victims
drops (p.111, FWTD main book) are often called “rape for days. They torture and abuse and often tell the
drops” because they are quite often purchased for the victim she will be killed. They use drugs and alcohol to
purpose of rape. People who rape children are discussed enhance the pleasure of their experiences.
under Child Molesters (p.27). There are also people who
rape adult relatives or who rape wives or lovers.

Serial Rapists

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Spree Killers

The Loser Rapist - This type has low intelligence, low
social skills, low self-worth, few friends and does not
date. They often live with their parents and will seem
quiet, passive and not especially masculine. Many have
fetishes that don’t require a consenting partner (e.g.
exhibitionism, frotteurism, hypoxyphilia, transvestic
fetishism, underwear fetishism, voyeurism).
Loser
Rapists rape to boost their self-esteem and they seek out
victims whenever something happens that damages their
self-esteem.
In their minds, loser rapists think they’re going to have
real human intimacy. They believe they have actual
“relationships” with their victims. They may believe that
the victims enjoyed the experience and they may try to
contact the victims again in the future.

In Brief- Most use guns, others find creative
alternatives. They are paranoid, hate everyone, often
use drugs. The worst move from site to site.
These are people who kill a lot of people in a short period
of time. Spree killings have been strongly correlated
with the availability of guns. The worst spree killings
in the city were in the years before the Freedom Wars.
Every few weeks, killers with automatic weapons and
body armor would walk down the densely packed
streets, taking out hundreds. Hundreds more would be
crushed to death in the panic to get away. Since gun
ownership has declined in the city, spree killing has
declined. Yet guns are still available to those who can
afford them, and some people spend decades saving up
for guns for their killing sprees.

Other spree killers get creative: One spree killer drove
around town running over 15 people before Night Shift
officers caught up with him. Another spree killer wore
spiked armor coated in poison and then went on to a
subway and started attacking people with a chainsaw,
killing 30. A third killer used a mental program to give
her dead-aim, then she went up on to a rooftop and shot
12 people with a bow and poisoned arrows before the
The Anger Rapist- This type of rapist is more intelligent Roofers got to her.
and has better social skills, but they are tortured by
misogyny, a fear and hatred of women. Hurting and Spree killers are typically paranoid loners who decided a
degrading women helps them feel power over them. long time ago that everyone is their enemy. Sometimes
Some date or even marry, but they never feel emotional a single act triggers the spree, sometimes they attack on
closeness with their wives or girlfriends. The anger a date they set far in advance. They often feel rejected
rapist feels a need to prove his masculinity and often does and think that killing a lot of people will bring them
traditionally masculine things: getting a job that involves the respect they deserve. They typically expect to be
heavy lifting, marrying a feminine woman and having a caught, and most try to commit suicide when their spree
lot of children. Even their clothing and mannerism are is over. For them, the spree is a final act of revenge
meant to make them seem more macho.
before death.
Loser rapists typically prowl the streets late at night,
looking for victims (primarily women) who are walking
alone. The rapes are poorly planned. The rapists use their
strength or an improvised weapon to threaten the victims.
They do not intend to harm or cause pain to the victim,
and will only become violent if the rape gets out of their
control.

When angered by their wives or girlfriends, anger rapists
will seek to release their anger by raping someone. The
rapes are usually violent and cruel. The rapists will insult
their victims and force them to do degrading things.
Anger rapists may look for victims in bars, talking the
victims into following them to a secluded place.

026 Violent Criminals

Drugs, especially god killer, are often involved. Often
the only thing that differentiates a Spree Killer from
a God Killer Rampager is the amount of planning
involved: rampagers attack with whatever they have
available, Spree Killers are well equipped.

The highest bodycount in recent times has been achieved
by spree killers who went to a crowded place, killed a lot
of people, then escaped before the police could arrive,
then went somewhere else to do the same thing. The
panicked Night Shift is left trying to figure out where the
spree killer will strike next.

Typical Spree Killer
Attributes- AWR 6, AGY 8, CHM 4, END 9, INL 7,
SPD 10, STH 11, WIL 6, BLD 3, BDY 3, INCY 6.
Appearance- Skinny multi-racial male, under a beige
raincoat he wears heavy body armor, carrying paired
automatic pistols, a pipe bomb strapped to one leg, with
greasy hair in a military cut and a sweaty red face.
Motivations- He hates everyone, he thinks everyone
is laughing at him and trying to screw up his life. He
knows he won’t live through the day and he wants to
take out as many people as he can before he dies.
Methods- He will walk into a crowded place, like a
fast food restaurant or dance club, his weapons hidden
under his raincoat. He pulls out the weapons and starts
spraying the crowd. When he has emptied both clips
he takes off running, heading for the next place on his
list.
Special Powers- The killer has done a dose of god killer
and is at +15 to save vs. pain/fear/unconsciousness.
Special Skills- Automatic Weapons (3)
Special Equipment- Two automatic pistols (ROF 10,
FR 8 ft, 5 bladed damage) with 20 30-round clips,
Motorcycle Outfit (AR 7 PR 3 bladed 1 blunt), Kevlar
Vest (AR 5, PR 6 bladed, 1 blunt, -2 AGY penalty
already figured in).
Typical Attack- An Area Attack with both pistols,
sweeping a 10 ft. area, at INL (7) +10 (ROF) -4 (paired)
+12 (skill) -1/8ft. +1d20 vs. 25 +10 (area in ft.), or 1d20
-1/8 ft. vs. 10. Everyone in the area he is firing at, who
can’t beat his success with a reaction, takes 10 bladed
damage (from 2 bullets).

Child Molesters
In Brief- Molest children because children are what is
available, because they are uncomfortable with adults,
because they think sex is about power, or because they
are heartless fetishistic sadists.
Situational Molesters- This is the most common type
of child molester. They do not prefer sex with children;
they only molest children when children happen to be
convenient sexual outlets. Some are mentally deficient
and don’t understand the difference between children
and adults. Others do know and just don’t care. These
rapists often molest when under stress and often
while drunk. Their victims are those close to them.
Female step-children are the most common victims,

the next most common are female biological relatives
(daughters, sisters, cousins), the third most common are
male step-children and the least common victims are
male biological relatives.
Seductive Molester- This is the second most common
kind of molester. They seek both sex and affection
from children. Their emotional and/or social skills
development is often equivalent to those of the children
they prey on. They are usually social misfits, unable to
deal with adults as equals. They typically live alone,
most are on welfare or disability, and they have few
adult friends. This group will try to befriend children,
buying them gifts, playing games with them, etc. This
type is rarely violent towards children, although they
may threaten them in order to keep them quiet.
Most of this group have convinced themselves that they
are providing real affection to their victims, and that the
children like or it benefit from it. This type may collect
child pornography but they are unlikely to engage in
child sex rings.
Dominance Molester- This type are not fixated on
children, they are rapists who choose children because
children do not have the physical or emotional strength
to resist. Many of this type of molester were, themselves,
molested as children. To them, sex is nothing more
than a way to dominate others and prove one’s own
power. Molesters of this type often have extensive child
pornography collections and may participate in child sex
rings. They use threats and shame to keep their victims
quiet. They will use violence if the children fail to
submit. This type of molesters will find children to rape
wherever they can: strange children, children of friends
or their own family. These molesters have moderately
good social skills and may be married.
Sadistic Molester- This type of molester has a lot in
common with Organized Serial Killers and Sadistic
Rapists. They are fetishists who get off on the idea of
breaking society’s greatest taboo by raping and torturing
children. By hurting society’s most treasured members,
they often feel that they are thumbing their noses at
society, proving themselves better than it. They have no
empathy for their victims and no sense of personal moral
responsibility or remorse for their actions.

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The sadistic child molester is highly organized: they
kidnap vulnerable children, taking them to a secure place
and performing ritualized activities on them. Sadistic
molesters can easily become serial killers if they find it
is easier to dispose of children by killing them. While
seductive and dominance molesters are more likely to
choose female victims, sadistic child molesters are more
likely to choose males (though they are not necessarily
homosexual in their dealing with adults).

Violent Criminals 027

The Teddy Bear Club
The Teddy Bear club is one of the most exclusive and most
powerful child-porn trading rings in the world. They are
very secretive and law enforcement has only heard rumors
of their existence. The group meets on a message board.
The message board is very well hidden and is invite only
(if one were to stumble on it, all one would see is a blank
login screen). It runs on a server in a dark pit country (see
p.395, main book) and members use the latest encryption
and anonymizers so that nobody can track their activities.
People are invited into the club only when they have been
seen trading child porn on less exclusive message boards
for a number of years.

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The club currently has 57 members. All are male, in their
thirties to fifties. Most live in the US or Britain. They range
from middle class to millionaires. Some are computer
professionals who got wealthy rebuilding the internet
after the Freedom Wars. A few are high level government
officials. Most know each other only by their internet
handles.
Members log an average of 4 hours a day on the board.
They trade copious amounts of child porn, including some
made-to-order by members. Most of the child porn is of
the intensely cruel variety that appeals most to Sadistic
Molesters. They tell stories about their own experiences
molesting children. It is never clear whether these stories
are true or are just fantasies. They trade tips and tricks on
everything from how to configure the encryption software
on their computers to how to get children to follow them
home to how to get blood-stains out of mattresses. They
analyze law enforcement data and spy on activities of antichild-porn groups (including the Orphans and Sexologists).
If they identify a real threat to their organization, they use
their influence to sabotage the threat. Some bribe corrupt
government officials to get the threats into legal trouble.
Others pay underworld contacts to arrange random street
violence for the threats. Members sometimes help each
other with personal problems. Members have loaned
thousands of dollars to other members. The most ambitious
project of the group is an attempt to create a mental program
which will hide pedophilia from the screening programs
used by gated communities.
There are three members in the New York area. Miles Cook
(Pigfucker) lives in the city. He is a part time computer
programmer. He is mostly a shut-in, although he leaves the
house to go to the red light district to purchase never-before
seen child porn. Seth Rosales (Thumbscrew) is an account
manager in a bank in New Jersey. He is married and has
two children (who he does not molest). He is constantly
making excuses to leave town, during which times he
goes to the city, hires child prostitutes, and records himself
having sex with them. The third member in the New York
area is Noah Cleveland (Badge), an FBI agent at New York
FBI office in Albany. He became an FBI agent and got
himself transferred to the sex crimes division specifically so
he could gain access to child porn. He spends much of his
time in the city alone, staying in cheap hotels at government
expense. He hunts down people who have child porn, busts
them, and then makes illicit copies for himself before giving
the porn to the FBI. He will not bust anyone he knows to be
a member of, or related to, the Teddy Bear Club. He keeps
an eye on international law enforcement databases and
keeps club members informed of any investigations of the
club or anyone who might be a member. Noah’s wife left
him and took the kids after she began to suspect he might
be molesting them.

Plastic Antisocials
In Brief- Amoral, natural manipulators, professional con
artists, use plastic surgery to change identities and aid in
seduction.
Antisocial personality disorder is a number of personality
traits that are found together in certain individuals. Antisocial
personality disorder is common among the psychologically
motivated criminals, especially serial killers, rapists and
child molesters. The traits of antisocials are:
-Lack of empathy for other people.
-No sense of personal moral responsibility.
-Excellent liars and manipulators.
-Little need to be liked or to belong to a group.
-Impatience and inability to plan ahead.
-Hedonism.
People with antisocial disorder are dangerous for two
reasons: First, because they will do just about anything
they think they can get away with, just for the pleasure of
doing it. Second, because they are excellent at hiding their
true natures. It is often frightening to talk with people with
antisocial personality disorder because they seem to have a
huge blind spot about their own culpability for their actions.
A person with antisocial personality disorder may push an
old woman down the stairs. Later, if asked who was at
fault, the person will say that it was the old woman’s fault
for standing so close to the stairs where she could be easily
pushed. This is not a clumsy attempt to shift blame on
another person, the antisocial truly doesn’t think of himself
as an actor in the realm of morality. Those with the most
extreme versions of this disorder have little sense of their
own true selves. There is the act that they put on to fool
society into accepting them, and there is their unrestrained
desires, but concepts of self-esteem, or guilt, or personal
ideals are meaningless to them. When a normal person is in
a room alone, that person may think “I am all by myself.”
An extreme antisocial may think “there is nobody here.”
The majority of people with antisocial personality disorder
do not become serial killers or rapists or child molesters.
For them, the benefit does not outweigh the risk. Most
content themselves with petty thievery. Because they are
so often good at manipulation, many become con-artists.
Although their acts are not as blatantly violent as that of
serial killers, they can destroy lives and cause deaths when
they rob people of needed resources.
The most dangerous type of antisocial con-artist is what
has become recently known as the “plastic antisocial.” The
plastic antisocial uses the money gained from con games
to pay for plastic surgery. The plastic surgery makes the
plastic antisocials incredibly attractive, which makes it
easier for them to manipulate people. The plastic antisocial
also uses plastic surgery to change identities whenever they
are found out. Plastic antisocials are excellent identity
thieves because they can perfectly impersonate the people
whose identities they are stealing. These antisocials have
no problem faking romantic love, through dating, courtship
and marriage, just so they can rob the person of everything
they own.

028 Violent Criminals

Colin

Typical Plastic Antisocial
Attributes- AWR 15, AGY 10, CHM 19, END 7, INL 15,
SPD 14, STH 15, WIL 5, BLD 5, BDY 4, INCY 3.
Appearance- Tall, handsome mid-twenties male, with
an intelligent face, intense eyes and kind smile. Hair is
carefully styled. Wearing a tailor-fitted suit made from the
finest fabrics. Smoking an expensive cigarette.
Motivations- The plastic antisocial lives a very expensive
lifestyle of the best drugs, the best prostitutes, the best
vehicles and dwellings, and plastic surgery at the best outof-town clinics. The plastic antisocial can spend $10,000
in a single month, and needs to cheat a lot of people out of
a lot of money.
Methods- The plastic antisocial has several ways to cheat
people out of money. He sometimes offers an incredible
business deal or investment opportunity, a stake in a
criminal venture or cures for diseases. He sometimes
poses as a priest and offers miracles. The quickest and
easiest way for him to get money, however, is to offer
love. He finds some lonely and wealthy woman and hooks
up with her. He does whatever he can to alienate her
from her friends, knowing that friends are more likely to
recognize the plastic antisocial as a gravedigger. He often
accomplishes this by planting the seeds of paranoia, telling
his victim that her friends were talking about her behind
her back or were trying to steal away the plastic antisocial
for themselves. The plastic antisocial often makes sure the
victim drinks a lot of alcohol and doesn’t get much sleep so
that the victim can’t think clearly about what’s happening.
The plastic antisocial eventually asks for the victim’s bank
codes, usually with some pretense about needing to put
some money in the victim’s account for tax purposes. As
soon as the plastic antisocial gets the account, he dumps all
her money into one of his secret offshore accounts, steals
anything from the victim’s home worth stealing, and then
disappears from her life forever. He changes his appearance
and identity so he cannot be caught.
Special Skills- Money (3), Disguise (3), Forgery (4),
Impersonation (3), Gambling (3), Seduction (3).
Special Equipment- Palmtop: Combo, Pheromone Glands
(+8 to seduction rolls), Sexual Implant, Voice Synth (+15
to impersonation rolls), Internal Armor (halves damage),
Pocket, Outfit: Formal-Tailored (+2 to seduction rolls),
Fingerprint Pads, Retinaprint Contacts, Sports Car (with
aggressive theft alarm and telepresence).
Typical Attack- The plastic antisocial can seduce people
at CHM (19) +8 (pheromone glands) +2 (tailored outfit) +8
(skill) +1d10 vs. 20 (or 1d20 +17 vs. 0). When forced to hurt
someone, he usually gets someone else to do it by seducing
them or paying them. If attacked, the plastic antisocial
will either try to pay off the person doing the attacking or
will run away and will try to get to a place where he can
disguise himself. If he can’t get away, the plastic antisocial
will attack with his fists as a pain/stun attack at INL (15) +
AGY (10) + 1d20 vs. 25 (or 1d20 vs. 0) and will react with
a dodge at AWR (15) + AGY (10) + 1d20 vs. 25 (or 1d20
vs. 0). The plastic antisocial may also try to use his palmtop
computer to remotely control his sports car, trying to make
it drive up and ram his enemies.

Strains
In Brief- Some lines of Colin reproduction have
unique skills and methods.
Many people have compared Colin to a virus, and
have used models created to predict what viruses will
do to predict what Colin will do. Viruses mutate, and
some mutations are better at reproducing than others.
These strains become more populous while the other
strains tend to die off. Many Colin Hunters believe
the same will happen with Colin. They worry that
some Colin will gain some skills that will allow him
to reproduce much more quickly. They are especially
worried about him getting trained by some of the
gangs that have remarkable abilities (e.g. Animalists,
Bleeders, Math Addicts, Needle Punks). Colin Hunters
compare notes about the things they have seen Colin
do, hoping to isolate and describe different strains.
So far, they have verified that different Colins have
different abilities, but they haven’t been able to
identify actual strains (of course, Colin Hunters can’t
even figure out whether the number of Colins in the
city is in the tens, hundreds or thousands).
Psychic Colin- Colin does not have much natural
ability or talent where psychic skills are concerned.
In fact, Colin is probably one of the poorest
candidates for psychic training around. One Colin,
though, captured an electrochemical biofeedback
machine and spent about 12 hours a day every day
for a year training to develop psychic powers. Even
with all his training he is not a very good psychic and
his new bodies seek out pro-psychic drugs (Soma
and Sibosin) to boost their abilities.
This strain has Control Attack (2), Hallucination
Attack (2), Psychic Defense (2), Mind Reading (1)
and Psychic Sense (2). When he has been using
Sibosin and Soma for several days in a row (as he
usually has been when he goes out hunting) he is at
+9 to psychic WIL rolls, +4 to psychic AWR rolls
and he suffers from Hallucinations (10), -2 to most
INL rolls, and must make 30 difficulty WIL rolls to
avoid mutilating his own body. His typical attack
uses the Control Attack skill to try to force people to
hurt themselves with their own weapons. He attacks
at WIL (15) +4 (skill) +9 (drugs) -1/ft. away from
victim +1d20 vs. 30 (or 1d20 -1/ft. vs. 2). There are
about 50 of this strain of Colin in the city.

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Martial Arts Colin- This Colin has trained himself
in unarmed martial arts, figuring that they would help
him capture new bodies without hurting them. This
Colin tends to go after physically fit individuals (as
opposed to other Colins, who go after people nobody

Colin 029

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would suspect of being a Colin). This strain is more bold
in physical combat, openly attacking rather than making
sneak attacks. He prides himself on being able to kill
people with his bare hands. He often tries to assassinate
enemies of Colin. Since this Colin takes more risks, he
gets killed at a much higher rate, which is why he is not
more populous. He has Immobilization (3), Slam (2),
Street Fighting: Unarmed (3), Subway Fighting (2), Tae
Kwon Do (4). His typical first attack is a split action
jump and pain/stun attack with his fists at INL (19) +
AGY (5) +16 (skill) -10 (split action) +1d20 vs. 25 (or
1d20 +5 vs. 0). As a reaction he parries blows with the
back of his hand. Assuming average STH, his parry is at
STH (10) + AGY (5) +12 (skill) +1d20 vs. 25 (or 1d20
+2 vs. 0). There are about 30 of this strain of Colin in
the city.
Maxin Addict Colin- At some point, one Colin was
using the smart drug Maxin while doing some hacking
and he became psychologically addicted to it. Every
Colin in this strain is addicted and seeks out Maxin
as soon as they are released from the mental installer.
Maxin causes Colin to be even more quick witted and
to grow bored more quickly. This strain usually doesn’t
have the patience to try to take over the life of his new
body. Instead, this Colin wanders the city trying to talk
his way into sensitive places (e.g. industrial complexes
that work with very toxic chemicals, the Night Shift
evidence locker, the city subway control room, the homes
of Drug Lord kings, etc.). While on Maxin his attributes
are AGY 5, AWR 15, CHM 17, INL 25, WIL 16 and he
has +4 to save vs. unconsciousness and -4 to save vs.
fear/anger/pain/nausea. He usually keeps up a stream of
chatter while fighting. His typical action is a vital strike
with a knife at INL (25) + AGY (5) +16 (skill) + 1d20
vs. 35 (or 1d20 + 11 vs. 0). As a reaction he entangles
the weapon with a jacket at, assuming average STH, INL
(25) + STH (10) + 1d20 vs. 30 (or 1d20 +5 vs. 0). There
are about 15 of this strain of Colin in the city.
Internet Colin- This Colin came out wrong – there was
a short in the mental installer and not everything got
copied over. This Colin can barely walk and usually tries
to get around in a wheelchair. He often targets people in
wheelchairs for reproduction, to avoid suspicion about
someone who could walk suddenly being unable to.
Since this strain is not as agile, he has started increasing
his hacking skills. He intended to use hacking to discover
the location of black market mental installers. What
has happened instead is that he has gained a curious
obsession with inserting himself into communication and
entertainment. He taps into random internet connections
and leaves weird messages. A person might get a
videophone call from a friend saying “Hey, I’m gonna
go get turned into a Colin, do you want to come?” or a
person might be watching a VR sitcom, but in the middle
of the show a black clothed stranger with a bowl-cut
comes in and slaughters everyone, and the last surviving

030 Colin

character says “oh Colin, you wacky guy,” before getting
her throat slit. It takes a tremendous amount of time and
effort to put together these pranks. Many Colin Hunters
wonder why he goes to the trouble. The answer is that
Colin is conducting massive psychological warfare
against the whole city. He wants people in the city to
see Colin as a god, which is how he sees himself. This
Colin has Anonymity (3), Data Pirating (3), Internet
Browsing (4), Linework (3), Network Protocols (4),
Operating Systems (5), Programming: VR (4), Sniffing
(4) and System Prowling (4). There are only about 5 of
this strain of Colin.
Prison Colin- This Colin was caught trying to kidnap
someone. This happened in 2072, long before Colin
was “discovered” by the city at large. He was sent
to state prison. In prison he refused to bow down to
anyone and he was tortured and mutilated by a prison
gang. The experienced has left Colin psychologically
scarred. He spent the rest of his time in prison training
his mind and body for his eventual release. Recently
this Colin was released and began reproducing. This
strain is the cruelest of all the strains, often more
interested in torturing people than in staying hidden and
reproducing. This strain doesn’t seem to be “having
fun” like most other strains. He suffers from nightmares
and insomnia, he is paranoid and jumpy, he often feels
dissociated from the world and gets a spacey look in his
eyes, and he sometimes even drinks alcohol (something
no other Colins do). Prison Colin has Back To Wall
(4), Light Sleep (3), Shiv (5), Assassin: Unarmed (4),
Torture (5) and Drug Resistance (3). His typical attack
is an invisible aim and an extra-vital strike with a shiv.
Assuming he has average STH (10) the attack is at STH
(10) + AGY (5) +16 (skill) +4 (invisible aim) +1d20 vs.
40 (or 1d20 vs. 5). If successful, the strike does 5 bladed
damage. There are about 20 of this strain of Colin.
Millionaire Colin- This Colin came up with the idea to
create an anonymous offshore bank account, and every
time he takes over someone’s life he dumps their money
into the account. This strain targets Indies, the wealthier
the better. The bank account now has millions of dollars
in it. This strain hopes to collect enough money to
buy a black market mental installer. This strain has
a blanker mental program that can be used to forget
the account number and password if captured. This
program prevents Colin Hunters from being able to gain
the information necessary to access to the account via
torture or psychic intrusion. This Colin uses his money
to buy the best in equipment: Nanotube Armor (AR 10
PR 6 bladed 2 burn) and Freedom Army Daggers (2
bladed dmg., pierces as 6, easy vital strike, 80 difficulty
Paralysis within 1 round). His typical attack is a strike
with the dagger at INL (19) + AGY (5) +16 (from 4
levels in Knife Fighting) + 1d20 vs. 35 (or 1d20 + 5 vs.
0). There are about 30 of this strain of Colin.

Colin – A Psychological Profile
Mixed to Organized: In his original days as a killer,
Colin had some of the characteristics of organized and
disorganized serial killers. Like organized killers, he
had higher than average intelligence and his murders
were carefully planned. Like disorganized killers he
had few social skills, attacked when personal stress and
anxiety became too high, and had little success in job or
education.

Colin still feels a need to prove himself smarter than other
people. The reason people know about Colin is that Colin
couldn’t resist telling others his clever plan.
Cult Leader: In many ways, Colin today fits the profile
of a cult leader (p.51) better than that of a serial killer
except that Colin doesn’t want to be loved and adored,
only feared. Like a cult leader, Colin covers self-doubts
with megalomania and by making himself the most
important person in the lives of others. Colin enjoys
causing widespread fear in the population more than he
does torturing a single individual. The more people who
fear, hate or worship him, the more god-like he feels.

As he started reproducing his profile changed. He became
more like an organized killer: He would toy with and have
conversations with his victims. He would try to spy on
investigators to see what they were saying about him.
He would get access to victims by charming them and
Beliefs: Colin’s belief that the world was created to
tricking them into coming with him.
manufacture him as god’s opponent may seem like the
delusion of a schizophrenic. Close examination of this
This shift was caused by his feeling of immortality. Once belief shows that it is not a true ‘delusion.’ It started as a
he started copying himself, he began to feel that it didn’t fantasy that Colin didn’t really believe. As time went on,
matter if one of his individual copies died. By overcoming he ‘chose’ to believe it, much as a religious person may
his fear of death, he was able to bypass all his other fears choose to believe in a deity despite a lack of concrete
and self-esteem problems as well. His feeling of godhood evidence. It is a strong belief, but not one he expects
has blotted out most of his other personality elements and others to believe.
has become his defining characteristic.
Colin does hold some room for alternate beliefs: he
As Colin’s fears and self-esteem problems were thinks that it is possible that god does not want him as
submerged under megalomania, his motivations for an enemy, but that he will take over the world and defeat
killing have changed. He used to kill to make himself god anyway. He also thinks that it is possible that there is
feel powerful and to achieve sexual gratification (which no god, in which case he intends to become the only god.
relived anxiety). Now he feels powerful, has little The only thing he is completely sure of is that he is no
anxiety and when he kills it is for fun. In this way, Colin longer part of the world of mortals.
is a lot like organized serial killers who have antisocial
personality disorder. Like an antisocial, Colin sees people Respect: Colin doesn’t like himself and so he can’t
as toys to amuse himself with. Unlike an antisocial, Colin respect anyone like him. He thinks of most serial killers
is not oblivious to human empathy and moral concerns. and other violent criminals as pathetic wannabes. He
wipes out anyone who tries to emulate him. He doesn’t
Instead, he chooses to ignore those parts of him.
want or need colleagues.
Cruelty: A major component of Colin’s personality is
cruelty. He enjoys causing people fear and pain, above Colin doesn’t respect anyone with religious or humanistic
and beyond the sexual pleasure of a sexual sadism fetish. faith. He enjoys torturing them to show them that neither
One of the few times Colin looses his cool is when he is god nor human nature are good. He doesn’t respect
physical strength or combat skill. The only thing he
torturing someone. Victims see raw hatred. Colin does respects are clever, ruthless opponents. Regardless of
not just feel that he is hurting the individual, he feels he is his respect, he is too practical to spare the life of an
striking out against god and the universe.
opponent.
Colin hates everything and everyone and he aims to
make everyone suffer. Although he tortures with passion,
he takes little pleasure in it. This is because his hatred
of the universe is really just misplaced self-hatred.
No matter how powerful he becomes, no matter how
megalomaniacal his beliefs are, he still hasn’t learned to
do anything but hate himself. He has become skilled at
hiding this self-hatred, both from himself and others, but
it can be seen when he tortures somebody.
Self-Hatred: Some habits remain from his days as a shy,
self-hating teenager. The persona he shows to the world
is an act that has nothing to do with his true feelings or
personality. He can work efficiently with himself, but he
does not enjoy his own company. He often feels lonely.
He doesn’t do anything about these feelings other than
distract himself with his ‘project.’

Obsessive Compulsive: Colin has a few elements of an
obsessive compulsive personality. He prides himself on
his self-control. He plans in great detail. He doesn’t
like things that are out of his control and he dislikes
crudeness. He likes cleanliness but will put up with dirt
when necessary (e.g. he resists the compulsion to bathe
when he has taken over the body of a dirty homeless
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Sexual Orientation: Colin is mostly attracted to women,
although he is capable of achieving orgasm during sadistic
rape of any victim while in any body. He typically does
not rape children, although he enjoys raping adults while
in children’s bodies. He is rarely able to engage in nonsadistic sex. He looks at violent pornography when he
comes across it, yet he rarely finds it exciting enough to
achieve orgasm.

Colin 031

Colin: External Relations

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Addicts- Colin avoids choosing Addicts to copy himself
into because the addiction interferes with his activities.
Colin does occasionally break this general rule, just to
be unpredictable.
Bleeders- Bleeders’ skills make them very good crime
scene investigators. Amateur profilers among the
Bleeders have tracked down a number of Colins.
Crazies- Colin avoids copying himself into obviously
mentally ill people because these people often have
brain damage or chemical imbalances that would make
the copy bad.
Freelancers- When they work as security guards,
Freelancers are often the first to find Colin crime scenes
(which are often designed to shock and traumatize those
who find them) and sometimes even get called on Colin
crimes in progress.
Hungry- Colin has never taken over a Hungry. In part
it is because the Hungry are few and tough, and in part
it is because Colin is not sure he could survive in a body
incapable of feeling pleasure.
Hunters- Some Hunters have devoted their lives to
hunting down Colins. They are some of the most active
members of the Colin Hunter community. This is one
of the reasons the city has grown more tolerant about
Hunters.
Immortals- The Immortals are the only group in the
city capable of really understanding what Colin means
when he says he feels immortal. They are also skilled
psychics, so Colin avoids them.
Insomniacs- Colin tends to avoid all heavily psychic
groups for fear they will be able to read his mind.
Math Addicts- The Math Addicts were the first to ever
try to do a statistical study of Colins. While others
have excelled in profiling Colin’s psychology, the
Math Addicts are still the best source of information on
how many Colins there are and how quickly Colin is
growing.
Mem Junkies- Colin Hunters once brought a captured
Colin to a group of Mem Junkies with memory
manipulating psychic skills. The Mem Junkies extracted
Colin’s memories, and were able to tell some of it to
the Colin Hunters before they were murdered. Colin
Hunters are anxious to try this again, the Mem Junkies
have mixed feelings.
Night Shift- As the city’s official ‘law enforcement,’
every Night Shift officer makes it his or her duty to
battle Colin. Every time Colin leaves a brutal crime
scene, the Night Shift camp on the area, trying to keep
amateur profilers from coming in and messing it up.
Omniscients- Paranoid ex-Omniscient Tavin Bean, who
the Omniscients still care about and try to look after,
believes she is being manipulated and persecuted by
Colin.

032 Colin

Orphans- Colins in child bodies have been known to
flee to Orphan territory seeking sanctuary when others
catch on to them. After being fooled by Colin a few
times, the Orphans are getting a little more careful.
Purists- No Purists have yet been taken over by Colins,
because they are not very susceptible to being hit in the
head, gassed with ether or stuck with needles (Colin’s
favorite attacks when trying to take victims alive). In
theory, Purists could sense a Colin in their ranks with
their pollution sensing abilities.
Risen- Because they leave their old lives behind and
show up with a different name and different clothes,
Risen are often mistaken for Colins by those that knew
them before. Most Risen are wary when they recruit
new members to try to weed out potential Colins.
Runners- Since Runners are trusted by Traders, but
are not as heavily protected as Traders, they are often
targeted for copying as a way to gain access to new
mental installers.
Sex Workers- Sex Workers who survive for long turning
tricks learn a ‘sixth sense’ judgment that allows them to
tell which johns might be dangerous. Sometimes Sex
Workers have turned down johns who later turned out
to be Colins.
Sexologists- Among other things, Colin is a sex criminal
(although, to his credit, he has overcome the misogyny
that plagued him in his earlier life), and thus the
Sexologists often find themselves investigating crimes
that end up being Colin’s.
Skin Borgs- Skin Borgs care little about the Colin
problem because they consider themselves mostly
immune to Colin.
Tea Drinkers- Colin tends to avoid all heavily psychic
groups for fear they will be able to read his mind.
Technophiles- Some Technophiles build their own
mental installers, which has attracted many Colins to
Technophile turf. Technophiles have learned to be wary
of Colin.
Traders- Almost every black market mental installer in
the city is owned by a Trader. Each Colin spends hours
every day trying to find out which Traders have mental
installers and trying to think up new schemes to find out
where those mental installers are hidden.
Utopia Children- Most Utopia Children are of the
opinion that Colin is a myth until confronted with
evidence of his existence.
Workers- Most of the population out on the streets
believes in Colin, most shut-ins think Colin is an urban
legend. Workers are halfway between shut-ins and the
street population and there is controversy among them
over the reality of Colin.

The Church of Colin
In Brief- Paranoid, selfish, don’t care if they
are hated, feel they must stay loyal to Colin
or be killed.
Colin Worship tends to attract people who
care more about being feared than being
liked. Many who take up Colin worship
already think that everyone hates them, so
they don’t think Colin worship will make
anything worse. Many Colin worshipers are
angry, paranoid loners. A few take up Colin
worship because they believe that Colin is
about to attack them. Some are justified in
their fear, others are not.
Colin worshipers take special notice whenever
Colin does something (or fails to do something)
that shows displeasure. Since Colin does not
actually talk to them, this is their only way of
knowing what Colin likes. There are only two
cases where Colin is believed to have killed
Colin worshipers. Colin worshipers refer to
these two as “the fallen.”
The first fallen was a Colin worshiper who
got bored and stopped worshiping Colin. He
was found killed and mutilated. It may not
have been a Colin who killed him, but Colin
worshipers are not willing to take the chance.
They feel they must keep worshipping Colin
every day, probably for all of their lives, if
they don’t want to be killed.
The other fallen Colin Worshiper to be killed
was Markus Vance. He had reportedly been
asking around trying to find out where he
could get access to a mental installer. He was
found hung with his own intestines from the
ceiling of a church. In his apartment the Night
Shift found three women he had kidnapped
and raped and kept tied up. Colin worshipers
believe that Markus was trying to become a
self-reproducing entity like Colin and that’s
why Colin killed him.
The need to know what Colin likes and doesn’t
like is the only thing that keeps the church
organized. People go to church members to
be trained on how to worship Colin in order
to get maximum benefits. Then they leave
and go off on their own, rarely associating
with other Colin worshipers again. Every
Colin worshipper wants to be the one to teach
a new person how to worship Colin, because
they believe Colin will feel most favorably
towards those who have converted others to
Colin worship.

Rev. Colin McKray

(Head of the Church of Colin)

Level 3 Colinite
Attributes- AGY 5, AWR 13, CHM 15, END 8, INL 7, SPD 10, STH
11, WIL 4, BLD 4, BDY 4, INCY 2
Appearance- Colin McKray is very tall, he has a crooked nose and
a jolly looking face. He has his hair dyed black (blonde roots show),
cut in a bowl-shape with the sides shaved. He dresses in loose-fitting
black clothes and wears a large upside down silver crucifix on his
chest.
Social Status- Colin McKray is the inventor of the church of Colin
and the most successful proselytizer. Other Colinites fear disobeying
him, knowing that he is Colin’s favorite worshipper. Most of these
members, who are not sure what Colin would like or not-like, take
their cues from Colin McKray, playing along with whatever Colin
McKray does.
History- Colin McKray was originally Robert McKray, an exconman who owned a small (failing) liquor store. He began to believe
that his neighbors were Colins and, fearing for his life, he began to
tell anyone who would listen that he thought Colin was a true god.
One of his competitor’s shops burned down and Robert believed that
Colin was responsible. Robert began writing tracts, small pamphlets
proclaiming Colin as a god, and handing them out to people on the
street. Although he was beaten up several times, his luck continued
to improve. People he didn’t like died, competitors disappeared.
People began to hear about Robert and many became afraid to mess
with him. He changed his name, changed his appearance (based on a
rumor he had heard about what the original Colin looked like), and
began to try to convert people to his new religion.
Personality- Colin McKray was a hateful man, even before he
became a Colin worshipper. He feels inferior, thinks people look
down on him, and he wishes he had the guts to attack every person
he sees. He likes manipulating and cheating people. He thinks that
if people are stupid enough to fall for it then they deserve to get
screwed. He thinks most people in the city deserve what they get.
Colin McKray is a reasonably good actor, and he has watched enough
street preachers that he can imitate their style. Although he never
says so aloud, he does not think Colin is holy in any way. He does
believe that Colin is more powerful than most people realize and that
in a hundred years it is likely that Colin (and things like Colin) will
be ruling the world.
Methods- Colin McKray spends most of his evenings on street
corners, preaching and handing out pamphlets. He typically stands
on street corners on Broadway in the red light district. Shopkeepers
sometimes pay him to move when he sets up near their shops. Street
preachers often get in arguments with him and he has tangled with
Lord Jesus (p.114) on multiple occasions. As long as he continues to
preach and recruit new followers, things go very well for him. If he
doesn’t like someone, he goes into a local bar and complains about
that person to random strangers and within days that person is found
dead. When attacked, Colin McKray doesn’t fight back. He simply
yells at the top of his lungs “if it is Colin’s will that I be killed, then
I will be killed.” Few people have had the nerve to attack him since
he became well known.
Special Powers- Colin McKray has learned to recognize Colins.
He cannot explain this power or teach it to others. When he sees
someone, he watches their body language, expression and the look in
their eyes and he knows whether they are a Colin or not. He doesn’t
let the Colins know that he can see them: he is certain Colin would
kill him if he knew Colin McKray had this power.
Special Equipment- Phonebook Armor (AR 5, PR 2 blunt and 2
bladed, -2 AGY penalty already figured in).

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Colin 033

Have You Accepted Colin Into Your Life?
Are you a Christian? Do you study the rantings
of a psychotic hippie from 2000 years ago? What
has Jesus done lately? And what about this God?
He’ll kill you with cancer, he’ll give you a slow
and painful death, and not even have the decency
to look you in the eye when he does it. If god had
any guts at all, he’d come down and slaughter you
with his own two hands. At best, god is a passiveaggressive wimp who’s afraid to get his hands
dirty. At worst, god is a fairy story made up to
scare idiot children into doing as they’re told.

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Are you an atheist? You don’t think there’s any
gods around? Look in a fucking dictionary – a
god is a being which is immortal, all-powerful
and all-seeing. You’ve got a god living right here
in this city, so why aren’t you bowing down and
worshipping him?
Colin is everywhere. He’s your neighbor, your
doctor, your kid. If he wanted you dead, there’d
be a knife in your back. He sees everything that
goes on in this city. For every Colin you kill,
two more get created. He’s never going to die,
he’s only going to grow more powerful. And he
doesn’t limit himself to human morality – why the
hell should he, he’s a god! Our rules don’t apply
to him.

034 Colin

So accept Colin into your life. He’s the only god
worth considering. Praise his power. Praise his
wisdom. Submit your life into his hands. Let’s
face it – he already owns you, he can already do
anything he wants to you, why fight it?
If you want the light of Colin to shine into your life,
say this prayer every day in a public place:
Oh Colin, holiest of holies, mightiest
of the mighty, wisest of the wise.
I beseech you, hear my humble
prayer, please allow me to bask in
the glory of your greatness.
I ask nothing from you except to
serve and adore you.
I hold no gods above you, for you
are the most powerful being in
creation.
I submit my life unto you, great
Colin, to do with what you please.
Want to do more to spread the word of Colin?
Write the name of Colin on walls. Wear black.
Spit on the heretics who think they can hurt Colin.
Copy this pamphlet and give it to your friends.
May the light of Colin shine upon you.

Dara Colin
(Colinite and Lover to Colin McKray)
Level 2 Colinite
Attributes- AWR 12, AGY 13, CHM 6, END 4, INL 6, SPD 16, STH 9, WIL 3, BLD 2, BDY
2, INCY 5.
Appearance- Dara is short and thin. She has black braids and the sides of her head are shaved.
She wears stained and holey clothes of a street person, mostly black t-shirts and bluejeans.
She wears an upside down silver crucifix.
Social Status- Dara is the girlfriend of Rev. Colin McKray, the originator of the Church of
Colin. She lives with him and he pays for all her needs. She helps him preach Colin worship
and convert new members. Like all Colin Worshippers, she is afforded some measure of
protection by Colins who secretly watch over her.
Colin has mixed feelings about her. On one hand she has worshipped him longer than anyone
other than Colin McKray, she has made Colin worship a full-time lifestyle, and she is the lover
of Colin’s favorite worshipper. On the other hand, she acts like a wannabe serial killer, she
brags about killing people and sometimes seems that she wants to be like Colin instead of just
worshipping him. Colin prefers “normal” people to worship him, and Dara is obviously a
messed up kid. One wrong move, and Colin is likely to take her out.
History- Dara was born an unborn not in a major street family. Starting at puberty, her
father sexually abused her. When she was 16, there was a massive panic about Colins. Dara
purposefully changed her behavior, acting odd but denying acting odd, in order to make her
father think that she might be a Colin. Her father became scared and kept his distance. She
lived on the streets for a few years, intimidating people into supporting her by making them
think that she was a Colin.
When she heard about Rev. Colin McKray she sought him out and seduced him. At first, she
tried to make Colin McKray think she was a Colin. He quickly realized she was not a Colin,
and then she tried to make him think that she was sent by Colin as a “gift.” He has begun to
see through that ruse and now she simply wants him to think of her as a mistress and fellow
Colin worshipper.
Personality- Dara is a compulsive liar. She can’t be completely honest and does not see the
point in ever doing so. She lies so much that she seldom realizes that she’s doing it. Dara lies
by implying things, never by saying something outright. She acts like she thinks Colin is a
god, and she puts on the act well enough that even Colin McKray believes it. In truth, she’s
only into Colin worship to try to feel some sense of protection from the dangers of the city.
The thing Dara wants most in the world is to feel safe. She wants to feel that she will not be
raped or murdered or will not starve or freeze to death on the streets. Right now, being Colin
McKray’s lover and a Colin worshipper does that for her. Dara likes to make people think she
is a killer who is willing to kill just for fun. In reality she has killed but it has only been in self
defense.

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Special Skills- Knife Fighting (2), Knife Throwing (1).
Special Equipment- 2 Combat Knives (range 0-1, 2 bladed damage, easy slash, easy wing), 2
Throwing Daggers (FR 1 ft, MR 20 ft, 2 bladed damage)
Typical Attack- At range, she throws a dagger, making a strike at INL (6) + AGY (13) +4
(skill) -1/ft. +1d20 vs. 25 (or 1d20 -1/ft. vs. 2). A successful strike does 2 bladed damage. In
melee combat she makes extended vital strikes at INL (6) + AGY (13) +5 (extended) +12 (skill)
+1d20 vs. 35 (or 1d20 +1 vs. 0). A successful vital strike does 3 bladed damage. As a reaction
she makes a Jump at SPD (16) + AGY (13) +8 (skill) (-10 if the last action was extended) vs.
25 (or 1d20 +12 -10 if extended vs. 0).

Colin 035

Colin – A Biography

Colin was born in 2052, during the Freedom War
occupation of the city. His parents were both Freedom
Army officers. When Colin was three the Freedom
Army in the city was routed and the US government
took control. Colin’s parents surrendered to the US
government and were given amnesty. Colin’s father
got a job in one of the new post-war corporations,
working as a research geneticist. This was before the
days of corporate living centers and his father lived in
the city and commuted to work. His mother did not
work.

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When Colin was 9, he was exploring his apartment and
found some pornography magazines hidden in a box in
the bathroom closet. The magazines showed women
tied up and women being beaten. There were stories
about rape and bondage, most of which implied that the
women enjoyed the experience. The magazines were
exciting and intriguing in a frightening way. Over the
next few weeks Colin used every opportunity to get the
magazines and look at them. Then his mother caught
him. To his surprise he didn’t get in trouble, but his
mother and father started arguing.

Colin’s parents were what many would call Eccentrics. Through the thin walls of his apartment, Colin could
They did not own a computer and spent most of their hear everything they said. His mother wanted his
time indoors reading old paperback books.
father to get rid of the magazines and seek some kind of
counseling. His father
Colin grew up feeling
refused, saying it was
like his parents didn’t
just harmless fantasies
want him around: they
and he had no problem.
would order him to be
His parents would
silent most of the day,
argue every night
they expected him to
for weeks, and Colin
feed himself from the
became so stressed
fridge, they would often
out that he developed
send him off on errands
an ulcer. He would
in the city unattended.
often sneak out of the
His parents were harsh
apartment and wander
in their discipline: they
around the city just
expected him to act as
to be away from the
wisely as an adult and
arguing. The discord
when he did not his
culminated with his
father would beat him
father punching his
with a belt.
mother.
She took
Colin and went to stay
Colin was a bright child
with relatives. Colin
and taught himself the
desperately
wanted
things his parents had
to know what was
no interest in teaching
happening, but every
him.
When Colin
time he tried to talk to
turned 5 his parents sent
his mother she would
him off to school. Since
burst into tears. After
his parents did not have
a week they returned
a computer, he had to go
home and Colin’s
to the local educational VR terminal bank (a schoolbus father and all his things were gone. His mother refused
with cheap mental stimulators inside). His mother to say where he had gone or if he would ever come
walked him to the schoolbus the first few times, then back. Colin decided it was his fault because he had
insisted that he should go on his own. Colin noticed found the magazines.
that all the other children were accompanied by a parent
or sibling and he felt frightened and embarrassed that Colin grew up a shy, isolated child. He was often
he was the only one to go alone. He would wait around depressed and sad but he learned to hide it so that he
the corner and come in late so that no one would see he did not have to answer stupid questions. Other kids
was unaccompanied.
continued to pick on him and he grew to hate them. As
he grew into adolescence he began to build elaborate
Colin had never learned to socialize, so his time at fantasies where he would torture and kill his enemies.
school was hard. He was a shy child and other kids These fantasies were intertwined with his budding
would pick on him. In VR school, the teacher (who sexuality: he would masturbate while thinking about
had hundreds of students in her virtual classroom) raping and killing the girls in his class. He knew
would make the kids work through interactive learning that his fantasies were bad and he was ashamed about
programs. Colin would usually be the first to finish and them.
he would go play by himself.

036 Colin

When he was thirteen, his teacher noticed his isolation
and poor social skills and signed him up for an afterschool enrichment program. Students in the program
would stay after and would be given access to a
number of child-friendly VR sites where they could
play games, watch educational programming, interact
with other children, and do self-paced research. Colin
hacked his way past the child-protection software
and gained uncensored access to the internet. While
everyone thought he was on the child-friendly netsites,
he was reading about serial killers, viewing violent
pornography and practicing knife fighting in VR
trainers.
When Colin heard about mental copying technology,
he got an idea which he added to his growing fantasy
world. Instead of just raping, torturing and killing his
classmates, his fantasy world grew until he was raping,
torturing and killing the entire world. Still, these were
just fantasies: in the real world, Colin had never been
in a fight, never kissed a girl, never done anything more
illegal than a little hacking.
When Colin was 15, his mother got a new boyfriend,
who got her started using god killer. While high on
god killer, she would often insult Colin, telling him
everything that was wrong with him. Colin would
leave the apartment, sleep in the streets, and in the
morning his mother would come find him and beg his
forgiveness. She would say it was just the drug and
she didn’t really mean it, then she would cry and beg
until he promised to come home. Colin felt like he was
being manipulated, but never said anything about it.
His mother’s boyfriend became his new number one
enemy. Colin even created a virtual model of the man
so he could spend hours torturing and killing him.

Colin signed up for a free trial of internet access.
The trial came with a free internet hookup and a
rental computer. His mother was angry and said she
wouldn’t pay for the service. He set up the computer
in his room. He got a part-time job doing software
testing for a major corporation. He started saving up
his money, hoping to get his own apartment as soon as
possible. He also started viewing violent pornography
again, more often than ever before.
One night, his mother’s boyfriend, who was high on
god killer, wrestled Colin to the ground, held him
down and pissed in his mouth. Colin locked himself
in his room and spent the next few hours fuming and
promising himself that before the night was over he
would either kill the boyfriend or kill himself. When
the boyfriend left the apartment to go home, Colin
snuck out and followed him. Colin snuck up on the
man and stabbed him in the back, killing him. Colin
covered him with trashbags and left him. When he
came home his mother was awake and saw him come
in.

The body was never identified and so Colin’s mother
never knew what happened to him. Colin thought she
suspected him, but she never said anything. A few
weeks later, Colin moved into his own apartment. He
was lonely and anxious and violent porn became less
and less able to provide him with a distraction. He
began making plans to kidnap, rape and kill someone.
He scouted out abandoned buildings where he could
take people, and watched for dark places to set up an
ambush. Several times Colin changed his mind and
decided that he wouldn’t actually kill anyone. Yet he
didn’t have any friends, anything that entertained him,
any prospects for the future. When he didn’t have his
At age 17, Colin was invited to join a bible study group. plans to kill, he didn’t have anything.
Colin didn’t have any interest in the bible, but there
was an attractive girl in the group so he decided to join. Colin began his career as a serial killer in 2069. He
At first Colin was hopeful that he might make friends, would find women walking alone at night, knock them
but he quickly decided that the man running the group out by hitting them on the back of the head with a pipe,
was a complete idiot, and that everyone who listened then drag them to an abandoned building. At first he
to him were idiots and worthy of contempt. Colin quit would simply rape and kill before the women could
the group. Soon afterwards he started on an ambitious even wake up. As he grew more confident, he would
project: give up pornography, violent fantasies and allow the women to wake up so he could taunt and
masturbating. The weeks that followed were terrible, torture them. As he became more confident he also
Colin was depressed and anxious. For the first time started killing more often.
he became aware how completely and terribly he hated
himself. One evening, his mother and her boyfriend At the same time, Colin was searching for a trader who
were in the apartment, high on god killer, and they had a black market mental installer. In 2070, at the age
began berating him, calling him a hopeless loser. of 18, he found a trader who said she had one. He paid
Rather than leaving he stood there glaring at them. In to have a small program put in his head so he could
his mind he was savagely beating them to death, but his learn the location of the installer. It was in a basement,
body was unable to move. When they tired of berating locked up with the door guarded by addicts who
him he went in his room and tried to commit suicide worked for the trader. After planning for weeks, Colin
with a knife. He didn’t cut deep enough, passing out managed to talk himself into the trader’s apartment,
and waking up the next morning. He covered up the kill her, steal the key, go down, kill the addicts and
pool of blood, bandaged his wrists and hid them under gain access to the mental installer. He found a drunk
clothing. Nobody knew that he had tried to commit wino and brought him to the mental installer where he
made his first copy.
suicide.

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Colin 037

Colin - A Biography (continued)

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At first, Colin didn’t really believe the copyinghimself plan would work. He always believed he
was too much of a loser to really pull something
like this off. As he made more copies, however, he
began to feel more powerful. He began to realize he
was no longer afraid of his own body dying, because
he knew there were other copies of him out there.
Emboldened as never before, he began taking more
and more risks. Instead of killing only to deal with
his stress and self-hatred, he started killing for fun.
He broadened his MO, now killing men, women
and children, and killing them in a variety of ways.
He bludgeoned, eviscerated, drowned, burned and
dropped them from rooftops. One group of Colins
went and killed his mother.
Suddenly the elaborate fantasy world he had built
for himself seemed like it was coming true. He
was reproducing and killing people and nobody
was trying to stop him. He began to believe that he
really would be able to take over the entire world.
He buried his feeling of being a loser under a new
feeling: that he was a god. He soon added a new
dimension to his fantasy: taking over the planet and
becoming humanity’s cruel master was fun, but then
he would take on God himself. Colin had always
been an agnostic, unsure whether there even was a
god. Now, however, he began to believe that there
must be a god because there was no other being that
could possibly oppose Colin. The more he thought
about it, the more he became convinced that the
purpose of all existence was to create him so God
could have an opponent worth fighting.

Colin Timeline

2052- Colin born
2055- Freedom Wars end, Colin’s father gets a job with
a corporation (Colin is 3)
2067- Colin first goes to school (Colin is 5)
2061- Colin’s parents break up, father leaves (Colin is 9)
2067- Colin’s mother using god killer (Colin is 15)
2069- Colin murders mom’s boyfriend (Colin is 17)
2069- Colin moves out on his own, starts killing
strangers (Colin is 17)
2070- Colin gains access to mental installer, starts
reproducing (Colin is 18)
2072- One Colin goes to prison, starting the Prison Colin
strain (Colin is 20)
2075- Colin reveals his presence (Colin is 24)
2078- Church of Colin first forms (Colin is 27)
2078- Prison Colin released (Colin is 28)
2079- Colin arrives in Kajputra (Colin is 28)
2080- “Colin Eater” begins reproducing (Colin is 29)

038 Colin

Clay Hodgson
(Secret Ex-Colin Retired From Killing)
Level 6 Serial Killer
Attributes- AGY 7, AWR 14, CHM 17, END 7, INL
19, SPD 9, STH 11, WIL 15, BLD 4, BDY 4, INCY 4.
Appearance- Tall, mostly African, short afro, round
face, glasses, wears black or grey turtlenecks and black
slacks.
Social Status- Clay is a successful cryptographer who
works on algorithms behind data encryption software.
He lives in the city and lives with his girlfriend and her
young son. Nobody knows he is a Colin, except the
Colins who made him.
History- A small group of Colins grabbed a young
man off the street and dragged him back to their mental
installer. When he was a Colin they released him and
he went to go infiltrate the life of his new body in hopes
of finding a mental installer. He found his body’s
apartment and began going through his body’s things.
He found his body was a cryptographer. This particular
Colin had some experience with cryptography, but
the things Clay had been working on were far beyond
him. Clay also had a girlfriend, who Colin kept away
with the excuse that he was working on a big project.
In order to keep up the act that he was Clay, Colin
started studying the advanced mathematics that Clay
was working on. Colin found it very challenging and
fascinating. Colin was so engrossed in his project that
he forgot about finding a new mental installer or killing
more people. Clay’s girlfriend begged to come over
and Colin allowed it. Slowly, Colin became more and
more involved in Clay’s life and found that he liked
it. Colin assumed he would grow bored quickly and
leave, but he didn’t grow bored. He told himself that he
was just taking a break, that someday he would return
to his “duties”. It’s been nearly a year, though, and
he loves his job, likes his friends, likes (if not loves)
his girlfriend and her kid (who have moved in with
him). He rarely thinks about going back to killing and
reproducing himself.
Personality- Colin is still a self-confident, unashamed
megalomaniacal braggart, but he channels all of that into
his job, where he is becoming one of the world’s hottest
cryptographers. He has begun to fear death, knowing
that no other Colin cares about the things he cares
about. Colin still thinks the majority of humanity don’t
deserve to live, but he’s come to respect Clay’s friends
and family. Sometimes he thinks with pleasure about
the people he’s killed or tortured, often masturbating to
the thought, but he is more interested in his work than
in hurting people now.
Special Skills- Cryptography (5), Math (4), Computer
Modeling (3), various skills from his life as a Colin
(Assassin: Armed, Knife Fighting, Shiv, Demolitions,
Poisons, Torture, Forgery, Impersonation, Lock
Picking, Prowling).

The Anti-Colin Network
In Brief- Loose society of people who hunt Colin, have
a public netsite which is a repository of Colin info.
Colin Hunters in the city have always been a loose
organization. For some it is merely a hobby, for a few
it is an obsession that takes up nearly every waking
moment. Most part-time Colin hunters are the same
amateur profilers who show up around crime scenes
annoying the Night Shift. Most full-time Colin hunters
are those who have had loved ones killed by Colin.
Many Colin hunters are gang members, and they are
given a lot of leeway and support by their gangs.
Recently, a few Colin Hunters have tried to get
organized. They have created a net site that anyone can
access. It is a repository of all Colin related information:
maps of Colin activities and encounters, descriptions of
Colin-related crime scenes, scans of notes and graffiti
left by Colin, and whatever anecdotal information about
Colin’s past has been gathered. There is even a database
for recording what particular skills different Colins have,
to try to narrow down what strains exist. The site is
available to everyone and it is almost certain that Colin
visits it to see what people are saying about him.

Kajputra: Colin City
In Brief- In a war-torn Indian city, ruled by mercenaries,
Colin nearly took over the whole population, only
stopped by a self-reproducing enemy.
Leaving New York- Colin’s original plan was to leave
the city and spread all over the world. City Colin
Hunters have been carefully watching news and police
reports from other inner cities to try to find evidence that
Colin has escaped.
There are many reasons why Colin hasn’t left the city in
greater numbers:


-Each Colin assumed some other Colin would do it.

-The city has the world’s highest concentration of
black market mental installers. In other cities, Colin
would be hard pressed to gain access to a mental installer.
Legal mental installers are watched over closely by the
federal government and so Colin has been wary about
going after them.
-Colin likes the city. He knows the geography and
the people and he feels comfortable here.

that contained minority ethnic and religious groups
into their own nations. After the restoration committee
disbanded, India began to fight wars to reconquer these
lost pieces of territory. The Indian middle class was tired
of fighting and didn’t want any of their sons and daughters
going to war, so the Indian government began to rely
heavily on international mercenaries to fight for them.
Kajputra ended up in one of the balkanized nations. The
mercenaries slowly fought their way through the country,
capturing territory for India. In Kajputra, the resistance
forces made a valiant stand, filling the city with guerilla
warriors. Kajputra was bombed mercilessly and then
flooded with mercenaries. The guerillas were eliminated
and most of the population fled. Kajputra became a new
home base to the mercenaries, a staging ground for all
their operations in the area.
Colin stole the body of a professional mercenary living
in the New York. He found out that his body was meant
to ship out to India. Colin showed up in Kajputra and
immediately went AWOL from his mercenary company.
Searching Kajputra, he found a perfectly good mental
installer in the basement of a bombed out hospital. Colin
started kidnapping mercenaries and city residents. A
Colin found yet another mental installer and was able to
double his rate of reproduction.
Several months later, people discovered Colin and what
he was doing. By that time, however, more than half
the city’s population were Colins. Colin still stayed
hidden, however, so people had no way of knowing
how many Colins there really were. The remaining
non-Colin population adopted a lifestyle of complete
paranoia, never going anywhere without a loaded
weapon on their persons. A new tradition started:
when you see someone you know, you whisper hello
and whisper their name to them, then they do the same
to you. If the person you meet doesn’t remember your
name, you shoot them. Members of mercenary groups
would check each other daily for needle marks (from
the mental installer) and kill anyone who had even one
tiny needle mark. Anyone who did anything clumsy was
immediately grabbed and interrogated. Any mercenary
who had any trouble cleaning or operating his or her gun
(coming from the city, Colin’s firearm skills were poor)
was executed. These extreme measures killed hundreds
of people, many of whom weren’t actually Colins. The
mercenaries begged the Indian government for help,
but the Indian government decided that the mercenaries
were just trying to get out of their contract by making up
stories.

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There is one isolated instance, which Colin Hunters are Soon, one Kajputra native found a novel way of fighting
only now starting to hear about, where Colin has left the back: he captured several Colins alive, then he captured
one of the mental installers and copied his mind into
city and been able to reproduce.
theirs. Suddenly, Colin had an enemy capable of fighting
History of Kajputra- The city of Kajputra was built to him on his level. This self-proclaimed “Colin Eater” was
support India’s booming population in the 2030s. After able to steal some of the mercenaries’ rocket launchers
the Freedom Wars, during the restoration, the Restoration and blow up Colin’s other mental installer. Colin was
Committee balkanized much of India, splitting off pieces left unable to reproduce.

Colin 039

Gauri “The Colin Eater” Brahmbhatt
(Self-Reproducing Colin Hunter)

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Attributes- AGY 5, AWR 12, CHM 9, INL 14, WIL 19, all else varies by body.
Appearance- Varies by body, the original Colin Eater was a thin middle aged Indian
man with intense eyes, short salt-and-pepper hair and bad teeth.
Social Status- Gauri has declared open war on Colin. Many in Kajputra think of him as
a savior, others think he is a danger second only to Colin. Only a few Colin Eaters have
come to New York and Colin Hunters are not sure whether to believe his story.
History- Gauri was a barkeep living in Kajputra. Unlike most in the city, he was Hindu,
not Muslim, but he had learned to live peacefully in a Muslim state. He had a wife and
children. When the war came to Kajputra, he and his family survived in the basement
of his bar living off of canned food. When they came out, mercenaries ruled the city.
He reopened his bar and it became a favorite spot for mercenaries. Unbeknownst to
him, his family was one-by-one turned into Colins. Gauri noticed that something odd
was happening to his family, but he did not know what. Then word broke about Colin.
Realizing that his real family was gone, he poisoned the Colins that had taken over
their bodies. Gauri stole some military hardware from some mercenaries and he went
searching through hospital ruins looking for a mental installer. When he found one, he
killed the Colins that were guarding it and he copied his mind into other Colins’ bodies.
Some of his copies stayed behind to guard the installer, the others went out to capture
more Colins. Unlike Colin, his various copies stayed organized, some of them even
publicly proclaimed themselves. The surviving non-Colins were uneasy, but reasoned
that it was better than nothing. Gauri continued to fight war against Colin and kept
a close eye on all routes out of Kajpura to make sure that no Colins escaped. After
drugging and torturing a Colin he found out that Colin came from New York and had
been doing the same thing there. Gauri sent a few of his copies to New York to find out
more about Colin and discover new ways of fighting him.
Personality- Before Colin destroyed his family, Gauri was cynical, arrogant, bad
tempered, often walking around with a disgusted look on his face, but he was also a
genuinely caring man who loved his family and was fiercely loyal to his friends. Since
becoming the Colin Eater, Gauri has become obsessed, paranoid, with an almost irrational
hatred of Colin. He has dropped many of his moral convictions and now considers
himself ready to do anything to win his fight. His obsession keeps him distracted from
his profound grief and guilt over his family’s death. Gauri is a calculating man, able
to stay logical and objective no matter what. He considers himself a Hindu. He has
practiced Jnana Yoga (a practice that focuses on deep introspection and development of
positive mental qualities) and his copies often keep a shrine to Shiva.
Methods- Gauri’s favorite trick has been to walk up to a stranger and say “hey, you
were supposed to call me.” If the stranger pretends he or she knows what Gauri is
talking about, then the person is probably a Colin. Gauri waits until the person has his
back turned, then he attacks and subdues the person. He does a blood test to look for
the chemicals used in the mental installation process. If he finds the chemicals, and if
he has access to a mental installer, he takes the person back and copies his mind into
theirs. If he doesn’t have access to a mental installer, he kills the person. Unlike Colin,
Gauri is not afraid to identify himself for what he is. He often has to break the bad
news to a family that their loved one has been replaced with a Colin and later replaced
by him. Also, while Colin doesn’t keep track of his other copies, Gauri does. His
copies meet up and introduce new copies to the group. This allows his copies to work
together in an organized fashion and divide the labor for projects, something Colin can’t
do. Gauri is just as paranoid with his fellow copies as he is with everyone else, often
starting an anecdote from his past and expecting another copy to finish it. Gauri does
not mind killing innocent people in order to stop Colin. He knows that he has probably
copied himself over a few innocent people who were falsely identified as Colins. He
has decided to seek out nuclear bombs. If it looks like Colin is going to wipe out all
resistance in either Kajputra or Manhattan, he has decided he will destroy the whole city
rather than let Colin spread to a new area.
Special Skills- Assassin: Unarmed (4), Automatic Weapons (3), Demolitions (1), Foreign Language:
English (2), Light Sleep (2), Street Fighting: Unarmed (2), Torture (2), Tracking (1).
Special Equipment- When he can, Gauri has the following on his person: Auto-Blood
Test, Plastic Restraints, Compliance Drops, Torture Kit and Knife: Switchblade.
Typical Attack- First he makes Strangulation Grab, trying to pin the opponent against a
wall with his forearm. Assuming his STH is average (10) he is at STH (10) + AGY (5)
+16 (skill) +1d20 vs. 25 (or 1d20 +6 vs. 0). Then, while the person is still pinned, he
makes simultaneous pain/stun attacks with his fists at INL (14) + AGY (5) + WIL (19)
+8 (skill) +1d20 vs. 45 (or 1d20 +1 vs. 0).

040 Colin

Kajputra Today- Right now, there
are about 2,000 people in Kajputra;
1,500 mercenaries and 500
civilians. The civilian population
are mostly the surviving residents
of Kajputra. They run grocery
shops, restaurants, hotels, bars
and brothels for the mercenaries.
Although they are making money
from the mercenaries, they are
also prisoners, ruled over by the
mercenaries. Rape and beatings
by drunk mercenaries are common
and the civilian population has few
means to fight back.
Out of the 2,000 people in Kajputra,
about 1,000 are Colins. About 200
are copies of the Colin Eater. The
remaining 800 are normal people
who are living in fear of Colin.
Now that Colin cannot reproduce,
he has decided to wipe out the
city’s non-Colin population to
keep his presence a secret.
Kajputra’s Future- The Indian
government has forced the
mercenaries to continue their
campaign, and are even flying in
new mercenaries to replace those
killed in the city. Near Kajputra
is a long swath of untamed
swampland that separates Kajputra
from the nearest enemy population
centers. Every day, mercenary
groups (many of them Colins
or Colin Eaters) march out into
the swampland with automatic
weapons
and
mine-detectors
to go fight against guerilla
fighters scattered throughout the
swampland. If they can clear out
the fighters, mines and boobytraps out of this swampland, they
can move on to the next city. If
they can conquer the next city, it
might give Colin access to another
mental installer. Thus, Colin has
been bravely fighting the guerillas
while the Colin Eater has been
trying to sabotage the battles.
In two months, the first
mercenaries’ contracts come to
an end, and most of them will
be going to their homes in inner
cities throughout the world. The
Colin Eater has pledged to have
one of his copies following every
mercenary group going home to
make sure they don’t reproduce.

Religion

Like sex, religion can be either a path to mental health,
or it can push people further into madness. For some
religious fanatics or victims of cults, religion is just an
expression of underlying psychological problems.

Major Churches
In Brief- About two thirds of city residents subscribe to
some religion. Christianity and Islam are the largest.
Many smaller religions are especially popular among
immigrants. Most religions are more tolerant than they
were in the last century.

Christianity

City Religious Affiliation
30% (63,000) Atheist/Agnostic/Non-Religious
30% (63,000) Christian
55% (34,650) Roman Catholic
25% (15,750) Protestant
10% (6,300) Evangelical/Born Again
4% (2,520) Orthodox (Greek/African/Russian)
2% (1,260) Mormon
1% (630) Mennonite/Quaker/Amish
3% (1,890) Other Christian
12% (25,200) Muslim
85% (21,420) Sunni
15% (3,780) Shia
6% (12,600) Jewish
4% (8,400) Buddhist
4% (8,400) Hindu
3% (6,300) Neo-Aboriginal
2% (4,200) Sikh
1% (2,100) Baha’i
1% (2,100) Wicca
1% (2,100) Jain
1% (2,100) Shinto
5% (10,500) Other

Beliefs in Brief- Christians believe that Jesus Christ
is the son of God, that he died so that humanity could
achieve forgiveness for sin, and that he was resurrected.
Most Christians believe that people who are good and
accept Jesus as their savior will go to heaven and people
who are bad will go to hell. Many Christians believe in
Satan, who most consider an enemy of God. Christians
believe Jesus will return to the Earth and the world as we
know it will end.
not want these modernizations. The Catholic church
compromised: making slow modernizations throughout
The State of Christianity- Throughout most of this the first half of the century. This left most Catholics
century, Christianity lost ground to other religions (and feeling that their church was either too old-fashioned or
to atheism/agnosticism). Christianity currently has 25% too modern (“worldly”). Catholicism became less and
of the world’s population. In industrialized countries, less a part of the lives of its members and the church
Christianity encompasses such a wide range of beliefs stagnated. This changed during the Freedom Wars,
that the term is almost meaningless. There are people when the Catholic church took an active role in the
who identify themselves as Christians who don’t believe fight against the Freedom Army. For the first time in
in Satan or hell, who don’t believe in the apocalypse, centuries, the pope was leading a “holy war.” After the
even many who don’t believe that Jesus was the only Freedom Wars there was a resurgence of the Catholic
son of god or that he rose from the dead.
faith and Catholicism gained a reputation as a religion

Catholics: Catholicism is strong in Southern that fought for justice and human rights. In mostlyEurope, Mexico, Central and South America and the Catholic countries many groups formed that are part
Philippines. The Catholic church is the first and largest monastic order, part militia. These groups are dedicated
organized Christian church. They believe they have to standing ready to fight to preserve liberty.
a mandate from Jesus to continue speaking for God.
Protestants: Protestantism is common in Northern
Catholicism has a complex hierarchical structure, has Europe, Australia, the US and Canada. Protestants
some of the world’s most impressive churches and has broke off from Catholics in the 16th century. Several
an emphasis on ceremonialism. The most important reformist movements were created to address criticisms
rituals for Catholics are confession (which includes acts of the Catholic church. They denied the idea that the
of penance) and communion (in which Catholics receive Catholic church was granted the exclusive right to be the
wine and wafers which have been transformed into the Christian church. Although there are many protestant
body and blood of Jesus).
churches with very different beliefs, most Protestants

As the largest Christian church, the Catholic believe that the bible is the ultimate authority (not the
church at the beginning of this century faced a problem: pope), that saints should not be prayed to and that faith
the majority of parishioners in industrialized countries alone (not ritual or a priesthood) is necessary to secure
wanted the church to modify its doctrines to meet a place in heaven. Today, most American Christians are
modern sensibilities (e.g. women priests, revocation of protestant and belong to a variety of churches that range
the ban on homosexuality and birth control) while the in a spectrum from conservative to very liberal.
majority of parishioners in third-world countries did

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Evangelicals/Born Again Christians: The
evangelical movement began in the 1930s as a reaction
against the steady modernization and liberalization
of the protestant churches. This is the group that first
identified themselves as “fundamentalist,” referring to
a focus on the fundamental beliefs of Christianity: the
infallibility of the bible, God as a giver of miracles, an
ongoing war against Satan for the souls of humanity,
Christ’s death for mankind’s sins and the imminent
apocalypse. Evangelicalism grew rapidly in the last
half of the 20th century and created a shift towards
conservative values in much of America and many other
parts of the world. Evangelicalism grew quickly mostly
because of the strong emphasis it put on proselytizing
and the use of television as a medium to spread their
faith. Evangelicalism had another brief upsurge in the
early 20th century as a backlash to the futurist movement.
Since then, however, the number of evangelicals has
been declining. Evangelical Christians today know that
they are a minority and that their beliefs are inconsistent
with most of the rest of the world. This has done nothing
to reduce their conviction that they are the only ones who
will be saved.

Orthodox: The Eastern Orthodox churches split
from the Catholic church in 1054, but still maintain a
close resemblance to Catholicism. Like the Catholic
church, the Orthodox churches claim that their authority
descends directly from the apostles. Rather than one
church, the Orthodox church is split up into a number of
self governing churches, including the Greek, Russian
and African Orthodox churches. The Russian Orthodox
is the largest of these churches, despite heavy persecution
and oppression under the soviet Communists. Today,
the Orthodox churches are most popular in Bulgaria,
Greece, Romania and Russia. Orthodox Christians are
fairly conservative, and their methods of worship have
not changed much in the last millennium. They believe
in the authority of the bible and a book of the writings
of Orthodox saints, they believe in constant prayer as a
part of everyday life, and they believe that icons (holy
images created by Orthodox ascetics) are holy and may
even have miraculous powers.

Mormons: The Mormon church is strongest in
Utah, where 30% of the population consider themselves
Mormon.
There are Mormon churches scattered
throughout the world, thanks to a heavy emphasis on
missionary work by young Mormons. The Mormon
church was created in the early 19th century by Joseph
Smith, who transcribed a holy book (the book of
Mormon) which he said was revealed to him by god.
These additional revelations make them significantly
different from other Christian churches. They are
conservative, sharing many beliefs with conservative
evangelical groups, and pride themselves on being “profamily.” They are discouraged from smoking, drinking
alcohol, drinking coffee or using drugs. They typically
do not date or marry non-Mormons. Mormons originally
believed in polygyny (multiple wives) but this practice
has disappeared from almost every modern Mormon
group.

042 Religion


Mennonites/Quakers/Amish: The Free Churches
(Mennonites and Amish) began in 16th century Europe as
a sort of “extreme Protestants.” They believed that there
should be no priesthood, autonomy for every group, that
believers should isolate themselves from mainstream
society and that believers should not enter any military.
Many groups eschew modern technology and do not
willingly allow themselves to be photographed or
videotaped. Shunning is a common punishment for law
breakers. The Amish have a practice called rumspringa
in which Amish teens are allowed to experiment with
other ways of life (the idea is to make sure that all adults
who stay in the community have made an informed
decision).

Like the Free Churches, the Society of Friends (or
Quakers) began as an ultra-protestant movement that
taught simple living and direct worship of god without
the need for priests, churches or rituals. Quakers were
pacifists and believed in the equality of all humans.
They were the first American group to protest for the
abolition of slavery and they played a major role in the
underground railroad.

These groups came to colonial America to escape
religious persecution and they settled into small
communities that didn’t change much over the next few
hundred years. In the 2040s, pollution and climactic
changes killed all their crops, causing many to starve and
die of malnutrition. The remaining members of these
groups were displaced after the Freedom Wars when the
new Gated Communities started buying up all the arable
land. Most moved to East coast inner cities where they
took up the lifestyle of well shut-ins. Traditionally these
groups did not take welfare or social security, but in
recent times they feel they have no choice and must take
public assistance to survive.
External Relations- For the most part, Christians
are a neutral force in the city, thought of as “normal
people.” Every city group has Christian members.
Christians with strong beliefs and practices that are
different from the city norm are typically lumped into a
category called “fundamentalists.” Many city residents
see fundamentalists as prudish meddlers. The Freaks
have made a hobby out of trying to shock and annoy
these Christian groups. Some Christian groups in the
city have found themselves in conflict with city groups:
the Bleeders (because the bible has a prohibition against
drinking blood), the Sexologists (because of their
insistence that god has a male and female aspect) and
the Dragons (for their nature worship). Some Christians
have decided that some of these groups are “cults” and
have been known to try to kidnap young people who join
them.
Practices and Prohibitions- Although there is a wide
variety of beliefs among Christians, a majority of
Christians believe in charity and prayer. Many prohibit
premarital sex, recreational drugs, abortion, the death
penalty and the worship of false idols (anything other

than God and Jesus; and sometimes the saints and the
Virgin Mary). Most Christians prohibit any magical
rituals (any form of ritual designed to effect the
world directly without the intervention of God). A
smaller number of Christians prohibit birth control,
homosexuality and blood transfusions. Many Christians
also believe that certain thoughts are sinful (including
thoughts which are lustful, hateful or greedy).

Islam

respect. However, Muslims believe that everyone, no
matter their religion, will be rewarded for good deeds
and punished for bad. Muslims are very tolerant of other
beliefs.
All city groups have Muslims as members, including
both gang and non-gang groups. Because of the
proscription against alcohol and drugs, groups like the
Needle Punks, Hummingbirds, Tea Drinkers and Goods
have fewer Muslim members. The Purists, on the other
hand, have several qualities that appeal to Muslims (they
keep themselves clean, do not use drugs, are less likely
to have premarital sex) and have attracted many Muslim
members. The Koran has a proscription against drinking
blood, which has caused many to believe that the
Bleeders are sinners. Few Muslims join the Bleeders and
those that attend the Islamic Center mosque (in Bleeder
territory) are often vary wary of dealing with Bleeders.

Beliefs in Brief- The word Islam means “to submit”
(and a Muslim is “one who submits”). Islam is the belief
that there is one god (Allah) who is perfect, unique and
indivisible. Absolutely nothing should be worshipped
other than Allah. Muslims believe that Allah sent
revelations to several prophets, including Jesus. The last
prophet was Muhammad, who was born in Arabia in 570
AD. The teachings of Mohammed are compiled in the
Koran. Like Jews and Christians, Muslims believe in Practices and Prohibitions
judgment and an afterlife, in angels and Satan, and in an
Greetings: A Muslim greets another Muslim by
eventual end to this world.
saying “Assalaam `alaikum” and the Muslim being
greeted should say, in return, “Wa `alaikum Assalaam”.
The State of Islam- Islam grew rapidly in the late
Fasting: During the month of Ramadan (which
20th century and first half of the 21st century. Around begin in early June in 2080), teen and adult Muslims
2030, Islam surpassed Christianity as the world’s largest must fast from sunrise to sunset. They usually prepare
religion. Its growth was only halted by the massive wonderful feasts to eat after sunset.
population decline of the 40s and 50s. There are now
Prayer: A Muslim should pray five times a day.
1.5 billion Muslims worldwide and 10 million in the US.
Prayer
is typically conducted on a blanket, facing Mecca.
More than 25,000 people in the city consider themselves
Prayer
is conducted at Dawn, Sunrise, Noon, Afternoon,
Muslim, although less than half that number attends
Sunset and Evening. Cheap electronic devices are
group services or meetings.
available ($10) which determine exactly when to pray

Sunni: This is the majority group of Muslims. and what direction to face.
They believe in the authority of a succession of
Dress: Muslims should wear humble clothing
elected Caliphs. The Caliph is head of the church and which doesn’t show off the sexual attributes of the
administrator of Islamic law.
wearer. Clothes should not be tight fitting or revealing

Shia: This is a minority group (making up only 15% for either gender. Many (but not all) Muslims believe
of Muslims). Instead of the Caliphs, the Shia follow Ali that a woman’s hair is a sexual characteristic that should
(Mohammed’s son-in-law) and his successors (Imams). be covered.
Orthodox Shia are oligarchists (believe that church
Diet: Muslims should not eat pork, should not eat
leaders should be the political leaders of Muslims).
any carnivorous animal, and should not eat any meat

Sufism: This is a school of Islam with both Sunni which has not been butchered according to the rules of
and Shia adherents. Sufism stresses asceticism, selfless the Koran (properly butchered food is known as Hallal).
love, esoteric truths and development of a “mystical” Since no fast food restaurants in the city are Hallal, strict
relationship with Allah. Some Sufis strive to become so Muslims are restricted to either vegetarian diet, food
pure that they reflect the attributes of Allah (some non- from Muslim owned restaurants or food from specialty
Sufis see this concept as sinfully arrogant). Much of Sufi food shops. Muslims should not drink alcohol or use
teaching is via paradoxical or humorous stories (much mind-altering drugs.
like the Koans of Zen Buddhism).
Cleaning: Muslims must stay clean and well
groomed, following guidelines given by the Koran.
External Relations- Since the Freedom Wars, Islam’s
Pilgrimage: If they can afford to, every Muslim
reputation in the US has changed for the better. Muslims
should
attempt to make a pilgrimage to the holy city of
are thought of as tolerant, peaceful, humble and
Mecca.
interested in protecting human rights. Muslims show
Charity: Muslims must give charity. Many city
respect for Christians and Jews, calling them “people
of the book” and believing they are heirs to earlier Muslims donate time or money to homeless shelters and
revelations of Allah. Non-monotheists are given less soup kitchens. Quite a few Volunteers are Muslim.

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Muslim Morality

Sex: Premarital and extramarital sex is prohibited.
Men are allowed to take on multiple wives if they can
support them. Divorce is permitted. Many Muslims
believe that homosexual sex is a sin.

Euthanasia/Abortion:
Muslims
generally
prohibit euthanasia, abortion, suicide and capital
punishment, saying that these are decisions for Allah to
make. To kill someone in war is not a sin, although a
good Muslim will seek a peaceful solution and will not
fight without a good reason.

Religious Freedom: The Koran states that religion
can not be compulsory. People must have religious
freedom and must come to Allah of their own free will.

Character: Muslims should always endeavor to
be of good character. This means being honest, chaste,
modest, well-read and hard working.
City Muslim Society

American vs. Foreign Born: The major division
in city Muslim society is between American-Born
Muslims, who grew up being a religious minority (or
converted later in life) and Foreign-Born Muslims, who
primarily grew up in countries where Muslims are in the
majority. The natives tend to dress more like everyone
else, to attend to their religious duties less strictly and to
make Islam a smaller part of their lives. Foreign-Born
Muslims tend to be immigrants. Like most immigrants
in the city, they are likely in the country illegally and
have come here from economically depressed countries
seeking opportunities. They are thus more likely to
be poor and have less formal education. Foreignborn Muslims tend to follow the prescriptions and
prohibitions of Islam more strictly and wear clothing
that is clearly Muslim. American-born Muslims
stereotype Foreign-born Muslims as being somewhat
backward, while Foreign-born Muslims sometimes
have trouble believing that American-born Muslims
are actually Muslim. Despite these differences, most
Muslims treat other Muslims as brothers and sisters.

Mosques: Most mosques in the city were built in
what were once black neighborhoods (before the city
became overwhelmingly multiracial). Most Mosques
are in the neighborhood of Harlem. The city’s largest
mosque, the Islamic Center of New York, is at 96th
street and 3rd avenue and is still in use by a small
congregation. The mosque is in Bleeder territory,
which has caused a few problems (see External
Relations, previous page). There are also a few Muslim
run soup-kitchens and homeless shelters centered
around the Bowery, where religious services are held.
The majority of Muslims in the city practice in private
homes or (among homeless Muslims) in vacant lots
and abandoned buildings designated as meeting places.
There is no ordained ministry in Islam. An “Imam” is
anyone in a community with the knowledge to teach
Islam and is often a community elder. There are no fulltime professional Imams in the city.

044 Religion

Judaism

External Relations- For the most part, Jews have been
part of American culture for so long that the fact that
someone is Jewish rarely comes up as any kind of issue.
Jews are used to being a minority and rarely show any
sort of intolerance. In the past they have had to work
hard to get tolerance, but today the only people intolerant
of Jews are tiny, backwards hate-groups and a few ultraconservative members of other religions. Jews are a part
of every city group, although there tend to be more Jews
in Indie groups (especially those with turf in the Upper
East and West sides).

Beliefs in Brief- Jews believe that God created the
universe and humanity, and that Abraham, patriarch of
the Jewish people, entered into a covenant with god in
2000 BC. A later patriarch, Moses, led the Jewish people
out of slavery in Egypt and received commandments
from god. Jews’ holy scriptures include several books,
including those which Christians call the Old Testament,
and books of commentary of Rabbis. Jews believe in the
eventual coming of a messiah and the resurrection of the
dead. Jews call themselves the chosen people of God, Practices and Prohibitions- Judaism has many of the
although many Jews believe that other peoples have same practices and prohibitions as Christianity (prayer,
no worship of other gods, no sex outside of marriage).
different, but equally valid, covenants with God.

Sabbath: From sunset on Friday to sunset on
Saturday
is a day of rest in which Jews are not permitted
The State of Judaism- At the beginning of this century,
to
work,
travel or trade. Orthodox Jews do not even
the US had the world’s highest population of Jews,
use electricity during the Sabbath. Many modern Jews
with Israel having the second highest population, and use computer programs to put their various appliances
only small groups scattered around Europe. Israel’s on timers so they don’t have to turn anything on or off.
population declined severely in the first part of this Some apartment buildings with a high Jewish population
century due to the use of biological and nuclear weapons even have elevators that open on every floor so that Jews
by Palestinians. During the chaos of the Freedom Wars, don’t have to hit a button to get home on the Sabbath.
the Israeli nation was nearly destroyed. Today, America
Bar/Bat Mitzvah: 13 year old boys and 12 year old
has 95% of the world’s Jews. Jews in the US have girls are considered adults in that they are responsible
resisted major increases and declines in the population, for observing all Jewish commandments. The Bar
their numbers staying relatively stable. The biggest Mitzvah (boys) or Bat Mitzvah (girls) is a coming of age
threat to Judaism has been intermarriage and loss of ceremony in which the boy or girl must memorize and
faith. Many people consider themselves Jewish because recite a passage from the Torah (a Jewish holy book),
Speech: Jews are prohibited from gossiping,
a parent was Jewish, and they may celebrate some Jewish
holidays, but they do not hold Jewish beliefs or observe disparaging others, insulting, lying or even offering false
compliments.
Jewish prohibitions.

Kosher: Jews have many laws related to food. They
Most practicing Jews today can be divided into three cannot eat pork, shellfish, rodents, reptiles, amphibians
or insects. Of the animals they can eat, the animal must
categories:
be slaughtered by a trained Jewish butcher who must kill

Reform: The largest group, is the most liberal and the animal with a quick, even slice across the throat, and
shares many beliefs and attitudes in common with liberal the meat must be completely drained of blood. Utensils
protestant Christian churches.
and dishes that touch meat cannot touch milk products.

Conservative: The second largest group, not quite Only wine and grape juice manufactured by Jews can be
drunk. Most pre-packaged foods which are Kosher have
as liberal.
a small U or K in a circle on the product.

Orthodox: The most conservative, most try to live
by a lifestyle that they believe the original Jews lived
by. They are often socially isolated and most choose not
to use some modern technologies. In some Orthodox
groups, men do not cut the hair on their temples.

Kabbalah is a system of Jewish mysticism. In recent
times its principles have been borrowed from Judaism
and fit into other religious or mystical systems (especially
by Christian, new age or occult groups). Only a small
percentage of Jews study this mystical tradition. The
basic idea behind this tradition is that God, being too
perfect to interact directly with humanity, created a series
of emanations and sub-emanations, known as Sefirot.
These Sefirot are mystical points of contact through
which god interacts with the universe and the universe
can interact back.


Holidays: There are several holidays when work
is not permitted or when there are additional food
restrictions. On Yom Kippur (which will occur on Sept.
23, 2080), Jews may not work, eat or drink. During
Passover (April 4-11, 2080) Jews can not eat any breadproduct except for plain, unleavened bread.
City Jewish Society- During the 19th and 20th centuries,
a large influx of Jewish immigrants came to the city
fleeing persecution and poverty in Germany and
central Europe. New York became the Jewish cultural
center of the US, with Jewish newspapers, theaters,
neighborhoods, hospitals and graveyards.
Jewish
immigrants originally settled on the Lower East Side,
but as the Jewish community became wealthy and the
Lower East Side became poorer, many moved to the
Upper West and East sides, to Washington Heights and
out of Manhattan (to Brooklyn, the Bronx, Queens and
Staten Island). Many Orthodox Jews immigrated to the

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city after WWII. Although many middle-class Jews have
left the city to go live in corporate living centers and gated
communities, the city still has the highest concentration of
Jews of any inner city in the US.
The city has many kosher delis, grocery stores and
restaurants. There are several active synagogues in the city
and one Jewish seminary. There are chapters of several
Jewish fraternal, self-help and charity organizations in the
city. The chair of the Human Services Corporation (see
p.330, main book) is a Rabbi.

Buddhism

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Beliefs in Brief- Buddhists believe that Gautama Buddha,
an Indian prince, achieved enlightenment in 528 BC.
In achieving enlightenment, he freed his mind from all
desires, gaining perfect knowledge and escaping from
the cycle of reincarnation that every being is trapped
in. Buddha taught that the universe is illusion, that the
universe only appears to us because of our desires, and
that desire causes suffering. Buddhists seek to improve
their karma (do good things to gain luck in this life and a
more favorable rebirth) and remove their attachments to
desire so they can someday achieve enlightenment.
The State of Buddhism- The growth of Islam has
knocked Buddhism out of the majority in many Asian
nations. Japan and Thailand are the only nations left
with a majority Buddhist population. However, there
are still Buddhist churches in every major city in the
world. Many of the ideas and techniques of Buddhism
have found their way into modern science, psychotherapy,
ethics, philosophy and folk-wisdom. It is not uncommon
to hear people on the street talking about “karma” or
“attachments” with no idea that these concepts originally
came from Buddhism.
Buddhism has four major divisions:

Theravada: This type of Buddhism is found most
commonly in Southern parts of Asia, including Thailand.
It is the more “orthodox” branch, putting greater emphasis
on ascetic monasticism. The Theravadans believe Buddha
was a perfect teacher, but do not believe he was divine
or of cosmic origin. Many young Theravadans take
temporary vows of monasticism. Theravadans practice
“mindfulness meditation” which involves being passively
aware of one’s thoughts and sensations.

Mahayana: Found in Northern Asia (including
Japan), Mahayana means “larger vehicle.” Mahayanas
believe that their form of Buddhism is accessible by
more people (and thus is a “larger vehicle” with room
for “more passengers”). Mahayana holds a wider variety
of teachings and scriptures as valid. While Theravada
Buddhist practice is relatively uniform, Mahayana
Buddhists believe there are many different ways to
achieve enlightenment and different groups specialize in
each way. Mahayana focuses on the Bodhisattva Vow (a
vow to achieve enlightenment in order to help all beings).
Mahayana Buddhists believe in multiple Buddhas, some
cosmic in origin and some occurring before or after the
current age of humans.

046 Religion


Vajrayana: This is an offshoot of Mahayana
Buddhism that developed in Tibet and neighboring
areas. Isolated from other Buddhist countries, Vajrayana
developed its own unique set of rituals. The most
significant belief of Vajrayana is in Tantras, hidden or
secret rituals which provide shortcuts to enlightenment.
Because the Tantras are difficult to understand or can be
dangerous to those not ready for them, Lamas (tantric
teachers) are necessary to initiate students into the
Tantras. Vajrayana Buddhism was not growing quickly
until the Chinese invaded Tibet in 1950. Many Tibetans
fled Tibet, moving all over the world where they brought
their religious teachings. Vajrayana Buddhism enjoyed a
rapid growth from 1960 to 2020.

Techno-Buddhists: In 2070, a conference was
held in Osaka Japan, with delegates of all the major
Buddhist churches, to discuss the question: can new
technologies help people achieve enlightenment? VR,
mental programming, psychic technology and even
genetic manipulation were discussed. Rather than
settle the question, the conference created rifts in many
Buddhist churches. The older leaders mostly agreed that
technology might be able to help but at this point was too
dangerous to be used. Many small offshoot sects were
created by those who felt that Buddhists should make it
a priority to find ways to incorporate new technologies
into the quest for enlightenment.
External Relations- Buddhists have a reputation for
being compassionate, calm and non-violent. Many
Immortals who inherited their memories from devout
Buddhist Karl Chambers become Buddhist. TechnoBuddhists in the city are very interested (and often
directly involved in) the work of the Animalists, Math
Addicts and Omniscients. Young Buddhist Omniscients
helped develop the meditation exercises that let
Omniscients take full advantage of their new senses.
Practices and Prohibitions- Buddhists are taught to
avoid harmful or dishonest actions or speech (violence,
theft, lying, greediness, hurting people’s feelings).
Buddhists should avoid alcohol and drugs that cloud
the mind. As important as the behavioral prohibitions,
Buddhists should avoid anger, fear, greed and lust.
Meditation is used to become aware of these harmful
emotions at work in one’s subconscious. Buddhists
recognize that no rule is absolute and sometimes it can
be okay to break a prohibition if a greater good results.
Most Buddhists break at least one prohibition, whether
it’s drinking sake, eating meat, or telling occasional lies.
City Buddhist Society- There are a few small
Buddhist churches in the city in the Upper East Side
and Downtown. These churches serve small Thai,
Japanese and Vietnamese communities and have
bilingual services. There is a small Mahayana Buddhist
seminary operating in Sexologist territory that attracts
a culturally diverse crowd. Of the Buddhists who do
not belong to a strongly-Buddhist ethnic group, many
are “hobbyists” who may keep a shrine in their home,
meditate occasionally and read Buddhist books, but are
seldom involved in any organized Buddhist practice.

Hinduism
Hinduism is a major religion in India (one of the world’s
most populous countries) and is a large minority in
surrounding nations. Hinduism is not typically a
proselytizing faith, so most Hindus in the US are Indian
immigrants. In the 2020s, America went through a
Bollywood phase, a fascination with Indian culture. A
small number of non-Indian Americans converted to
Hinduism, but these numbers are dwarfed by the number
of Indian Hindus in the US.
Hindus have a number of holy books, including the Vedas
(transcriptions of ancient oral texts from 1500BC). Most
Hindus believe there is one god (Brahma) but that there
are thousands of lesser deities which are manifestations
or emanations of Brahma. Hindus believe that the soul
reincarnates into various beings. Good deeds performed
in this life will mean a better incarnation in the next and
eventually a unification with Brahma (enlightenment).
Most Hindus believe that the penultimate god for their
devotions is either Vishnu (a preserver and hero god who
travels to earth whenever creation is threatened) or Shiva
(a god of destruction and transformation). Hindus also
see themselves as on one of two paths: the worldly path
(where the primary goals are righteous action, material
success and enjoyment of life) and the ascetic path
(where the primary goal is enlightenment).
Hindus often practice many forms of meditation, of
which Yoga is the most common. They commonly have
small shrines to various gods in their homes and places
of business and they give offerings and say prayers to
them.
Worldwide interest in Hinduism boomed in 2076. This
was the year the Soma spoken of in the Vedas was
discovered by science and found to have a powerful propsychic effect. Many people all over the world started
experimenting with Soma and many experimented with
Hindu rituals and meditation to go with it. In the city, out
of 650 Tea Drinkers, there are about 100 Hindus (about
half of whom were born into Hindu families, half of
whom converted to Hinduism after they started drinking
Soma) and many more who have some interest in Hindu
beliefs even if they don’t consider themselves Hindus.

Neo-Aboriginal
In the first few decades of this century, aboriginal groups
around the world used new technologies to create and
distribute their media (movies, music, newspapers, TV
programs, etc.) to try to fight the loss of their culture
and beliefs to mass-media and popular culture. The
internet let aboriginal groups share their expressions
of what it was like to be aboriginal. Aboriginal groups
around the world found that they had much in common,
in experience if not in literal beliefs, and they began
cooperating for the preservation of their cultures. One

of the most important groups in this movement was
Native Americans from the US. Native Americans had
used their limited legal autonomy to start successful
businesses (mostly casinos) and pulled themselves out
of the abject poverty that characterized most aboriginal
peoples. The Native Americans were able to bankroll
many of the advances of the new aboriginal-peoples’
movement. During the Freedom Wars, many Native
American groups raised their own armies to help the US
Army. In exchange for their help, the US government
promised that after the war the native Americans would
be given large land grants and increased autonomy. After
the war a semi-autonomous nation was established in the
American Southwest. One of the nation’s aims was to
create a global society based on a variety of cultures and
beliefs, not on forced acculturation to western culture.
The Native American nation helped inspire the new
utopianist movement. Many utopianist communes,
neocultural communities, gated communities and even a
few corporations were founded based on native beliefs.
Today, native religious beliefs are the worlds’ fastest
growing religious group. Beliefs from Native American
cultural groups are most common in the US, but it is not
uncommon to find city dwellers of every ethnicity who
practice the native religions of cultures from around the
globe.

Sikhism
The Sikh faith has its origins in both Hinduism and Islam,
with many new features. Most Sikhs are immigrants
from India and Pakistan. Like Hindus, they believe in
reincarnation. Like the Muslims, they believe in one
god and that no idols or images should be worshipped.
The purpose of Sikh practice is to establish a loving
relationship with god. Sikhs rejected the Indian caste
system, believing that all people were equal. Today,
many Sikhs sit on the floor while eating so that everyone
will be at an equal level. Many Sikhs follow a strict dress
code: uncut hair (often hidden beneath a turban), a comb,
short pants, a metal bracelet and a ceremonial dagger.
Sikhs have suffered periods of persecution by both
Hindus and Muslims. They believe in defending their
religion and defending the weak against tyranny. The
dagger worn by Sikhs is a symbol of their willingness
to fight to defend themselves and others. Historically,
Sikhs are known as brave warriors.

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Baha’i
Baha’i was created in Persia in 1844. Baha’i recognizes
as prophets, among others, Moses, Krishna, Buddha,
Jesus and Mohammed. Baha’i worshippers have been
persecuted in many Muslim countries. They believe
in the unification of religions and nations, an end to all
prejudices and equal rights and resources for all humans.
Although they are small compared to other world
religions, they have small communities of worshippers
in nearly every country on Earth.

Religion 047

Wicca
In 1949, Gerald Gardener, a British civil servant, wrote
a book which he claimed told of his experiences in a
modern coven of witches. The witches, he claimed,
were secret heirs to a magical and religious tradition
that stretched back to the ancient Celts. Most Wiccans
believe in a single creative god, a male and female force,
and many gods (including many from Greek and Irish
mythology). Many of the rituals of Wicca are magical
in nature: meant to have an effect on the physical
world. Wiccans revere nature. The religion has few
prohibitions, except a general prohibition against actions
that hurt themselves or others. Wicca grew most quickly
from the 1960s to the 2030s, mostly among young people
who saw it as an alternative to Christianity. As the power
of Christianity as a force in America weakened, so did
the growth of Wicca. Most Wiccans in the city meet via
the internet and practice in their homes. There are no
Wiccan churches, but there is one store in Midtown that
sells implements used in Wiccan rituals. Although they
claim no relationship to Wicca, many of the Sexologists’
beliefs (the male and female aspects of the creator, the
spiritual potential of sex) have been influenced by Wicca.
Many Wiccans in the city find themselves attracted to the
Sexologists and of the approximately 1000 Sexologists,
about 50 (5%) consider themselves Wiccans.

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Jainism is a religion that takes elements from both
Hinduism and Buddhism. Like Hindus and Buddhists
they believe in karma, reincarnation and escape from the
cycle of reincarnation through asceticism. Jains avoid
killing any living things, they do not lie, do not steal, are
monogamous and live simple, ascetic lives. They will
only eat that which they can eat without killing a living
thing (seeds, fruits, milk, etc.). Jains are completely nonviolent, preferring to be killed than to kill in self-defense.
Many Jains wear masks over their mouths (so they do
not inhale and kill small insects) and sweep the ground
in front of them (so they do not step on small insects).
Some Jains take asceticism and renunciation of worldly
things to the point that they reject even clothes.

Shinto is the aboriginal religion of Japan. For much of
Japan’s history it maintained a peaceful co-existence with
Buddhism (many Japanese considered themselves both
Buddhist and Shinto). It has been slowly declining as a
major religion, but it still has many adherents, especially
among recent Japanese immigrants. Shintoists worship
Kami (gods, nature spirits and ghosts of historical figures).
Shinto emphasizes honoring tradition, ancestors, nature
and the Kami, as well as keeping physically clean.

Other


African Syncretisms: These religions were
established in new world countries where African
slaves merged their traditional religions with Roman
Catholicism. There are several kinds: Vodoun (Haiti),

048 Religion

Camdomble (Brazil) and Santeria (Cuba) though they
are all very similar in beliefs and practices. Members of
these religions worship a number of African gods (often
represented by Christian saints) as well as ancestor
spirits. They believe in possession, magic and animal
sacrifice.

Falun Gong: This cross between an exercise
system and a religion (based on many Buddhist and
Taoist principles) became popular in China in the 1990s.
It was outlawed by the Chinese government in 1999. It
enjoyed brief popularity outside China in the first few
decades of this century. Since China has shut itself off
from the world, only rumors have gotten out about Falun
Gong. The rumors are that Falun Gong practitioners
continue to be persecuted and have fled to the mountains
to fight guerilla warfare against the Chinese.

Hare Krishna: Despite early accusations that
they were a cult, the Krishna Consciousness church has
matured in the last 120 years into a respected and popular
religion. The Hare Krishnas have taken their beliefs from
Hindu, but they believe that Krishna (who the Hindus
believe is just an incarnation of Vishnu) is the supreme
god. They were a minority group in India who came to
the US in the 1960s. Hare Krishnas do not drink, smoke
or gamble, do not eat meat, and chant and sing the names
of God. Monks live in a temple and shave almost all of
their heads.

Rastafarianism: This religion was created in
Jamaica and popularized by Reggae musicians. This
religion believes in Ethiopia as the holy land of the
African people, in avoiding specific food and words,
in Ethiopian emperor Haile Selassie as a messiah, in
the bible having been edited and corrupted by the white
patriarchy, in not cutting one’s hair and in the use of
marijuana in religious meditation.

Deism: This is a philosophy that God exists but
that God has no church, prophets, chosen people or holy
books. Basically, Deism is a rejection of every part of
religion except for a personal belief in God. Many of the
founders of the US were Deists. Deism has been a stable
minority of the US population, with many intellectuals
and scientists identifying themselves as Deists.

Religious Help For Psychological Problems
If PCs with psychological problems seek help via
a religious path, the GM can provide them with the
following:
Good Therapy: Some religious professionals are
quite skilled therapists, even if they have never had
official training in therapy. The right clergy member can
give the same benefits as a therapist (p.111).
Self-Worth: If a PC does come to believe that he or
she is beloved by some higher being, this can be a boost
to self-worth. A religious conversion allows the PC to
change several self-worth gain and loss conditions.
Self-Improvement: PCs who take on any of the
religious disciplines (p.116), even for a little while, have a
chance for self improvement. The Religious Ascetic and
Mystic disciplines allow the PC to increase WIL for less
XP cost, and high WIL can be a great asset for battling
mental illness.

Kim Tate

(Brilliant and Reclusive Sense-Clip Artist)
Level 2 Artist
Attributes- AWR 20, AGY 13, CHM 2, END 7, INL 14, SPD 11, STH 5, WIL 14,
BLD 4, BDY 2, INCY 3.
Appearance- Mostly African; thin; pockmarked face; hair in long dread-locks; no
makeup, tattoos or piercings; a necklace of red, green and brown beads; a simple
dress made from undyed cotton. When she is out in the city, Kim walks around with
a look on her face like she is hurrying to something very important and cannot be
interrupted.
Social Status- Kim is one of the most talked about artists in the world. She is
considered the current master of the new art of “sense clip montages” or “clipping.”
She is completely mysterious – the art world knows nothing about her and major art
sites would pay thousands just for a picture of her.
History- Kim grew up in Kingston, Jamaica. When she was 18 she joined a
corporation. Because of her keen eye and good aesthetic sense, she was put on
the “capture” team for a VR entertainment division within the corporation. She
was outfitted with a jack, a sense recorder mental program and a data recording
device. Her job was to travel around the world and capture sensations for use in
VR programs. She was transferred to a New York office and put in charge of a
project to capture the sensations needed to build a race of evil trees for a major VR
fantasy world. She worked on the project for more than a year before she had to
quit the corporation. She felt that spending all this time focusing on what is evil in
the world was damaging her. She moved to the city and she joined a small group
of conservative Rastafarians. She got on welfare and in her spare time she started
recording little clips of sensations from city life and putting them together into short
art pieces. She tried to sell some of these clips and found out that others had been
doing what she was doing and that it was a whole art-form. Her clips sold well, but
she didn’t like dealing with customers, so she got a manager. With the help of her
manager, her popularity skyrocketed. Kim refused to show up at art shows, so her
manager hired an actress to impersonate her. This dishonesty was quickly discovered
by the art press, and it only increased the public’s curiosity about Kim. So far, she
has been able to avoid the press.
Personality- Kim is very shy. She lives alone and her only real friends are the members
of her Rastafarian group. She adheres strictly to the practices of Rastafarianism: she
never cuts her hair, she says ‘I and I’ rather than we, she eats vegetarian food with no
spices or preservatives, she does not use drugs or alcohol. Of the money she makes
from her art, she keeps only enough for rent and food and she gives the rest away to
charity. Once a week she meets with her group for a “reasoning” where everyone
smokes marijuana and discusses God. Kim does not smoke marijuana at any time
other than at these gatherings. Kim is manic-depressive. When she is depressed she
stays in her apartment and only leaves for food and reasonings. When she is manic,
she stays up several nights working on her latest sense-clip project. When Kim is
high on marijuana or when she is sleep-deprived, she begins to believe that the evil
tree she had worked on has somehow become ‘real’ in a mystical sense. She feels
that her soul is in danger from this tree and that she has done a terrible thing by
bringing it into existence. The only way she thinks she can alleviate the damage is
by bringing some “goodness” into the world by creating art.
Methods- When working on her art, Kim explores the city. She keeps to herself and
doesn’t stop to talk to people. If anyone does or says anything suspicious, she runs
away. She looks for scenes that seem to have some sort of hidden beauty to her. She
explores a lot of abandoned and burned-out buildings. Sometimes she goes up on to
rooftops, though she has managed to avoid being caught by Roofers so far. Those
that see her often think she is crazy because she is doing something odd: running her
hands up and down a bathroom wall, lying face down on the charcoal of a burnedout building, leaping across potholes, sniffing the asphalt in the middle of a street,
etc. Kim edits the clips together with an old computer and sends them off to her
manager.
Typical Attack- If backed into a corner, Kim will try to scratch at the faces of her
enemies, an extended pain/stun attack at INL (14) + AGY (13) +5 (extended) + 1d20
vs. 25 (or 1d20 +7 vs. 0). If successful, she will push past the enemies and escape
while they are stunned.

Orthodox Shut-Ins
Many orthodox or conservative
religious groups were unable
to migrate to the new gated
communities and were forced
into the city. Some of the shutin communities in the city are
orthodox Jews, Mennonites,
Amish, Fundamentalist Christians and Fundamentalist Muslim
groups.
These are groups that often
eschew a lot of modern
technology and participation
in modern society. They have
strict rules of dress and conduct
that govern all aspects of
daily life. Community elders
often have a lot of power over
younger people, from assigning
punishments to rule-breakers to
arranging marriages.
Typically, contact with the city
at large is kept to a minimum,
because the city is seen as full of
corrupting influences. Children
are home-schooled. Only adults
leave their homes and then it is
only to go to work.
Young people in these groups
are often curious about the city
around them. Like the children
of other shut-ins, many sneak out
of their homes. Many decide to
leave their homes and become
members of the city’s street
society. Young people who leave
their communities are usually
ostracized by their families.
In a worst case scenario, the
community may try to kidnap
or attack young people trying to
leave the communities.

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These groups do not qualify
as cults, although some come
close. They typically lack the
deification of the leader that most
cults have. These groups can
easily become cults, however,
if the wrong person comes to
power in them.

Religion 049

Cult Families

Cults
In Brief- 4,000 cultists. Pretend to be anything to
trick people into joining. Use detachment from
reality and emotional confessions to keep people
weak and dependent. Some large cults, but majority
are in tiny cults (including cult-like families). Cult
deprogrammers can be helpful or can be dangerous
brainwashers.

Cult Population

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800 Lumens
300 Dying Embers
250 Quoters
200 Enemies of Hoth
150 Trainers
2300 In Miscl. Small Cults

At any given time, about 4,000 people in the city are
involved in a cult. The average cult member is in a small
cult. There are about 300 small cults in the city with
only 7 members on average. These cults have an average
lifespan of about 5 years. They most commonly break
up when members become disillusioned, but about 1 in
100 end in violence or suicide. Cult activity in the city is
at its highest level since 2047 (when growing ecological,
economic and social problems led to a number of a
doomsday cults).
The problem every cult faces is that people are very
wary of cults. If someone recognizes something as a
cult, they will not join. The challenge, then, for cults
is to appear as something other than a cult. Cults have
become adept at disguising themselves as something
else: weight loss programs, drug abuse counseling,
therapy, bible study groups, meditation groups, training
seminars, private schools, boarding houses and political
groups. Some groups are so good at hiding their true
natures that they have received government funding to
bring their teachings into schools, prisons, universities
and boardrooms.
If these groups stood for what they claimed to stand
for, and could do for members what they claimed to,
they would be admirable groups. In the end, however,
whatever the cult claims to be at first, it always ends up
being the same story: isolation from the outside world,
severing of ties, constant exposure to the teachings of
the leader, fear and hatred of outsiders, adoration of the
leader, self-censure of thoughts critical of the leader, and
working for or giving money to the cult.
Beliefs do not make a cult. For every belief professed
by a cult, there are religious organizations that profess
the same beliefs that do not use cult-tactics. The only
real difference in belief is that the cults believe that their
leader is a major actor in the religious cosmology of the
cult.

050 Religion

In Brief- Many families operate like cults.
Some families have most of the characteristics of cults.
One member of the family has intense psychological
control over others in the family. The family is often used
as a moneymaking enterprise, with most of the money
going to benefit the leader while the rest of the family
goes deprived. The family is increased by encouraging
young daughters to get pregnant, by bringing spouses
into the household and by adopting children. Just like
cults, family members may be threatened if they try to
leave and the cult leader can react with violence to any
perceived loss of power.

Dissociation
In Brief- Cult members taught not to care about the
real world.
A major weapon in the arsenal of cults is dissociation.
Students are taught to cultivate a feeling of dissociation,
usually through meditation. Cultists are taught to feel a
numb distance from their bodies and their lives so that
they don’t really care what happens to them. Being
taken care of and told what to do 24-hours a day helps
keep cultists in this state. The cultists are taught that this
dissociated state is “holy” or the “path to enlightenment.”
Like the drug Escape, which causes similar feelings
of emotional numbness, this dissociation can be very
addicting. In order to retake control of their own lives,
cultists must overcome this feeling of dissociation, but
doing so exposes them to terrible feelings that have been
festering within them. Even after they leave the cult,
many ex-cultists report being plagued by feelings of
“spaceyness” and disorientation, especially when they
are under some sort of stress.

Emotional Breakthroughs
In Brief- Breakthroughs with no time to process them
keep cult members weak.
Another powerful psychological tool of cultists is the
“emotional breakthrough.” Cult members are put into
situations which disorient them and break down their
defenses, then they are prompted to publicly admit to
their own personal traumas, weaknesses and sins. Most
cult members bring up issues that they have been unable
to deal with in their regular lives. In a therapeutic
environment, these breakthroughs would be a great sign
and allow the patient to achieve new levels of health and
happiness, but a cult is not a therapeutic environment.
The cultists are not given the time and freedom to deal
with their emotional breakthroughs constructively and
learn to live without these emotional crutches. In the
cults the pain and weakness that has surfaced is channeled
into dissociation, obsession and obedience. The cultists
are essentially trading one mental problem for another,
which makes them more dependent on the cult. All
the while, they are told that they are progressing, both
spiritually and psychologically.

Psychological Profile of a Cult Leader
Cult leaders are egotistical, narcissistic, megalomaniacal
and charming. They are so intensely convinced of their
own superiority that they convince others to worship
them. They care little about the suffering of others.
They put themselves in the center of the universe or
of history, seeing themselves as the chosen of a god or
gods.
Beneath all their self-confidence, they actually feel
worthless, unloved, insignificant and hopeless. They
are desperate to hide these feelings from themselves
and others. This desperation sometimes shows through:
they have terrible tempers, they are paranoid, they lie
habitually (even when they don’t need to), they are
often hypochondriacs who fear that they have terminal
illnesses. Worst of all, they are addicted to unwavering
love from their followers. They find themselves unable
to believe that they are really loved, so they come up
with more and more extreme tests of their followers’
devotion. They tell followers that to prove their love
requires complete surrender of everything they are.
Most have sex with their followers, sometimes engaging
in rape or pedophilia.
Cult leaders typically have a history of poor self-control.
Many spent time as professional criminals, especially as
con artists. Many started artistic careers and were sure
they were geniuses but everyone else thought they were
untalented hacks. They usually have little creativity
and the beliefs of their religions are almost universally
plagiarized.

people that the ecstasy they experienced when exposed
to bright lights was contact with God. He borrowed
ecstatic chanting from other religious groups and added
this to his practice. His students gave him a lot of money
which he was able to invest in high-tech lights and a
“temple” (an old loft he rented). He asked his followers
to give up their lives and move into the temple. He
started to refer to himself not just as a religious teacher,
but as a messenger chosen by God. He denigrated other
religious paths as the work of the greedy, power hungry
and ignorant.
Adriel’s new church, which he called the Church of the
Infinite Light, grew so quickly that he could no longer
induct every new member personally. Instead, he chose
several of the most trusted members and trained them to
recruit and brainwash new members. He also worked to
further isolate members of his church from the outside
world. He taught that everyone not in the church was
“cursed by darkness” and that contact with outsiders
was physically and spiritually dangerous. Whenever
members of his church were attacked by muggers,
addicts, pushers or crazies, he used these incidents as
proof of the dangerousness of the dark city. In 2075 the
church grew too big for the loft. He led his members to
take over the Cloisters, an abandoned museum in upper
Manhattan. They killed or inducted everyone who had
been living there. The Cloisters was a perfect place
for his church: it was remote, easy to defend and had a
religious feel to it.

In the years after the take-over, Adriel incorporated
many features of the growing street gangs into his cult.
The most important innovation was a heavy emphasis
on revenge. He convinced the members of his cult that
if they died in battle they would achieve total union
Lumens
with God. They fought fearlessly and learned to use
their comfort around very bright lights to help them win
Origin
battles. The Lumens took on first the Drug Lords, then
In Brief- Light therapy as a lure for depressed street the Skin Borgs, two of the mightiest military forces in
girls, grew into a huge cult, borrowed techniques from the city. After those victories, people began to take the
gangs.
Lumens very seriously, treating them with the respect
usually reserved for members of powerful street gangs.
The Lumens began in 2070 with a group of young people
who had gathered around Adriel Theophania. Adriel Social Structure
claimed at first to be a therapist. He used very bright
full-spectrum lights and his own hypnotic voice, to bring In Brief- Adriel has 25 Archons (lieutenants) who
people to states of ecstasy. His “patients” were young brainwash new members and keep control of lower
people who had little access to sunlight (because of members (penitents and higher penitents).
spending much time indoors, being out mostly at night,
the tendency of the city’s tall buildings to block out the Ordinary Lumens are called Penitents. They live a
sun and the pollution-eating bacteria cloud that often simple and repetitive life: doing chores around the
forms above the city). These patients mostly suffered Cloisters, going out to recruit, and attending hourfrom a mild form of Seasonal Affective Disorder, a long chanting sessions. Those who prove their faith,
depression that typically effects people during the winter particularly in battle, are called Higher Penitents. They
months. Although the benefits of his light treatment are given electroluminescent bracelets as a sign of their
were no better than a $15 antidepressant pill could do, he status. The Higher Penitents get slightly larger servings
used his considerable charm to convince his patients that of food, are afforded more respect by the Penitents, and
they were undergoing a miraculous transformation. As are expected to report if any Penitent seems to be having
he gained more influence over the thoughts and opinions a crisis of faith. There are about 700 Penitents and about
of his patients, he started referring to himself not as a 75 Higher Penitents.
therapist but as a religious teacher. He started teaching

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Archons are the names of the special lieutenants
selected by Adriel. There are about 25 Archons.
The Archons are served the best meals, get their
own sleeping quarters and can select Penitents to
sleep with them (the Penitents aren’t required to have
sex with the Archons, but they almost always do).
Archons have a number of duties: they lead prayer
groups, they take charge of brainwashing, they
punish Penitents for any rule breaking, and they act
as generals when the Lumens go to war. Archons all
report directly to Adriel.

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Since the Archons have the most power, Adriel is more
concerned about their loyalty than he is about other
members of the cult. Adriel is always inventing new
ways to test their loyalty. He often asks them to give
their lovers to him, to cut or mutilate themselves, or to
play dangerous “trust games” with him. Adriel doesn’t
call these tests of loyalty; he calls them “advanced
spiritual exercises.” Two Archons have been declared
traitors by Adriel and executed because they showed
reluctance during the “spiritual exercises.”
The Cloisters
In Brief- Large, castle-like building, in a hilly area,
with nobody around, with beautiful carvings and
stained glass and a religious feel.
The Cloisters were built in 1914 out of parts of
several medieval monasteries shipped over from
Europe. The Cloisters are in the hilly area in the
Northwest corner of the city, in what was once
Fort Tyron park, overlooking the Harlem River.
The Cloisters are several blocks from the nearest
populated area. Only a few homeless people live in
the area, in small shelters, and they are careful to hide
from Lumen recruiters.
The Cloisters look much like a small castle, with high
stone walls and a tower. Inside the Cloisters are huge
stone rooms, including vaulted hallways, arcades
(roofed passageways), apses (vaulted recesses), and a
large interior courtyard with a garden. The Cloisters
has an entire level which is mostly underground.
Most of the medieval art that the Cloisters once
hosted has been taken away, though there are still
some beautiful carvings on doorways and columns
and a few stained-glass windows have survived the
years with only a few cracks.
Most of the Lumens live communally in the large
rooms that once held works of art. A Romanesque
chapel is used for services: hundreds of Lumens sit
on the floor on small cushions, chanting and singing
at the direction of an Archon. At the head of the
room is a set of three ultra-bright full-spectrum LED
panels. One by one, members are allowed to walk
up, give a profession of faith, and the Archon leading
the service lets them kneel before the panels.

052 Religion

Smaller rooms are used for storing and preparing food.
In winter, fires are burned for warmth, with the smoke
exiting the high windows. Food is grown in the courtyard
garden. Adriel Theophania lives in a room in the tower,
and Lumens are posted at the top of the tower as lookouts
24 hours a day. In the underground rooms there are cells
where members are locked in if they break rules or try
to leave. These rooms have bright lights bolted to the
walls, behind shatter-proof plastic. With the bright lights
on all day and someone outside the door lecturing them
at all hours, people in these cells can’t sleep, become
exhausted and weak and give in to whatever they are told
to do or believe. Many of the Archons also have private
rooms in the lower level.
All entrances to the Cloisters except one have been
barricaded. The remaining entrance is guarded at
all times and has a heavy wooden door which can be
bolted.

Smaller rooms are used for storing and preparing food.
In winter, fires are burned for warmth. The smoke exits
the high windows. Food is grown in the courtyard
garden. Adriel Theophania lives in a room in the tower,
and Lumens are posted as lookouts at the top of the tower
24 hours a day. Members are locked in underground
rooms if they break rules or try to leave. These rooms
have bright lights bolted to the walls behind shatter-proof
plastic. The lights are kept on all day, and someone sits
outside the cells lecturing the prisoners until, exhausted,
the prisoners give into whatever they are told to do or
believe. Many of the Archons have private rooms in the
lower level.
All entrances to the Cloisters except one have been
barricaded. The remaining entrance is guarded at
all times and has a heavy wooden door which can be
bolted.

Typical Lumen Team
Makeup- Five adult male and female cultists.
Appearance- The Lumens wear humble, thrift store
clothing. They wear no makeup or jewelry. They are
not visibly armed but carry canvas backpacks.
Attributes- All attributes are approximately average
(10) except one person on the team (the recruiter) has
15 CHM.
Motivations- Lumens believe that they have become
closer to god and that it is their duty, as those who have
been given the gift of enlightenment, to bring this gift
to others. They see others in the city as blind, unable to
make their own decisions. They prefer to take people
willingly, but they find nothing wrong with bringing in
or keeping recruits by force. Lumens are often seeking
revenge for crimes committed against the Lumens on
the orders of Adriel Theophania, who they think is god’s
emissary on earth.
Methods- When recruiting, the Lumens go from one
person to the next until they find someone weak or
ignorant enough to be talked into going with them.
When seeking revenge, one Lumen shines a very bright
light on the enemies and the others attack while the
opponents are blinded.
Special Powers- Because they spend so much time
exposed to very bright lights during church services,
Lumens have a partial immunity to being blinded by
bright lights (penalties cut in half). Yet they are at -7
in normal or dim lights. Their brainwashing gives them
+10 to saves vs. fear and +10 to simultaneous actions.
Special Equipment- One Lumen holds a Portable
Floodlight (see p.137) which partially blinds anyone
in close proximity to the light (-7 to actions/reactions)
and fully blinds anyone who is directly facing the light
(-15). Two lumens have metal pipes (3 blunt damage)
and two have knives (2 bladed damage).
Typical Attack- While the opponent is blinded, the
Lumens rush at the opponent. Once in range, they make
normal strikes and simultaneous strikes at 1d20 vs. 13.

Adriel Theophania
(Leader of the Lumens)
Attributes- AGY 8, AWR 13, CHM 18, END 12, INL 10,
SPD 9, STH 12, WIL 16, BLD 4, BDY 4, INCY 4
Appearance- Mostly caucasian, forties, deeply tanned,
shiny skin, crew-cut white hair, bleached-white smile,
wearing a robe made of pure-white cloth. Uses a clearplastic walking stick that glows with a soft yellow light.
Social Status- Adriel is the founder and current leader
of the Lumens, the city’s biggest and most dangerous
cult. His followers believe that he is a messenger from
god and that he is mankind’s only salvation. They
would all die for him.
History- Adriel was born Philip Bowen. He grew up in
the city to undependable, alcoholic parents. As a teen he
was a small-time criminal, dealing drugs and burglarizing
apartments. As a young adult he set up a greenhouse,
hoping to grow and sell marijuana. He found that the
full-spectrum lights made him feel better and he started
bringing underage street girls to his apartment claiming
the lights were therapy. Adriel enjoyed the feeling of
power when he convinced the girls he was a therapist.
He soon gathered a group of students and formed a
religion. He began to tell members that he was in direct
communication with god. His cult continued to grow in
power and in the fear it invoked in the city.
Personality- Adriel is intense, charming, reckless. He
is a hedonist who enjoys food and sex, but what he
enjoys most is being worshiped and having control over
people’s minds. He is like a jealous lover, but he wants
all 800 Lumens to love him exclusively. He would
rather have one of his people die than love, worship or
trust someone else. After all his years of claiming to be
a conduit to god, he has begun to believe it himself. He
still doesn’t feel invulnerable though. In fact, he feels
quite paranoid and is often afraid that one of his own
will try to kill him.
Methods- Although others do the most of the recruiting,
indoctrination and policing of cult members, Adriel
makes it a point to make an impact on every member
of the cult. He introduces cult members to their highest
level of light-stimulation. He is the final say in any
punishment or promotion and he leads the call to holy
war.
Special Powers- Because he is exposed to so many
bright lights, any penalty from bright lights is reduced
by half. He takes a -7 penalty in normal or dim light.
Special Equipment- Walking stick filled with electroluminescent material. When turned to maximum
illumination, it is so bright it gives -7 to all actions and
reactions to anyone within 5 ft. The stick can be used as
a 2 blunt damage weapon at range 1-2.
Typical Attack- Adriel cranks his walking stick to full
illumination. He takes a -3 penalty to all actions and
reactions while non-lumens take a -7 penalty. He makes
a strike at STH (12) + AGY (8) -3 (brightness penalty)
+1d20 vs. 25 (or 1d20 vs. 7). As a reaction he parries at
STH (12) + AGY (8) -3 (brightness penalty) +1d20 vs.
25 (or 1d20 vs. 7).

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Dying Embers

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Quoters

In Brief- Japanese cult, thinks they’re the last true
Buddhists and will be reincarnated in a future age of
Buddhism.

In Brief- Homeless scroungers, live communally, most
can’t speak unless quoting scripture, believe aliens will
take them away before Earth is destroyed.

This is an international cult, known by many names,
with churches around the world. The head of the cult
is in Osaka, Japan (a hotbed of new religions). The
leader, Venerable Reverend Hitoshi Shunzo claims to
be in psychic contact with Maitraya, the Buddha of
the future. Buddhist doctrine states that the universe
works in inevitable cycles: after a period of darkness
(in which all Buddhist teachings are lost or corrupted)
a human will reinvent Buddhism and begin a new
age of peace. This inevitable Buddha-yet-to-come is
Maitraya. Hitoshi claims that we are entering the dark
age, that the last remaining “true Buddhists” will soon
be slaughtered. He believes that Maitraya is giving him
instructions from the future, telling how Buddhists can
prepare their souls so that they will reborn at the right
place and time to study at the feet of Maitraya. These
preparations involve complete renunciation of worldly
goods, careers, loyalty to families and political groups,
complete abstention from sex, communal living and
constant prayer. Cult members sell everything they
own and send the money to Hitoshi, who is now a
multi-millionaire.

The Quoters are a cult who prey primarily on homeless
people, especially runaways. They take over abandoned
houses and fix them up into nice communal homes. They
invite hungry and scared homeless people to stay with them.
They give the homeless people a safe place to stay and free
room and board, and members of the opposite sex may
offer physical companionship. Meanwhile, the people are
indoctrinated into the cult’s beliefs. Once they are accepted
into the church, they are at “meta-one” and are forbidden
to speak. A cult leader decides when they are spiritually
advanced enough to go to “meta-two.” Meta-twos are only
allowed to speak if they are quoting a line from the cult’s
holy book. If a cult member is hungry, for instance, he or
she must say “And the people said unto the lord ‘oh lord,
please give us bread.’” Most members of the cult are at
meta-two (thus the cult’s street name: Quoters). Only the
leader of the cult, who only visits town occasionally, can
promote someone to meta-three. Meta-threes can speak
normally. They are the leaders of the communal homes and
they are responsible for recruitment.

Cult members dress like Buddhist monks. They
approach people who are lost and confused, offering a
hot meal and a meditation course. People are taken back
to the temple, a church building and communal living
center owned by the church. The meditation course
ends up being hours of exhausting chanting. Most
people come to the temple expecting to leave after the
course, but the chanting leaves them too tired and they
accept an offer of a warm bed. They are awoken early
the next morning for more chanting. Cult members are
fed little protein and are kept constantly deprived of
sleep. They are only allowed to leave the temple to beg
for money or recruit new members.
There are about 50,000 cult members worldwide
with congregations in 100 cities around the world.
The city temple has about 300 cult members at any
given time. The cult pays for psychic training for
its leaders and every congregation is led by a skilled
psychic. Leaders are said to use their psychic powers
“to avoid conflicts with non-believers and to transmit
revelations to believers who are in crisis.” In practice
what this means is that cult leaders incapacitate anyone
trying to rescue cult members and use mind control to
stop people from leaving the cult. Reverend Hitoshi
has ordered several hundred members worldwide to
commit suicide, telling them that the time was right for
their rebirth at the feet of Maitraya. Law enforcement
officials around the world have been trying to gather
enough evidence to prosecute the church, but so far
they have been unsuccessful. Rev. Shunzo has money
and so he has political and legal power. He’s got law
firms around the world using the threat of litigation to
prevent news agencies from exposing the cult.

054 Religion

The cult is run by Lambert Velasquez, who operates
the cult from Baltimore. Lambert claims that he was a
mathematician working on deciphering the interstellar
communications picked up in 2064. He claims to have
deciphered the message and discovered that a species
of “perfect beings” seeded the universe with life, and
hid secret messages in our DNA. These messages were
eventually put into the world’s holy books. Lambert has
created his own holy book made up of passages of other
holy books re-ordered and taken out of context so they
seem to verify Lambert’s message. Lambert teaches that
the earth will soon be destroyed by a rogue black hole and
that the aliens will come and save everyone who is perfect
enough to come live with them. As the last remaining
human with prophetic wisdom in his DNA, only Lambert
can show people how to meet the aliens’ requirements.
Adult cult members spend their days wandering through
the city. They scrounge through trash cans looking
for food and broken items that can be repaired. Other
members repair and refurbish the items. Children and
old people sell the items the cult has refurbished, mostly
in subway stations. Life in the cult is simple and ascetic.
Drugs and alcohol are forbidden. Only meta-threes (and
those being recruited) are allowed to have sex. Quoters
are taught that everyone else in the city is dirty, decadent,
sinful and insane and will do anything to “drag us down
with them.” So far, the Quoters have not made any
offensive strikes, but they are all taught that it is better to
die than to be captured by an outsider. Many Quoters have
killed or been killed when people tried to rescue them from
the cult.
There are cult cells in ten inner cities along the East coast,
with about 900 members altogether and 250 in New York.
Quoters are often ordered, without warning, to move from

one city to another. Lambert does this in order to throw
off parents, friends and gang-deprogrammers who might
wish to save cult members

Enemies of Hoth
In Brief- Therapist convinces people they were
molested by satanic Mason conspiracy.
This cult is centered around Jackie Tennenbaum, an
unlicensed therapist who convinces each member he or
she was ritually abused as a child. Members are sent
to find friends and family members who meet Jackie’s
profile of an “abuse survivor.” This particular profile
includes people who are psychologically pre-disposed to
cult indoctrination. Patients testify to their friends and
families that they feel happy for the first time in their
lives, that “Doctor Tennenbaum” is a miracle worker and
no price is too high for her services.
Newly enticed patients pay $700 for the installation of a
Memory Transfer mental program (the same programs
the Immortals use to transfer their memories). Therapy
starts simply, with patients recalling parts of their lives.
Jackie makes suggestions, slowly but surely influencing
how people view their own pasts. Jackie has them
focus exclusively on times in their lives when they were
unhappy. Jackie makes subtle hints that every failure
in the patients’ lives has been because of some external
force working through their subconsciouses. At some
point, Jackie announces that she feels that suppressed
memories are about to resurface. She suggests that the
patient step up the number of therapy sessions and stay
away from friends and family members who might seek
to reassert their understanding of the patient’s history.
She often arranges for patients to stay in the homes of
other patients. She even recommends a special diet
which she says promotes mental clarity.
Jackie keeps digging at half-remembered incidents and
things that might have been dreams until she gets the
patients to “recall” being ritually and sexually abused
by a family member (usually father or mother). After
the floodgates are open, she can direct the patients
to remember all sorts of horrible ritual abuse. She
explains that this abuse is the cause of all the problems
and unhappiness in the patients’ lives and that they can
now make a clean break and start again. When possible,
she, a patient and a group of well-armed followers go to
the home of an accused abuser. The patient accuses the
abuser of ritual abuse, detailing every horrible thing the
person did. When the person tries to argue in his or her
own behalf, Jackie yells at them.
Jackie has patients sever all ties, sell most of their property
and move into a “recovery community” (a home shared
by patients). All these actions are supposed to help the
patients make a clean break. Therapy sessions continue,
but they take a different turn: Jackie begins telling her
life story. Like the recovered memories of her patients,
she recalls memories of horrible abuse (including a
“secret twin” who grew up under the floorboards of her
home). She recalls her own teenage social problems:

drug abuse, promiscuous sex, time spent homeless. She
recalls being harassed by strangers, many of whom tried
to drug her food. At some point, in a bar, she saw two
of the people who had been harassing her and she snuck
up on them. They spoke about Jackie, saying that they
must keep her off balance because she was close to
discovering the truth. Jackie recalls recovering her lost
memories and putting together the clues to discover the
group behind her abuse. Figuring out that the Masons
are behind everything, she infiltrated a Masonic temple.
She witnessed services to a demon named Hoth and she
discovered a “book of deeds” in which every abuse the
Masons have perpetrated has been recorded. Jackie
recalls finding her own name and the tally of her abuses,
then she recalls seeing the name of the patient she is
talking to.
Members of the cult continue to charge their relatives
and others with sexual abuse. They try to pressure the
DA to prosecute these people and they defame them
wherever possible. They will contact every employer,
friend, business partner and neighbor a person has saying
“Do you know that ____ is a child molester?” People
have had their lives ruined by these accusations. What’s
worse, they are desperate to contact the patient and
convince the patient of their innocence, but they cannot
get near the person without being rebuked by armed
cultists. The cultists will also kidnap children and babies
that they fear are in danger from the Masons. Anyone
who the cult perceives as an enemy is accused of being
in league with the Masons and Hoth.
The Enemies of Hoth has about 200 members.

Trainers
In Brief- Think they are fixing the problems keeping
them from getting into gated communities, are really
being brainwashed by VR and participating in a
pyramid scheme.
The Anderson Training School is a city cult that poses
as a psychological training organization. Chet Anderson
is a Y1 who runs the school. Cult members dress in
suits and frequent subways. They offer people free
psychometric tests to help people determine whether or
not they could pass the tests to get into a corporation or
gated community. People who agree are put in a mental
stimulator which runs a VR program written by Chet
Anderson. The program runs the person through a few
situations, pretends to measure their responses, and then
almost always says the same thing: the person would be
able to get into a nice gated community except for a few
‘maladaptive reactions’ which can be easily taken care of
with a $200 course.

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“Courses” are actually brainwashing sessions. Chet
uses VR simulations to teach people to do or believe
anything he says, to mistrust anyone who doesn’t
agree with Chet, and to mistrust their common sense.
“Students” are taught not to think for themselves but
to fall back on a complex code of behavior created by

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Chet that tells them what to do in any given situation.
People keep coming back for more training sessions.
They are often told that they are almost ready to join a
gated community. Each training session is longer and
more expensive. When students run out of money, they
are convinced to start working for the school, recruiting
new members. They earn a tiny commission for each
person they bring in for a training session. Members
become increasingly paranoid, taught by Chet that the
school has enemies everywhere.

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The Anderson Training School is not new. Chet stole
most of his ideas from several successful pre-war
scams, sometimes plagiarizing their teachings verbatim.
Chet’s contribution is the use of VR for more complete
(and automated) brainwashing.
Chet knows he is brainwashing people and he doesn’t
care: he just wants to make as much money as possible.
When Chet feels threatened, he orders his followers
to attack. Students of the school have committed
arson, have beaten up people and have even killed on
occasion.
The cult currently has about 150 members, though this
number is growing quickly.

Deprogrammers
In Brief- Many make a living rescuing and educating
or kidnapping and brainwashing cult members.
With over 4,000 cultists in the city, many people make
a living removing people from cults and trying to undo
the cult brainwashing. The best of these deprogrammers
are legitimate heroes: they help people escape from
frightening and torturous situations and they help
give the people the confidence to return to normal life.
Others are anti-cult fanatics who kidnap people and use
brainwashing techniques on them. The cult members
are usually better-off after being deprogrammed, but not
by much. These deprogrammers use tasers, restraints
and drugs to kidnap and hold cult members and there are
occasionally accidents that result in deaths.
The worst of the deprogrammers are those that operate
out of pure greed. They are dangerous because they
often sell their services when their services aren’t
needed. They give concerned parents false information,
convincing the parents that their children are in cults
when the kids really aren’t. Since they don’t care
about actually saving people, these deprogrammers are
nothing more than brainwashers for hire. The “cults”
these mercenary deprogrammers save people from can
be legitimate religions, legitimate political activism
groups, gangs, or even just groups of friends.
One company, called Gang Deprogrammers Incorporated
has become known around the city for kidnapping and
brainwashing members of city street gangs. Many city
gangs have declared war against this company, yet the
company operates from outside the city and they are
careful to stay incognito when in the city.

056 Religion

Signs your child is a gang member:

-Odd hours. Gang members like to stay up all night and
sleep all day so they can commit crimes under the cover
of darkness.
-Tattoos. Most gang members get the symbols of their
gang (which are too numerous to list here) tattooed on
their bodies. Other tattoos mark murders and other crimes
the gang member has committed to gain prestige within
his or her gang. An innocent looking crucifix tattoo, for
instance, may signify that the gang member has killed a
priest as part of some initiation.
-Injuries. Gang members will often have bruises,
scrapes, cuts and other more serious injuries from gang
warfare and ritual gang beatings. The gang member
will often refuse to seek medical attention for even lifethreatening injuries.
-Extra Money. A gang member usually gains extra
income from theft, mugging, drug dealing, prostitution
and other crimes. Look for new clothes, new computer
equipment or any other signs that your child has some
extra money.
-Internet Avoidance. Many gangs want their members
to be as ignorant as possible to the wider world available
to them. So, those gangs order their members to avoid
spending time on the internet and to strictly avoid VR
worlds which would provide a healthy and legal outlet for
their aggression.
-Paranoia. Gang members are taught to see enemies in
every shadow. Expect paranoid behavior from your child:
wearing armor day and night, avoiding food they have not
prepared themselves, wearing anti-psychic helmets, etc.
-Emotional Instability. The drugs that gangs force on
their members have a wide range of (often unpredictable)
emotional effects. If your child sleeps too little or too
much or if your child laughs or cries for no apparent
reason, your child is probably on drugs.
-Inflated Confidence. Gang members are brainwashed to
believe that their lives are worthless and not to fear death.
In this city, in this day and age, going outside at any time
of day, for any reason, is a risk. If your child takes this
risk without fear, and especially if they do it with joy, it is
almost certain that he or she is in a gang.

What to do if your child is a gang member:

Gangs are like cults: they brainwash children into thinking
that the twisted values of the gang are the correct ones. At
the same time, they train the child in violence so that the
child can resist any attempts to put them straight. Kids in
gangs are also pressured to use mind altering drugs that
make them capable of atrocities you never imagined your
baby was capable of. Any child, no matter how much he
or she loves you, may stab you to death in your sleep if he
or she is on the wrong drugs.
You have to admit that this is a problem too big for you to
handle on your own. Gang Deprogrammers Incorporated
has years of experience breaking the terrible grip of gangs.
We remove your child from his or her gang influences and
put him or her back on the path to being a law-abiding,
productive citizen.
Don’t think you can afford Gang Deprogrammers
Incorporated? We have special financing plans for low
income families. Call a representative today to find out
more.

Politics
In Brief- Political ideologies give some a way to
contribute to the world. It turns others into isolated,
dangerous fanatics. The city is a hotbed of fanaticism
and testing ground for political theories.
Politics is a lot like religion. At its best, political
involvement can provide a purpose in life and the
feeling that one is doing something good. It can put
people on the road to mental health. Politics can also
be an unhealthy obsession that isolates people from
friends and family and makes them dangerous. Some
mentally ill people use political agendas as an excuse
for hatred and violence. Some small groups of political
extremists use many of the same techniques as cults.
These extremist groups are often terrorists. Like cults,
it isn’t the ideologies of a political group that makes it
dangerous, it’s the tactics the group is willing to use.
Most of the moderate political activists in the city belong
to internet-based communities that collect money to
lobby for their various causes. Most of the political
extremists are either loners or are members of tiny
autonomous political action groups.
Anarchism- This is the belief that a perfect society is
one in which there is no government and no capitalism.
Moderate anarchists want to organize people to help
themselves and help each other so that they depend less
on capitalism and the federal government. Extreme
anarchists want to destroy the government and
corporations. The personal ideal of many anarchists is
of a self-reliant person who needs few physical goods,
doesn’t need the protection of others and who is always
willing to share and work with others for the greater
good. The “enemy” is seen as a greedy bully who enjoys
telling other people what to do.
Libertarianism- This is the belief that a perfect society
is one in which the government’s only duty is to enforce
pure capitalism. Some libertarians are states-rights
advocates, who believe that the federal government long
ago overstepped its charter and should recede to a less
active role. Many libertarians believe that volunteer
militias should be doing the job of armies and police
forces. Moderate libertarians want to pass laws which
reduce government interference in business and they
want to eliminate laws against victimless crimes (e.g.
drug use). Extreme libertarians want to form volunteer
militias to overthrow the federal government. The
personal ideal of many libertarians is of a successful
small-business owner who gives to charity of his or her
own free will and has the means to defend self, family
and property (e.g. lots of guns). The “enemy” is seen as
pampered government officials who want more power,
lazy welfare recipients who want to get paid for doing
nothing and meddling moralists who want to regulate
people’s personal lives.

Socialism- This is the belief that a perfect society is
one in which the government owns all property and
businesses and makes sure that everyone is given equal
access to resources. Moderate socialists are working
towards making sure that the government does more
to protect the environment, help the disadvantaged and
regulate corporations. Extreme socialists want to destroy
corporations and lead workers to take over the property
and factories of the corporations. The personal ideal of
many socialists is of an intelligent, well-read, down-toearth working class person who organizes against rich
property owners and steals from the rich to give to the
poor. The “enemy” is seen as rich business owners for
whom workers and consumers are less than human.
Fascism- This is the belief that one person, or small
group, should have complete power over the government
and the people. Most fascists want a government that
protects the interests of a majority (them) while reducing
the rights of a minority. Moderate fascists want to give
more power to their favorite leaders and they want
to reduce the rights and social support for minorities
that aren’t them (be they religious, economic or racial
minorities). Extreme fascists want to back their leader
in a violent overthrow of the government. The personal
ideal of many fascists is of a physically strong soldier
with unwavering loyalty to the leader. The “enemy” is
seen as minorities and foreign powers who manipulate
the government to get their agendas put above that of the
nation’s citizens.
Oligarchism- This is the belief that a church should
rule the government and that all laws should be church
laws. Moderate oligarchists want to elect people of their
religion into office and they want to change the laws so
that what they consider a sin is always a crime. Extreme
oligarchists want to destroy anyone in government who
isn’t of their religion and rewrite the constitution to
make their religion the established religion of the state.
The personal ideal of most oligarchists is a pious, selfrighteous warrior-of-god who acts only as his or her
holy teachings dictate. The “enemy” is seen as decadent
atheists and believers in other (heretical) faiths who want
to destroy the one true religious faith.
Utopianism- This is the belief that a perfect society is
one in which there are no nations but there are many
small communities that screen members carefully and can
operate by any social system they wish (e.g. anarchism,
socialism, libertarianism, fascism or oligarchism).
Moderate utopianists are mostly satisfied with the status
quo: the existence of many semi-autonomous gated
communities. Extreme utopianists want to give everyone
the means to create a community, including homeless
city dwellers. The personal ideal of an utopianist is
typically a charismatic community builder and organizer
who teaches people (rather than forcing them) the ideal
way to live and get along with others. The enemy is seen
as politicians and rich people with a vested interest in the
status quo who resist change.

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Politics 057

Morris “Monkeywrench” Tenaka
(Violent Homeless Political Radical)

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Level 4 Eccentric
Attributes- AWR 13, AGY 15, CHM 9, END 6, INL 12, SPD 17, STH 10,
WIL 19, BLD 5, BDY 3, INCY 3.
Appearance- Handsome mid-twenties Asian, with a square jaw and tanned
skin, black hair, a conservative haircut, tailored black suit, black gloves and
neon blue tie. When he is trying to move about without his enemies seeing
him, he wears various hooded jackets and sweaters scavenged from the trash
with the hood up.
Social Status- Monkeywrench is a homeless political radical. He sleeps
on the couches of friends and survives only via the charity of others.
Monkeywrench has many enemies: to the federal government and Night
Shift he is a wanted terrorist, the Drug Lords have a price on his head, many
major gangs and pounders have listed him as an enemy.
History- Monkeywrench grew up in a semi-radical gated community. He
was a studious child, distant from his parents. He studied radical politics,
but to him it was mostly abstract concepts. When he was 18 he was asked
to leave the gated community. It was a shock and he felt betrayed and
alienated. He couldn’t understand why they didn’t want him. He joined
a small anarchist collective in Canada, but he quickly grew dissatisfied by
their sloppy application of political philosophy. He left the collective and
came to the city, where he tried to establish life as a “perfect” anarchist.
Personality- Monkeywrench is single-minded. Once he gets an idea into his
head he clings to it tenaciously, with no room in his mind for deviation. He
has little empathy for others’ points of view. He enjoys arguing with people
but he never takes the other person’s arguments seriously. Monkeywrench
believes in absolute anarchy. He believes that nobody has the right to
personal property or to use the threat of force or imprisonment to tell other
people what to do. Monkeywrench believes that it is his duty to help anyone
defeat those who use coercion to tell others what to do. He does not believe
in friendship and he does not believe in carrying grudges. He believes he
should treat everyone according to what they’re doing at the moment, not
what they’ve done in the past or his relationship with them. One day he
might be trying to kill someone, the next he might be fighting alongside
them. He is not afraid to die for his beliefs.
Methods- When anyone asks for help defending themselves against someone
trying to imprison them or force them to do something, Monkeywrench
will help. He will go up against any enemy, from the National Guard to
homeless addicts. He needs to see proof that the enemy is really willing to
use force or threat of force against the person seeking help. This usually
means that the victims must have the courage to stand up to their enemies
and hope that Monkeywrench can save them before they are killed. As soon
as Monkeywrench is certain he knows who the real enemy is, he opens
fire with a pistol. If the pistol jams or runs out of ammo, he attacks with a
poisoned screwdriver.
Special Skills- Pistol (3).
Special Equipment- Freedom Army Pistol (ROF 3, FR 7 ft., 5 bladed
damage, clip holds 15 rounds), Gasmask, Protective Gloves, Kevlar Vest
(AR 5, PR 6 bladed, 1 blunt, -2 AGY penalty already figured into attributes),
Screwdriver (1 BLD damage, pierces as 4) with Drake Fungus Poison.
Typical Attack- Monkeywrench attacks with his pistol, firing 3 shots in a
round, making a vital strike at INL (12) + AGY (15) -4 (burst) +12 (skill)
+1d20 vs. 35 (or 1d20 vs. 0). If successful, does 15 bladed damage (5 x 3).
As a reaction he does a split reaction dodge at AWR (13) + AGY (15) -10
(split) +12 (skill) vs. 25 (or 1d20 +5 vs. 0) and simultaneous strike at INL
(12) + AGY (15) +WIL (19) -10 (split) +12 (skill) +1d20 vs. 45 (or 1d20 +3
vs. 0).

058 Politics

AbolitionismRather
than
having an idea of the perfect
government and working towards
that, abolitionists have one thing
that they think is the root of all
of society’s problems. Some
of the more popular targets for
destruction are: international
corporations, drug laws, tech
laws, gated communities, prisons,
virtual reality and modern
technology. Like other political
activists, some abolitionists
believe in working within the
system, others believe in violent
action.
The City- For some people, the
city itself is sort of a political
laboratory. That’s why many
Eccentrics choose to live in
Manhattan. While most of the
world has been reordered under a
partly utopianist, partly capitalist
system, the world’s inner cities
are something different entirely.
The city is mostly anarchist (there
is little law enforcement, nobody
asserts ownership over much
of the city’s real estate) with
elements of libertarianism (the
black market and the drug lords
represent completely unregulated
markets) and socialism (the
welfare system provides a safety
net for some). So what does the
city say about which political
ideologies are correct? It depend
on who you ask. Some anarchists,
utopianists and libertarians say
that the city’s freedoms are
creating a new generation that
is tough enough, self-sufficient
enough and community-minded
enough to not need government
interference. To many socialists,
fascists and oligarchists, the
suffering in the city caused by
drugs, violence and poverty is
just evidence that the government
needs to be doing more to make
people safe and happy.

Shut-Ins
In Brief- Paranoid and fearful, often
delusionally and torturously so.
The rates of mental illness among
the city’s shut-ins is almost as great
as those of people out on the streets.
Alcoholism is common. Depression,
bipolar disorder, anxiety disorders,
eating disorders and pornography
addiction are common. Most shut-ins
live alone, but those who live with
family have high rates of physical,
emotional and sexual abuse.
The one defining characteristic of shutins is fear. For some the fear is quite
reasonable: they are disabled or elderly,
have no one to accompany them when
they go outside, and would be easy
prey to the city’s exploiters. Others
are able bodied and could learn to stay
moderately-safe on the streets, but they
have unrealistic ideas about their own
capabilities and the dangerousness of
the city. It is mostly the news media that
enforces these unrealistic beliefs. Most
shut-ins feel safe in their apartments,
behind locked doors and with a cheap
security system. VR fantasy worlds
keep them distracted: most feel no fear
or anxiety so long as they are in VR.
For some people, fear of the dangers
outside takes over their lives. Instead
of spending money on VR, they spend
money on security. They pay for the best
security systems, they get reinforced
doors with biometric locks, they buy
tasers and pepper sprays which they
keep on their persons at all times. They
do anything they can to avoid leaving
the apartment and many die of simple
illnesses because they don’t want to go
to a doctor. When they are forced to
leave the homes, they often taser people
they think are attacking them.
Many of the young people on the streets
today were the children of shut-ins.
Among well gang members, about 75%
were the children of shut-ins and about
half had parents with some mental
illness. Stuck in an apartment with a
mentally ill person, these young people
learned some truths about life that
would stay with them: life is seldom
fair, people can’t be trusted, and having
one’s physical needs met does not
guarantee happiness.

Mental Illness and the Internet
Five thousand people a day visit a discussion board for survivors of
the government Abadon project. They discuss how they have been
experimented on, monitored and psychically tortured from an early
age. The people visiting this site discuss Abadon’s history, leadership
and goals. They talk about personal experiences and provide each other
with emotional support. They discuss techniques for blocking psychic
manipulation, how to educate the public and how to lobby the government
to stop the Abadon project. Members of the Abadon board have taken out
ads, have files lawsuits against the government, and one even bombed
a government building. Members have discussed creating militias
to ‘rescue’ board participants who are put in mental institutions and
medicated against their will. The board had about 500 readers in the city.
The problem is that Abadon doesn’t exit. The majority of people on
the board are paranoid schizophrenics who think the voices and strange
thoughts in their heads have external causes. Although many paranoid
schizophrenics create stories about conspirators psychically manipulating
them, the existence of this board had allowed thousands of schizophrenics
around the country to create and share this very complex delusion. The
evidence and testimonials presented on the board are so convincing that
some people come to believe in Abadon even though they would have
never had such a delusion if it weren’t for the board.
If belief in Abadon can be considered a mental illness, then the discussion
board is a means by which this illness is growing rapidly. Not only does
it spread the delusion, but the existence of an anti-Abadon community
makes paranoid schizophrenics ten times as hard to convince that they
are wrong.
The Abadon discussion board is not the only board where people
with a shared mental illness create a community and shared reality.
Hypochondriacs around the world have created an illness called Acute
Neuropathy Syndrome (ANS). There is no way to test for ANS and all
the symptoms are subjective (insomnia, tiredness, pain, dizziness, etc.).
Although there are hundreds of semi-effective treatments, there is no
cure. The ANS community is strong enough that many doctors have
been convinced of the existence of ANS and governments have been
pressured to spend millions studying it, despite the fact that it doesn’t
actually exist.
“Hand-in-hand,” the discussion board of the World Wide Adult-Child
Love Association, creates a community that helps pedophiles convince
themselves (and sometimes others) that sex with children benefits the
children.
There are internet communities for pedophiles, fetishist, paranoiacs,
anorexics, hypochondriacs, phobics, fanatics and obsessive-compulsives,
each of which help convince those people that their beliefs are normal and
rational. In some ways, the internet has blurred the line between mental
illness and culture. Can a behavior or belief really be called abnormal if
a person belongs to a community of thousands that have adopted it?
The influence of the internet can be seen most strongly in shut-ins.
Thousands of shut-ins live in isolation, only interacting with people who
share their beliefs and mental illnesses. When their unfortunate children
venture outside they feel as if they are immigrants from a foreign country.
Perhaps the city’s mentally ill homeless people are fortunate that they
rarely have access to the internet.
As much damage as the internet does, it also helps many. The internet is
a good tool for researching mental illnesses (once you figure out who to
believe). Some internet communities provide genuinely helpful support
for mentally ill people, their families and loved ones. Some of these
communities do real good when they educate the public and lobby for
better mental health care.

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Shut-Ins 059

Homeless Crazies

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Deep Back

In Brief- Despite their stereotype as dirty, dangerous In Brief- Alleys in midtown where paranoid homeless
and psychotic, there are a wide variety of Crazies. people build secret homes in piles of trash.
They lead dangerous lives. Most city residents only
Alleys are rare in the city. For most of the city’s history,
know those who are famous characters in city stories.
property prices have been so high that land owners
“Crazies” compromises a large and diverse group of 5,000 would not let even a foot of space go unused. Most
city residents. Crazies are homeless and can’t/won’t join buildings are so close to each other than no human
any street people group or profession because of a mental could fit between them. Older buildings even have
illness. Some Crazies can pass themselves off as sane, shared walls.
yet the city stereotype is of a babbling psychotic in rags,
covered with sores, who occasionally attacks people for The exception to this rule is a set of warehouses built
no reason. Almost all Crazies survive by scrounging in after the end of the Freedom Wars. The warehouses were
dumpsters. This is not an optimum means or survival. built over the ruins of thbombed stcorporate headquarters inth
Many Crazies die from starvation, malnutrition, food midtown between 29 and 31 streets and between 5
poisoning and injuries sustained while dumpster diving. and Madison avenues. The warehouses were built to
store the thousands of boxes of records created by the
Because they have no social or economic power, homeless
restoration committee before enough of the infotech
Crazies are often preyed upon. Despite the stereotype
infrastructure had been restored that records could be
that they are all dangerous menaces, the average Crazy kept digitally. The warehouses were cheap, modular,
is more likely to be attacked than to attack. Due to the and between each was a 5 ft. (1.8 m.) alley.
physical dangers and mental problems that often make
them unable to take care of themselves, Crazies have The warehouses were abandoned, ransacked, and
the highest mortality rate in the city (addicts tend to die later people from nearby apartment buildings started
younger, but that’s because they often start younger). dumping trash here. The alleys soon became a huge
Many Crazies survive by pure luck. The average crazy trash-heap. In recent years, homeless Crazies started
will only live 4 months after hitting the streets; however building homes in these alleys. They learned that they
enough new people become homeless Crazies to keep the could build small shacks, cover them with trash and
population growing.
camouflage them. Those who built the homes here were
intelligent and highly paranoid. As word spread, more
Some non-Crazies have friends, family or lovers who came to build here. The area became known in city
ended up on the streets as homeless Crazies. These people slang as Deep Back.
often see Crazies as prisoners of the streets, imprisoned
by mental illnesses. For the majority of the city, however, Some homes are simple: they’re nothing but a cardboard
homeless Crazies are nameless, faceless, dangerous box or rolled up piece of rug under a pile of trash that
monsters. Most people don’t know or care how homeless the builders crawl into to sleep. Others are engineering
Crazies survive. They avoid dealing with them whenever marvels: Trash conceals the entrance to a tiny tunnel.
possible. The only homeless Crazies they know of as The tunnel is filled with traps, most of which trigger a
individuals are those about whom stories are told. These tunnel collapse or sharp objects to fall. Some tunnels
‘famous’ Crazies do something or have something wrong even branch off into dead end tunnels. At the end of the
with them that makes for entertaining stories around a tunnel is a locked door to a tiny room. The Crazy inside
street campfires or while drinking beers on the corner. the room often has defenses: a guard dog, a pole weapon
Most city residents have heard about Magoomba (p.61), ready to impale an invader or a rope to trigger a trap
the Animal Man (p.18) and the Suit Guy (p.6), mostly outside the front door. As ingenious as they are, they are
because they are easily recognized. It would only take a not comfortable, and none have room to stand.
10 difficulty City Knowledge roll to have heard of these
people. Fewer have heard of Ugly (p.62), Lord Jesus Few people have seen the seen the inside of these
(p.114), Mama Yaga (p.63), Scratchman (p.114) and homes. Few people are stupid enough to brave the
the Dead Woman (p.15) (20 difficulty City Knowledge dirt, smells and traps, and outsiders have few reasons to
rolls). Street people are more likely to have heard of invade them.
them and people who spend most of their time on the
streets (Addicts, Sex Workers, Jacks and other Crazies) Although Deep Back has the highest concentration
of eccentric homes built by paranoid Crazies, there
are likely to have had direct contact with them.
are similar homes all over the city. They are built in
For more on homeless Crazies, see the character class places where few people would ever bother to look:
underground catch basins, crawlspaces, piles of rubble,
description on p.112.
etc.

060 Homeless Crazies

Pander “Magoomba” Paine
(Dangerous, Psychotic Crazy With Cracks)
Level 3 Crazy
Attributes- AWR 15, AGY 12, CHM 1, END 18, INL 3, SPD 8, STH 19, WIL 20, BLD 3, BDY 5, INCY 6.
Appearance- Magoomba is tall, broad-shouldered, muscular, mostly asian, in his thirties. Magoomba is always naked
or nearly naked. He is dirty, has long black hair and a long beard. His body is covered with glowing blue “cracks” and
any place that doesn’t have cracks has crude black tattoos or self-inflicted scars. Magoomba has a huge iron nose-ring.
Magoomba carries a large stick which he uses as a staff.
Social Status- Magoomba is homeless, he has no friends and lives by rummaging through garbage. Most homeless people
are scared of him. Many gangs have put him on their hit list after he attacked one of their own, but he never stays in one
place long enough for them to find him and kill him.
History- Magoomba grew up in the city Orphanage. He
hallucinated and had delusions from early childhood, and the
other children ostracized him. As a teenager, he ran away
from the Orphanage (before the childrens’ revolt). He lived
on the streets and became a pusher for the Drug Lords. He
started using god killer and he grew increasingly paranoid. He
purchased Cracks to try to defend himself from his enemies.
The Drug Lords revoked his status as pusher because he was too
undependable and Magoomba went back to being a homeless
Crazy. A bad beating inflicted by a security guard caused some
brain damage and further aggravated his illness. Magoomba
completely lost touch with reality and started to wander around
the city half-naked, spouting nonsense. It has been less than a
year since he has entered this phase of his illness and he has not
yet had to deal with the trials of a city winter.
Personality- Magoomba has a very severe form of
schizophrenia. He is in a near constant state of psychosis.
Nothing makes any sense to him, the world seems to follow no
rules, and ordinary stimuli provoke unpredictable and extreme
emotional reactions from him. In his mind, his thoughts race
a mile a minute, disjointed and nonsensical. He hears voices
but he doesn’t know whether they are his or someone else’s.
His reasoning ability is most like that of a toddler. Magoomba
isn’t sure who he is or where he fits into the universe. He sees
people run away when he gets close, but for the most part he
thinks they are playing some sort of game with him. Most of
the time he doesn’t understand that Cracks hurts anyone he
touches.
Methods- Magoomba spends his days wandering around the
city, rooting through dumpsters and looking for warm places to
sleep. People run away when they see Magoomba coming. He
usually lets them go, but sometimes he chases them, laughing
and trying to tackle them. When he sees people talking, he tries
to interject himself into the conversation, letting out a stream
of nonsense. He often shouts “magoomba” at people for no
apparent reason and he seems pleased when they say it back.
Sometimes he gets in a bad mood and he yells at people and
swings his stick around, but he only hits people who don’t get
out of his way.
Special Equipment- Cracks (see p.107, FWTD main book),
Large Stick (range 1-3, 3 blunt damage, easy parry).
Typical Attack- If he is trying to hurt someone, he strikes with
his stick at STH (19) + AGY (12) +1d20 vs. 25 (or 1d20 +6
vs. 0) doing 3 blunt damage. If he is just playing he makes a
tackle at SPD (8) + STH (19) + 1d20 vs. 20 (or 1d20 +7 vs.
0). A person whose skin touches his must make a save vs.
disease contraction at 30 difficulty, or within 5 minutes they
will suffer from a red rash and burning pain (20 difficulty save
vs. distracting pain). If they fail saves vs. disease progression
they will likely die (see p.107 for more). He does not react to
attacks, since he doesn’t think they can hurt him.

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Shad “Ugly” Martin

(Self-Appointed King and Protector of Ugly People)

Level 4 Crazy
Attributes- AGY 8, AWR 16, CHM 17, END 6, INL 10, SPD 8, STH 9, WIL 14, BLD 3, BDY 3, INCY
6.
Appearance- Mostly white, boyish face, shaggy blonde hair, thin beard, dirty skin, the word ugly carved
on his forehead, wears dirty flannels, a hooded grey sweatshirt and stained blue-jeans.

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Social Status- Ugly is one of the most beloved Crazies. He is the self-appointed king and protector of
ugly people. He knows almost every Crazy in the city and has gained the trust and loyalty of people who
trust nobody else in the world. When forced to, he can rouse a small army of 10-20 homeless crazies to
aid him.
History- Ugly grew up in the city. His parents were workers and they physically abused him. When he
turned eighteen he joined a corporation and became a civil engineer. He did well and the corporation kept
him around despite his nagging doubts that he was “good enough.” He married and had two children.
Then a malfunctioning mental program caused him brain damage, made him unreliable and emotionally
unstable. The corporation no longer wanted him and he and his family moved to the city. His wife worked
and he received disability. Even though he had not attacked a single person, he became increasingly
worried that he might someday harm his family. He started spending more and more time away from
home, wandering the streets of the city so he wouldn’t be near his family. They continued to seek him out
and beg him to come home. In order to get his family to leave him, he let himself get caught having an
affair. When his wife still wouldn’t leave him, Ugly tried to kill himself by overdosing on a mixture of
god killer and alcohol. He woke up on the streets several days later with blood all over him, no memory of
what he had done and the word “ugly” carved into his forehead. He abandoned his old life and has taken
up the persona of “ugly,” living on the streets as a homeless crazy.
Personality- Ugly is friendly, energetic (sometimes manic) and empathetic. He has a likeable,
understanding and empathetic demeanor. He has an easy-going, low-pressure way of talking to people that
puts them at ease. He is good at recognizing people with low self-esteem (who he calls ‘the ugly’) and he
tries his best to make friends with any ugly person he can. When he perceives someone as being beautiful
(he puts people who are physically attractive, self-confident or high-status into this category) he becomes
nervous around them, often stuttering. Ugly has blocked out all memories of his previous life. He thinks of
himself only as “ugly.” Whenever he starts to remember his old life he becomes intensely afraid that he’s
killed his family and he quickly finds something to distract himself so he doesn’t have to think about it.
Methods- When he is not scrounging for food, Ugly wanders around the city approaching every homeless
crazy he can find. He tries to make friends with each one and he is not discouraged if they do not want to
talk to him at first. He brings little gifts for people (including food, cigarettes, or weapons he has made)
and slowly gains their trust. He tries to convince people that they are one of the ugly and that the only
thing the ugly have is each other. Ugly thinks that the ugly should work together for their common good
and self-defense. Whenever he hears about someone preying on Crazies, he tries to form a mob to go beat
the person up. Participation in his mob is purely voluntary and he doesn’t hold it against people if they
choose not to join him. Like a good general, he amps up his soldiers before battle with a rousing speech
and congratulates them for victory afterwards.
Special Skills- Weapon Making (2).
Special Equipment- Skullcrusher (range 1-2, 3 blunt damage, pierces as 6), Phonebook Armor (AR 5, PR
2 blunt 2 bladed, -2 AGY penalty already figured into stats above). He also has a supply of skullcrushers,
rippers, shivs and kitchen-knife-spears which he has manufactured from scavenged trash and gives to
homeless crazies to protect themselves.
Typical Attack- An extended strike with the skullcrusher at STH (9) + AGY (8) +5 (extended) + 1d20 vs.
25 (or 1d20 vs. 3). As a reaction he Dodges at AWR (16) + AGY (8) -10 (extended) +1d20 vs. 25 or 1d20
vs. 11.)

062 Homeless Crazies

Mama Yaga

(Crazy Poison Seller)
Attributes- AGY 5, AWR 8, CHM 1, END 6, INL 9, SPD 2, STH 3, WIL 14, BLD 4, BDY 2, INCY 3.
Appearance- Old, mostly white, tough wrinkled skin, dirty, long tangled hair, hunched over, wearing several
layers of scavenged clothing with a shawl over her head and pushing a shopping cart full of trash.
Social Status- Mama Yaga is known as a poison seller. Homeless people (mostly homeless Crazies who cannot
even afford Drake poisons) barter with her for poisons.
History- Mama Yaga worked as a makeup salesperson in a department store in the years before the Freedom
Wars. She and the other salespeople were only paid a commission for sales and had to work most of the day to
make enough money to stay alive. She became exhausted, but one of her co-workers convinced her to try using
amphetamines to give her energy. Her first experience with amphetamines triggered latent schizophrenia. She
ended up on the streets, psychotic and incoherent. Before she could regain her senses and return to her normal
life, the Freedom Wars started. Mama Yaga spent the freedom wars on the streets and her mental condition slowly
worsened. She was still able to communicate, and other homeless people kept her up on developments in the city.
Five years ago she was attacked by a serial killer who raped her, stabbed her and left her for dead. She survived
but her mental condition deteriorated even more, she became unable to communicate meaningfully with others.
Personality- Mama Yaga suffers from schizophrenia. Her thoughts are very disordered and she often thinks and
believes things which make no sense. She is constantly talking to herself, in a stream of words that makes no
sense to outsiders. When she tries to communicate with other people, they can almost never understand her. One
of her more stable delusions is that she is a Drake and that the Drakes are the chosen people of god (because the
bible says Jesus’ followers can drink poison and handle snakes and not be hurt). Mama Yaga doesn’t trust anyone
and she prefers to be alone whenever possible. Sometimes she goes through periods of fear, where she hides or
runs away from anyone she meets, and sometimes she goes through periods of anger where she yells and spits
at anyone she meets. Despite her problems, she has good survival instincts and she knows how to avoid danger.
She will use violence to defend herself, but only if backed into a corner.
Methods- Mama Yaga spends her days scavenging through city dumpsters, looking for food and for anything
she thinks is poisonous. Some of the things she thinks are poisons are harmless, others are so toxic that even the
Drakes refuse to handle them. Anything poisonous is mixed together and put in little scavenged bottles. She
keeps everything she owns in a shopping cart. The cart has two poisonous snakes in it, and before she reaches
in she beats the shopping cart savagely to stun them (people watching just think she’s crazy). She doesn’t talk to
people. When people want to barter for poisons, they leave an item on the ground in front of her. If she doesn’t
want it she will walk away. If she does want it, she will pick it up and leave a bottle of poison in its place.
Special Skills- Poison Tolerance (5).
Special Equipment- 10-20 bottles of “poison.” These poisons may or may not work, depending on whether the
ingredients Mama Yaga put in them are really toxic. Some don’t do anything, some are deadly. Mama Yaga also
has a shiv covered with layer-after-layer of dried poison. If she can stab someone with the shiv, it does 4 BLD
damage per round for 5 rounds.
Typical Attack- Mama Yaga makes an extended strike with her shiv at STH (3) + AGY (5) +5 (extended) +1d20
vs. 25 (or 1d20 vs. 12).
Mama Yaga’s Poison Random Symptoms
Roll 3 times. Symptoms occur within 2 minutes if swallowed, 2 rounds if pierces skin.
01-50: No effect.
51-56: Distracting Pain (30) for 2 hours.
57-63: Vomiting (30), Vertigo (20 difficulty saves vs. loss of balance), Weakness (-4 STH, -4 END) for 4
hours.
64-69: Paralysis (20), Pulmonary Arrest (10) for 1 hour.
70-75: Cramps (-7 AGY), Headache (30), Insomnia (20) for 5 days.
76-81: Hallucinations (30), Delusions (20), Sudden Amnesia (20), Panic (10), Clumsiness (-7 AGY) for 2
hours.
82-88: Disease with progression speed 4 hours, progression rating 30, symptoms: -3 END, -1 BLD.
89-94: Seizures (20), Vomiting (20), Unconsciousness (20) for 30 minutes.
95-00: Partial Blindness (-7 to all actions/reactions), sensitivity to pain (-10 to save vs. pain) for 12 hours.

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Reasons to Deal with Crazies
Witness- The Crazy has some important piece of
information (often obtained purely by accident) that
PCs need. The most common event of this type is
when a gang member is murdered or missing and
fellow gang members have to try to find out if local
Crazies saw anything.
Loved One- The Crazy is someone a PC cares
about, or is cared about by someone in a position of
influence over the PC. Saving a mentally ill person
from themselves is often not possible, but there are
things PCs can do to help, including delivering care
packages or protecting the person from external
dangers.
Revenge- The PCs are seeking revenge against a
person who hurt a comrade or loved one. When it
turns out the perpetrator is mentally ill, what will the
gang’s ethics and the PC’s personal ethics demand
be done?
Help- Some Crazies have skills that can be useful to
PCs: psychic, medical, hacking, etc. They usually
aren’t in a position to charge much. Crazies are often
the only help the PCs can find or afford in the middle
of an emergency. The problem is keeping them on
task.
Altruism- The PCs may see something bad
happening to a Crazy. The PCs are most likely
to react if they see an innocent Crazy being taken
advantage of. Just saving the Crazy doesn’t always
end the trouble for the PCs. What would happen if
the PCs save a Crazy and then the Crazy asks “what
do I do now?”

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Black Meds- Black Meds have to deal with a lot of
hypochondriacs. Most believe they can spot “gomers”
on sight, and they have a number of code words to
identify a gomer to colleagues. Most of the time, Black
Meds give the gomers placebos and charge their full
fee. They are most likely to do this to Indie and Well
gomers. They say that they are preventing the gomers
from taking real medicines that might hurt them. Others
accuse the Black Meds of stealing money from mentally
ill people and helping feed their delusions.
Some Black Meds form relationships with gomers
that keeps the gomers coming back, week after week,
paying for placebo treatments. Many Black Meds earn
a majority of their income from mentally ill patients.
One Black Med family was accused of killing a
hypochondriac by taking so much of her money that she
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Black Meds also do many of the surgeries for
dysmorphs (p.17). Once again, they are accused of
helping people’s mental illnesses grow worse. Black
Meds who specialize in body modification have seen,
first hand, how one can go from normal to being an
insane monster. Almost every Black Med has been
approached by someone seeking some weird pseudomedical treatment: an unnecessary amputation, removal
of an imaginary tracking chip, strange genital mutilation
with no anesthetic, fat removal from a dangerously thin
patient, treatments for bizarre injuries sustained in
fetishistic sex, and so on.
Crackers- The Crackers are poor at physical warfare,
but they excel at psychological warfare. If they can tap
into an enemy’s videophone communication they can
run a subliminal analyzer program to find out what the
enemy likes or fears. They can also capture the image
and voice of anyone the victim talks to. Then they can
use a puppet program to call back and look and sound
like the enemy’s friends. The enemy suddenly gets a call
from a friend, saying whatever the enemy fears most.
The enemy might be able to figure out the deception, but
is distracted by other problems created by the Cracker:
the water going out, the landlord claiming she didn’t get
the rent payment, the intercom continually buzzing for
no reason, etc.
Since Crackers are adept at finding pirated data, many
deal in underground pornography. It’s not uncommon
to see Crackers in the red light district (and all over the
city) peddling data disks full of pirated porn. Some
Crackers choose to deal in child porn or snuff films.
These Crackers believe that they aren’t contributing to
this porn being made because they aren’t paying for it.
There are rumors that at least one Cracker has helped
the Sexologists in a sting, but the Crackers won’t admit
to anything that would hurt their sales.
Drakes- As sellers of poisons, Drakes have always dealt
with a lot of paranoid clients, both those who thought
they were being poisoned by their enemies and those
who wanted to poison their enemies. Then the Drakes
discovered their anti-psychic ash. Suddenly, it seemed
half the paranoid Crazies in the city were coming to
them demanding protection from psychics. Psychic
invasion is the most common delusion among paranoid
schizophrenics. Most schizophrenics cannot afford
high-tech anti-psychic caps, so they go to the Drakes.
Sometimes Drakes have to deal with angry customers
who claim that the dioxyl ash didn’t work because it
didn’t stop the psychics from broadcasting thoughts into
their heads. One paranoid anti-psychic even became
adopted into the Drakes (See Shotgun Pete, p.65).

Peter “Shotgun Pete” Lawry

(Psychic-Paranoid Drake Associate)
Level 3 Crazy
Attributes- AWR 13, AGY 9, CHM 2, END 8, INL 13, SPD 10,
STH 9, WIL 15, BLD 3, BDY 5, INCY 4.
Appearance- Long brown hair pulled back into a ponytail, long
beard. Looks to be in his 50’s. Mostly Caucasian. Face smeared
with dioxyl ash. Brown-leather vest over a holey powder-blue
sweater, old blue-jeans and boots.
Social Status- Shotgun Pete is considered a Drake. He does not
make poisons or sell any poison other than dioxyl ash, nor does he
live with any other Drakes, but he always helps the Drakes in time
of war.
History- Pete grew up as a shut-in. His mother was a moderately
skilled psychic who used her skills to dominate his will and make
him think and feel what she wanted. He ran away at 13 and lived
on the streets. Pete worked as a Sex Worker and sometimes assisted
a local trader. At one point he stole a shotgun from the house of
a john and he taught himself to maintain it and make shells for it.
As he grew older, he started to believe that psychics were putting
thoughts in his head. When the Drakes discovered dioxyl ash in
2078, Pete became one of their best customers. When he could not
pay for ash, he would perform services for the Drake, usually as a
mercenary. He perfected a shotgun shell with dioxyl plastic in it
that was as powerful an anti-psychic weapon as the dioxyl-Drakes’
hot pipes. He moved to Drake territory and before long the Tammy
Drake family had adopted him as a semi-family member. At first
the other Drakes were worried that he was too unstable and would
get the rest of the family in trouble, but so far he has proven himself
dependable.
Personality- Peter’s life is dominated by fear of psychics and
of having his mind messed with. He believes that a network of
psychics (including his mother) are out to get him. He no longer
lives in constant and torturous fear, but the majority of his waking
life is spent working on his anti-psychic defenses. He feels close to
nobody and he spends no time on entertainment or enrichment. He
spends most of his time alone in his shack, smearing dioxyl ash over
everything he owns and maintaining his shotgun. His few social
contacts are with Drakes and with a few fellow psychic-paranoids
he sells ash to. He gains no pleasure from these contacts. He likes
things that don’t change and he becomes irritated if forced to change
his routine or meet new people.
Special Skills- Rifle/Shotgun (2) (+8 to vital strike, +8 to
simultaneous strike, +4 to strike), Gun Repair (5).
Special Equipment- Sawed-off Shotgun (FR 5 ft., MR 50 ft., very
easy strike), Dioxyl Shells (3 bladed damage, anyone within 15 ft. of
a blast suffers -10 to psychic skill rolls for 1 hour, each shot there is
a 1 in 10 chance of misfiring, if it misfires there is a 1 in 6 chance it
will explode and do 1 damage to the holder).
Typical Attack- Pete makes a strike with his shotgun at INL (13) +
AGY (9) +4 (skill) +8 (weapon) -1/5 ft. +1d20 vs. 25 (or 1d20 +9
-1/5 ft. vs. 0). As a reaction he makes simultaneous strikes at 1d20
+4 -1/5 ft. vs. 0.

Insomniacs- The Insomniacs are
descending, as a family, into madness.
Taking Sibosin brings on a sort of
temporary mental illness, and those who
overdose and become charred go steadily
downhill.
Nobody knows whether,
in 30 years, the Insomniacs will still
be a powerful family or whether they
will all be dead from suicide and autoasphyxiation accidents. Non-Insomniacs
who have overdosed on Sibosin have
all committed suicide, yet none had the
advantages of being in a street family: a
support system, a community that adapts
to their new needs, and the survival of the
family as a reason to keep going.
Keepers- Most sensible people know
that the hole is filled with traps and stay
out of it. The most common trespassers
in the hole are drunks and homeless
Crazies. When caught, they are usually
restrained and brought before Monis Ef,
the Keepers’ judge. Monis Ef has his
own mental problems: since the death
of his family he has become a depressed
recluse. His duties as judge are the only
thing that keeps him hanging on.
When Monis believes trespassers
wandered into the hole because they
didn’t know any better or were mentally
deranged, he usually lets them go.
Although not good with people, he tries
to explain to them that the hole belongs
to the Keepers and that it is dangerous
to enter it. If he thinks the person might
have someone taking care of them, he
might order the person held for ransom.
Water Rats- The Timm family got
where is it today by reckless risk-taking.
The Timms did things others thought
was suicidal. The Timms’ fearlessness is
partly a function of their brain chemistry
and partly a way they have chosen to deal
with life. From an early age, Water Rats
are taught that it is better to take risks
and get the most out of life than to live in
fear. When Water Rats are experiencing
stresses in their lives, they often take
refuge in the freedom of risk taking,
sometimes to such a degree that it seems
to others that they want to die.

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The Water Rats like to believe that they are immortal or that
they have some kind of special luck. Neither is true. Water
Rats have died during dangerous stunts. The family has
grieved, but afterwards they choose to continue with their
delusion of immortality.

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Non-Family Street People
Addicts- It’s hard to pry apart drug addiction from
mental illness. Some say drug addiction is a mental
illness, one with an external cause. Many addicts
qualified for mental illness diagnoses before they
ever started using. They started using drugs to “selfmedicate” their mental problems, or pre-existing
problems made them reckless or susceptible to the
persuasive tactics of pushers. Most Addicts who are
not crazy going into addiction are driven crazy by
the constant stress and by the many traumas addicts
experience. Addicts also tend to burn bridges with
the friends and family that might act as a support
system against mental illness.
Paranoia, depression and suicidal behaviors are
common among all addicts. Addicts who use
amphetamines and god killer are often driven into
states which mimic paranoid schizophrenia. Like
a schizophrenic in the positive symptoms phase,
they suffer from hallucinations and delusions and
sometimes go completely psychotic.
Addicts who want to improve their lives have an
incredibly hard road ahead of them because they must
deal with both psychological problems and addictions.
Gamblers- For the most part, gamblers are conartists who take advantage of the greed and gullibility
of others. Many of the most successful gamblers
would qualify for a diagnosis of antisocial personality
disorder. This syndrome is characterized by lack of
empathy for others, lack of morals and talent at lying
and manipulation.
Gamblers often have a lot of contact with compulsive
gamblers. Compulsive Gamblers come from every
background, age, gender and socioeconomic level,
but all have a compulsion to gamble that they can’t
control. Compulsive gamblers are often quite skilled,
but compulsives don’t know when to stop, something
all professional Gamblers must know.
Jacks- Very few individuals are able to scrape out a
living solely by begging and doing odd jobs. It takes
quick wits, charm and the ability to lie convincingly.
It also requires being able to stand living a life where
the future is completely uncertain. A Jack’s day
might end on an Indie’s couch with a belly full of
food and wine, or cold and hungry in an abandoned
building. For most of the population, the stress of
this lifestyle would destroy them. The people who
become successful Jacks tend to live in the moment:
they rarely think about the past or future. This makes
them slightly amoral: they do things without giving
thought to the future consequences of their actions.
They are typically extreme extraverts. For them,
social situations which others would see as intense
are just exciting enough to be interesting.

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Runners- The number one skill Runners must have,
above even ability to get across the city quickly, is a
reputation for dependability. Of all the street people
groups, Runners are the most emotionally stable and the
least likely to have problems with drugs or alcohol that
they can’t control.

decline. Assassins (p.23) often decide that Sex Workers
are dirty and try to clean the city of them. Misogynistic
rapists and serial killers often target Sex Workers on the
belief (usually justified) that few care when a Sex Worker
is raped or murdered. One reason people commit so
many crimes against Sex Workers, or let others get away
with committing those crimes, is economic prejudice.
Sex Workers- Many Sex Workers turned to the sex Johns visiting the city from corporate living centers or
industry because they didn’t have the self-esteem, social wealthy suburbs are most likely to have this prejudice.
skills or sobriety to make it in some other profession.
They think that anyone willing to sell his or her body
for a few bucks then isn’t worth any more than a few
When Sex Workers start working in the sex industry, bucks.
they often set limits for themselves. They say “this
is what I’m willing to do for money, and this is what Thieves- Thieves don’t have many redeeming features,
I’m not.” Yet the Sex Worker is always being offered not much they can say in their defense when they’re
money to cross the lines they have drawn. When they caught robbing someone or picking someone’s pocket.
are desperate for cash they might let their standards slip Some use the “I’m trying to feed my family” excuse.
a little bit. Each time this happens it becomes easier for Others try to use the legendary antipathy between thieves
the Sex Worker to relax his or her standards. It’s not and con artists to gain some credit. “I may steal your
much use saying ‘I will not do _____ for money’ when stuff, but I won’t lie to you.” This is mostly just an act:
the person has already done it five times.
most thieves have zero interest in stopping con artists,
and in many cases thieves and con artists are the same
For most Sex Workers, the disturbing part is not the people. There are a few cases, though, where skilled
physical acts but the attitudes of the people they do thieves will purposefully go after con artists. They may
them with. Some johns are nice people who seek sexual phone in tips to the police, they may sabotage the offices
contact with a Sex Worker because they don’t think they of con artists or they may even rob the con artists blind
can get it anywhere else or because they are addicted to and return most of the money to their victims.
sex as an anxiety reliever. Most johns, however, have
serious issues with a particular gender. Some johns see City legends pit skilled thieves against plastic antisocials
Sex Workers as objects with no rights or feelings worth (p.28), the most frighteningly devious of con artists. It’s
worrying about. Others only aspire to this attitude: what not such an unlikely pairing: plastic antisocials tend to be
they really feel is a sense of inferiority. Female Sex big spenders, which is the most likely target for thieves.
Workers encounter a lot of misogynists: people who hate
and fear women. Misogynists feel a power void: they Thieves are the only street people group that do not have
need women but they don’t think women need them. to deal with other people, beyond their black market
Contact with women makes these misogynists feel trader. Homeless people with social skill problems, who
powerless and reduces their self-esteem. They seek to have the raw talent it takes, often become thieves.
regain control, typically with either money or violence.
To the misogynist, the physical sensation of a sex act is
not important, the important thing is that the woman do
something she would not have chosen to do of her own
free will. The more degrading the sex act, the more the Animalists- Existing as a thinking being is often difficult.
misogynist likes it. Thus, female Sex Workers are under Having the ability to think means you make decisions
constant pressure to do things that are unsanitary, painful rather than simply reacting. Decisions mean you are at
or frightening at the request of someone who gets off on fault when you make the wrong decision. When you are
the Sex Worker’s discomfort. The result is the equivalent a thinking being you can ponder your future and past, and
of psychological warfare against the Sex Worker.
you can become sad, angry or, worst of all, scared, about
things that aren’t currently happening. Thinking beings
Sex Workers fall into a terrible cycle: the more degrading can even be scared or guilty about their own thoughts.
things they do, the lower their self-esteem gets and the
more degrading things they are willing to do. Coupled Existing as a thinking being can be torture. That’s why so
with this there is often physical deterioration from drugs, many people use drugs, join cults, or engage in extreme
age and violence, which makes the Sex Worker have to sex: to escape from thought, even for a minute. That’s
work harder to earn the same amount of money.
why the Animal Man (see p.18) has spent hundreds of
thousands to mutilate himself. That’s why so many
Sex Workers are also very likely to be the victims of people like Animal War: it liberates them from thought
violent crime: rape, robbery, beating, torture, mutilation. and lets them experience consciousness like an animal.
The trauma of these events speed their psychological

Well Gangs

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As with drugs, different people have different reactions
to Animal War based on their psychology. For many it
was an instant and complete dependence. They pawned
off all their possessions, went into debt with loan sharks
and started fights trying to be first in line to use the
Animal War machines. They were the first to learn to
trigger the thoughtless state even when not hooked up to
the Animal War machines. They would spend most of
the day in a thoughtless, animal-like state. Most became
homeless, many died. Even before Mauler started
turning people into mindless beasts there were homeless
people wandering the streets acting like animals. Most
people think these are just more psychotics. In truth,
they are just a different kind of psychotic. Rather than
the rational mind turning off all at once under intense
psychological pressure, their rational minds turned off a
little more each time they used Animal War.
To many Animalists, these psychotic Animalists are a
skeleton in the closet. They don’t want to be associated
with these Crazies and they don’t want to have to take
care of them or be held responsible for their actions.
When an Animalist goes homeless, most other Animalists
try to forget he or she ever existed. When people claim
that Animal War is addictive and makes people crazy,
Animalists defend their hobby by saying that anyone
who went Crazy was already mentally ill.
The majority of Animalists learned to find balance.
They realized that they needed to turn on the thinking
parts of their brains sometimes in order to survive in the
modern world. These moderate Animalists learned from
the mistakes of the psychotic Animalists and later from
Mauler addicts.
Even among Animalists who stay part of the group,
some deal with the temptation to turn off their minds
better than others. Some are borderlines, barely able to
stay thinking long enough to stay on welfare and keep
themselves housed, clothed and fed. Others go “animal”
for prolonged periods after traumas or during stresses.
Even as Animalism can be a problem, it can also help
people. Many people who have gotten into Animalism
have freed themselves from the grip of irrational stress,
fears and obsessions. Animalism has helped people with
very low self-esteem overcome their irrational beliefs
about themselves. People with sexual disorders, who
have trouble enjoying themselves or reaching orgasm
during sexual intercourse, have found relief through
Animalism.

Animalist Addiction (Optional Disadvantage,
Gives 15 BP)- The PC must have the Animalist
special skills Animal Survival (2) or Animal Rage
(2). The PC is psychologically addicted to going in
to Animal Survival or Animal Rage mode. The PC
must save vs. 20 difficulty cravings to avoid going in
to one of these modes each day. Cravings are also
triggered by stress or anxiety.

Typical Ex-Animalist Psychotic
Attributes- AGY 15, AWR 17, CHM 0, END 8, INL 0,
SPD 10, STH 9, WIL 5, BLD 3, BDY 3, INCY 5.
Appearance- Thin, dirty, scarred, unkempt, half-naked,
wearing torn clothing, poor posture, darting eyes, hisses,
growls and barks, sharp fangs and claws.
Personality- The Ex-Animalist exists on a level of
pure, thoughtless reaction. Every once in a while his
rational mind wakes up and he starts thinking, but the
rational mind is so overwhelmed with pain and fear that it
immediately goes back to sleep again. The Ex-Animalist
thinks of himself as an animal surrounded by a number
of strange animals, most of which he can intimidate and
could kill if necessary.
Motivations- The Ex-Animalist is hungry. He may
occasionally feel some other needs (including sexual
needs) but usually hunger predominates.
Methods- The animalist wanders through the city sniffing
for food. He sometimes finds it in dumpsters and devours
it greedily. Other times he sees people holding food. If
they don’t look and act tougher than him, he walks up to
them, growls at them, and grabs the food. He is not afraid
to swipe with his claws at anyone who gives him trouble.
He is wary of strangers and won’t let them get too close
to him.
Special Skills- Animal Defense (3) (+12 initiative, +10 to
jump, +10 to blinding, +10 to slash)
Special Equipment- Retractable Claws (1 bladed, easy
strike, very easy slash), Fangs (1 bladed, pierces as 2, hard
strike).
Typical Attack- A split action jump-in and slash with his
claws at AGY (15) + AGY (15) + 10 (skill) +8 (claws have
very easy slash) -10 (split action) +1d20 vs. 25 (or 1d20
+13 vs. 0). Then a paired blinding strike with his claws at
AGY (15) + AGY (15) + 10 (skill) -4 (paired) +1d20 vs.
30 (or 1d20 +6 vs. 0). As a reaction he jumps at SPD (10)
+ AGY (15) + 10 (skill) +1d20 vs. 25 (or 1d20 +10 vs. 0).

One Animalist’s Experience
“So I’m sitting in this doctor’s office in the central hospital, and this doctor is trying to explain to me that I have
cancer. And he’s talking about what kind of cancer it is, and what percentage of people live through it and what
treatments are available. And I’m sitting there staring at his mouth and suddenly I’m in the animal state. Instead of
a doctor, there’s just a member of some other pack. Instead of a doctor’s office, I’m in a temporary shelter from the
weather. Instead of talking, he’s just chattering, making meaningless sounds to hear his own voice. And it only lasts
a second before I pull myself out. And I say to myself ‘I have to listen to this, I’ve got to think about what it means.’
But then it happens again. And I’m just forcing myself to keep thinking, even though it seems like I can escape all
this fear and worry if I just slip into that other state. And that’s when I realize: I can’t do this anymore, I have to quit
Animal War.” -Jacob Paree, Ex-Animalist

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Animalism is a double-edged sword, and this is the heart
of moderate Animalist philosophy: thought is a tool, and
if you don’t use that tool when you need to, or if you use
that tool when you don’t need to, then you’re in trouble.
Animals can be driven insane, and even Animalists who
steer the middle path are not immune to the things that
cause people to go crazy in the city. Traumas, chemical
imbalances or brain injuries can cause Animalists and
animals to become timid, violent or depressed.
Bleeders- Life as a Bleeder is about paranoia. The more
power Bleeders get, the more they have to worry about
people trying to steal a sample of their blood and gain
control over them. The Bleeder system doesn’t promote
loyalty and every Bleeder master knows that the people
they control are looking for a chance to control them.
This constant stress can be too much for some Bleeders
and many have tried to leave. It’s hard to leave the
Bleeders though, because almost everyone has a master
who wants to keep them around. Some Bleeders only
escape by committing suicide. Others are allowed to
leave when their behavior grows so erratic that their
masters don’t trust them anymore. Are these members
truly insane or just faking it? The answer probably lies
somewhere in the middle.
Those Bleeders who enjoy blood sampling have a
unique chance to experience what it feels like to be
another person. Samples of people with psychological
issues can be scary but enjoyable. Many Bleeders who
feel they know what goes on in other people’s heads get
into amateur profiling. Serial killers, rapists and child
molesters often leave blood at the scene of a crime (often
under the victim’s fingernails). Because of their facility,
Bleeder profilers are often welcome at crime scenes.
There is a dark side to Bleeder profiling: one Bleeder
named Deborah Newman has gone after a number of
serial killers. She works alone and tells the Night Shift
that she has tracked down and killed the killers. The
murders stop, so the Night Shift believes her. What only
a handful of Bleeders know is that she hasn’t killed these
serial killers, she has taken blood samples from them and
kept strict control over them. They are her own private
hit-squad, sent to murder Deborah’s enemies. Deborah
now has 4 serial killers under her control, 3 disorganized
and 1 organized. She has had to kill three others when
they couldn’t control their impulses and started killing
without her permission.
Bleeders have to deal with their share of wackos.
Paranoid schizophrenics often think that Bleeders have
blood samples of them and are messing with them by
remote. Some Christian extremists and Christianity
based cults believe the Bleeders are devil worshippers
because they “drink blood.” The Bleeders just decimated
a cult of 50 called “the Church of Gods’ Great Creation”
that tried to make holy war against the Bleeders. Most
members of the cult were killed, although the cult leader
survived and escaped.

Deborah Newman

(Bleeder Profiler and Serial Killer Enslaver)

Level 3 Bleeder
Attributes- AWR 13, AGY 7, CHM 10, END 12, INL 12,
SPD 8, STH 7, WIL 16, BLD 2, BDY 2, INCY 3.
Appearance- White, very short, round glasses with bloodred frames, curly red afro, purple eye shadow and lipstick,
wears a blood-red suit and slacks and black boots, smokes
cigars.
Social Status- The Night Shift thinks of her as a
useful profiler. Among the Bleeders, she is moderately
powerful. She has four students and she has gained
semi-independence from her master. Her master still has
samples of her blood but is afraid to use them. To the four
serial killers she currently has control over, she is a strict
and dangerous slave-master.
History- Deborah grew up in the city, the smallest and
smartest of her siblings. She hated how her siblings got
everything they wanted because they were charming,
athletic and attractive. She studied chemistry, hoping to
someday become a drug manufacturer and a rich criminal.
When the drug lords consolidated she rethought her plans
and instead joined the Bleeders. Her master thought
she was an excellent student: she studied hard and was
obedient. Deborah always had loved to read true-crime
stories about serial killers, and she discovered her Bleeder
skills would help her find criminals. She had no interest
in law and justice, she wanted to hunt down serial killers
because part of her admired them and she wanted to best
them. She started reading books on profiling and hanging
around crime scenes. After helping the Night Shift find
a few serial killers, she began to realize that if the Night
Shift wasn’t around she could make the serial killers her
servants. She stopped bringing along the Night Shift, and
she would show them a severed thumb or a bloody knife
as proof that she had killed the serial killers. Her master
figured out what she was up to and ordered her to stop. She
had a serial killer stalk her master and she threatened to kill
him if anything happened to her or if he told anyone what
she was doing.
Personality- Deborah is selfish and paranoid. She wants
power over as many other people as she can. She can’t be
friendly for more than a couple of seconds and few people
like her enough to want to hang around with her. She
lives alone, surrounding herself with material comforts to
distract herself from feelings of loneliness. She is ruthless
and although she is not naturally cruel she has learned how
to be cruel when it is to her benefit.
Methods- Deborah goes to crime scenes, where the Night
Shift let her gain access to blood. She uses her skills to
track down the serial killers and debilitate them. She
confronts them and informs them that they are now her
slaves. They come to her every week to give her new
blood samples, or else she tortures them. She sends them
to attack her enemies. If they disobey her, she kills them,
often in front of her other serial killers.
Special Skills- Blood Attack (5), Blood Communication
(2), Blood Reading (2), Blood Tracking (4).
Typical Attack- When she has a sample of someone’s
blood, she makes a Blood Attack roll at WIL (16) +16
(skill) +1d20 vs. 40 (or 1d20 vs. 8). If successful then the
victim suffers spontaneous internal bleeding (1d6 damage
to BLD).

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Freaks- Habey Cox has his own theory of psychology.
His theory is that some people are born with minds that
don’t work the same as everyone else. These people have
different tastes, different instincts and different ways
of thinking. These people are taught to act “normal”,
which most learn to do. However, acting normal uses
up energy. Having to act normal means that someone is
operating at lowered capacity.

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According to Habey, when someone “born different”
stops trying to act normal, they free up a large amount
of energy. This energy can be channeled into traits like
ambition, creativity, bravery, willpower, genius and
animal magnetism. Meanwhile, the people who are
naturally normal become lazy and complacent. It’s too
easy for them and they never learn their true abilities.
Here’s an alternative to Habey’s explanation, one more
in line with traditional psychological theory: most people
grow up wanting to fit in, and so the goals they set for
themselves are the qualities that they think other people
have. However, when people have trouble reaching
these goals, they may fall into a cycle of low self-esteem.
The worse their self-esteem is the more trouble they have
dealing with people as equals and the more they feel like
outcasts. Contact with the Freaks allows them to adopt
a different set of values. They begin to believe that
their self-worth can depend on things they can actually
do. Hopeful for the first time in decades, and desperate
to escape from the hell of low self-esteem, they work
incredibly hard. Thus the “Freak Power” Habey speaks
of is really just the motivating power of fear.
Central to life as a Freak is the belief that there is no
right way to think or look or behave, but that there are
many different ways that are equally valid. This puts the
Freaks at one end of the spectrum in the debate about
when it’s okay to treat someone against their will for a
mental illness. Most Freaks would say it’s never okay to
give someone drugs, mental programs, psychic therapy
or any other type of treatment if they say they don’t want
it. Many would even say they would fight to protect such
people. Many people come to Freak territory looking
for sanctuary from deprogrammers and mental health
professionals.

Many fetishists and people in the BDSM scene are
attracted to the Freaks, both for their philosophy (that
there are many ways to be, none of which are inherently
bad) and because the aesthetics of the Freak community
appeal to them.
The Freaks have been accused (especially by the
Sexologists) of creating fetishes. Members of the Freaks
are encouraged to discover their “kinks” and explore
alternative sexual tastes. A few Freaks have no interest
in anything other than “vanilla sex” but affect various
kinks and fetishistic styles just to fit in. Those Freaks
with the Freak Sex skill actually do have the ability to
create a fetish in another. This is one of the most subtle
and complicated types of psychological manipulation
the Freaks engage in. The art of Freak sex is to find the
“edge” of someone’s sexuality, the border between what
is anxiety provoking to the point of being a turn-on and
what it anxiety provoking to the point of being a turn-off.
Once the Freak finds this line, he/she/it slowly pushes the
line. Over the course of minutes or hours, victims find
themselves being turned on by things they never thought
they would. There is considerable anxiety provoked, but
it is hidden under an avalanche of endorphins. When
the person leaves, though, and the endorphins wear off,
the person is confronted with a change of identity. Their
sexual preferences are called into question, upsetting
every belief about their lives. This anxiety often sends
them right back to the Freaks looking for relief.

Habey Cox on Fetishes:
A fetish sounds like a limitation with me. ‘I can
only get off if I’m peeing on an amputee’s stump.’
‘I can only get off if a woman pretending to be a
baby is sitting on my face.’ I don’t think any selfrespecting Freak should limit themselves so, just like
no self-respecting Freak should limit themselves to
heterosexual sex in the missionary position.

This puts the Freaks at odds with those who believe that
mentally ill people do not have the capacity to choose
whether they want treatment. Many Volunteers, Night
Shift officers, Sexologists, Utopia Children and Hunters
take this position.

Humankalorie- Most people today think of the Kalor
as just another human ethnic group. For most, the
fascination with their off-planet origins burned away
several decades ago. For many of the young people that
become obsessed with Kalor culture, though, there is a
deep-seated dissatisfaction with humanity and the belief
that the alternative must be better. Many of the obsessed
Kalorophiles were intelligent and socially isolated
people who didn’t think they could achieve respect as a
member of their culture, but thought that they might have
the personality to be a respectable Kalor.

Freak territory is home to the highest concentration of
the city’s dysmorphs (see p.17) and do-overs (p.19).
Freak turf has almost as many transsexuals (p.21) as
Christopher Street. Even those dysmorphs, do-overs
and transsexuals who are not part of the Freak gang feel
that they are treated with less prejudice here. Similarly,
people who are severely deformed or scarred often move
to Freak territory where they can feel more normal.

True Kalor have little mental illness compared to
humans. This is probably a result of extensive genetic
engineering on the species. The most common reaction
to stress is a sort of torpor where their metabolisms
slow and days seem to pass like minutes. Toxins, brain
injury and traumatic events can cause a sort of confusion
in which objects are mistaken for other objects, the
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can occur. The Kalor have no native psychological
therapy, besides trying to explain to people how and
why their thinking processes are flawed. Kalor law
has no provisions to excuse citizen’s crimes or allow
citizens to be held against their will because of mental
illness. Since the law doesn’t deal with mental illness,
the Humankalorie are notoriously intolerant about
mental illness. If someone attacks or steals from them,
“crazy” is not an excuse. When members of the gang
are experiencing problems, the people usually “travel”
(often couch crashing with non-Humankalorie friends
somewhere across town) so they won’t be prosecuted for
letting their duties as citizens lapse.

for themselves. If they were, the prospects would surely
drive them mad.
The Hungry have no hope, nothing to look forward to.
The only thing they have is hunger to distract them and
the constant mantra “just a little longer.” For most, the
thing that Sten Mann said that kept them from suicide
was “try it for today, tomorrow you can die.”

The Hungry’s worst enemy is boredom. Any other
potentially incapacitating feeling (fear, sadness,
loneliness, regret, stress, guilt, annoyance, pain) can be
overwhelmed by a combination of hunger and hatred of
the Drug Lords. Boredom, though cannot be covered
Hummingbirds- Drug use is high in the Hummingbird up, and most Hungry who commit suicide do so after a
community, and most Hummingbirds have had to “talk period of time alone with nothing challenging to do.
down” an acquaintance who was having a bad trip. The Hungry often use emotion words out of habit, even
The most popular drugs are hallucinogens (which can though they no longer experience those emotions. The
cause panic and frightening hallucinations) and uppers most commonly misused word is “interesting.” Juju
(which can cause paranoia, confusion and delusions). Mann, for instance, calls a good fight “interesting” but
Hummingbird itself never causes mental illness, but it what she really means is “not boring.”
does make people hyper. When people on Hummingbird
get stressed out or can’t deal with what’s going on in The Hungry have no hope to get taken away, and they’ve
their lives, hyper can spill over into mania. They know already lost their loved ones, so they usually believe
that as long as they can keep dancing, talking, moving that things can’t get any worse. They are wrong. The
or working they don’t have to think about whatever is Hungry can be tortured, can be made to feel helpless, can
bothering them. Lots of people in the city go manic, but do things that make them feel guilty and can lose selfHummingbirds do so spectacularly.
esteem. They react to these traumas as strongly as nonHungry, often more so. Usual reactions are depression,
Some people come to Hummingbird dance clubs to risk taking and dissociation.
participate in the swirling pockets of violent dancing.
Many of these people have a problem with rage, some Immortals- Memory can be a burden. Some people go
are budding sadists. They have the same personality so far as to use black market mental programs to wipe
characteristics as those who go on to become serial out their memories. The average Immortal has 245
killers, but they probably won’t become serial killers years worth of memories (including his or her own).
because they’ve found a moderately healthy way to get These aren’t just facts that they have memorized. The
memories carry strong personal feelings for them. Many
out their aggressions.
Immortal-hopefuls are forced to quit training halfway
Hungry- For the most part, any pre-existing through because they can’t stand the constant barrage
psychological issue a Hungry may have had has been of traumatic memories. Most Immortals feel guilt for
overridden by their current complete anhedonia. Most of the actions of ancestors as if they had done the thing,
the Hungry woke up in a hospital bed sober, not craving and almost every lineage has done something horrible
drugs and with a clear head for the first time in decades. they can feel bad about. Immortals are prone to stress,
The areas of the brain that have been destroyed control nightmares, ulcers and alcoholism.
the brain’s major dopaminergic areas. These areas are Bad habits are not passed down. An Immortal may
responsible for anything that is pleasurable and almost remember being a drug addict or a compulsive gambler
everything that is addictive. These centers are also part or a porn addict, but the student feels no compulsion to
of the mechanism of schizophrenia. For many, becoming do these things. On the other hand, delusional beliefs and
a Hungry means sudden, frightening, horrible sanity.
memories can be passed down quite easily. If a teacher is
paranoid and thinks the CIA is out to get him, the student is
Most Hungry describe their overdose death and their likely to be convinced of this as well. Some teachers have
current state as a cold echo of their past lives, a last irrational beliefs that what they are doing and thinking is
gasp emerging from dead lungs. They see themselves as normal and healthy, even when it definitely isn’t. Those
ghosts: not souls in an afterlife, just the fading impression beliefs get passed down to students, who are more likely
of a person. They call it death because their lives seem to be tolerant of those beliefs and thoughts in themselves.
so different now and because their existence is hollow, For example: if a teacher purges after meals and thinks
devoid of that which gave it meaning before. Mostly that it is a perfectly reasonable way to keep thin, the
they refer to themselves as dead because they cannot student may come to believe that it is reasonable for him
imagine themselves living a lifetime in this fashion. For to do so when he needs to lose a few pounds, despite what
the Hungry, it’s good that they aren’t trying to build lives he may have believed before the memory transfer.

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Two of the original seven, Saile Chendra and Henry
McAffrey, were considered by their peers to be mentally
ill. Saile didn’t like or trust anybody, she did dangerous
experiments on herself with no reason to believe they
would work, she deceived everyone around her about
what she was doing, and she held many very unorthodox
beliefs based on tenuous reasoning. Henry McAffrey
had violent outbursts with little provocation, he
experienced periods of depression, he fell in love with
a female officer who wanted nothing to do with him and
he believed he could make her love him by harassing her.
Yet these two didn’t think of themselves as irrational, so
almost none of their students did either.

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There is also the problem of false memories. Errors are
introduced when someone misremembers something, or
when a student misunderstands what a teacher is saying.
These errors are passed down to the next generation and
grow more numerous with each pass. Immortals are
usually completely convinced that their false memories
are correct. Immortals often tell funny stories about an
Immortal who got in a fight with a teacher about the facts
of a memory from the teacher’s childhood.
On the plus side, Immortals have memories of many
mental illnesses and have memories of what it took to
overcome those problems. This gives Immortals some
skill and wisdom when dealing with their own issues, but
most importantly it gives them a sense of hope that their
problems can be overcome.
Math Addicts- Despite their name, Math Addicts are not
addicted to doing math. For most it is just a fascinating
hobby. Sometimes stressed or traumatized Math Addicts
will hide from their lives by immersing themselves in
complicated math problems, but this is no more likely
than an avid reader trying to ignore his or her problems
with the help of a novel.
Since Math Addicts think in math, they also have
hallucinations and delusions in math. A Math Addict
on hallucinogens might suddenly “feel” 192, or might
briefly believe that nine times two is really three, or that
all objects with an angle of 17 degrees are evil. The
worst harm done by these hallucinations and delusions is
that they make Math Addicts unable to use their special
skills.
Many Math Addicts were mathematical prodigies before
getting the math enhancer program and a significant
number of them still have the personality traits
associated with prodigies: forgetfulness, poor ability to
pay attention in social situations, lack of empathy and
poor attention to personal hygiene.
Math Addicts have taken it upon themselves to measure
and describe the full scope of many of the city’s problems.
They become amateur investigators and profilers. Math
Addicts have provided more useful information about
Colin than any other city group. History’s first criminal
profilers were statisticians who used math to discover
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of the perpetrators. The Math Addicts are carrying on
this tradition and are helping to keep profiling data from
falling behind technological, socioeconomic and cultural
change.
Mem Junkies- A drug addict has a few pleasant
memories to keep him or her company through the
agonies of withdrawal. Mem Junkies don’t have even
that. They have burned away any part of their lives that
had any meaning. When traumatic memories are burned
away, there can be some small benefit, but mostly the
disadvantages generally outweigh any benefits.
Mem Junkies value mental illness as a means of creating
powerful new memories. Some Mem Junkies (Insanists)
drive themselves to temporary mental illness with the
use of mental programs. See Mental Illness Sim Use and
Abuse (next page) for some of the dangers. Some Mem
Junkies (Grabbers) are attracted to mentally ill people.
They often hang around with Crazies or stalk the streets
after midnight waiting for people in crises. They use
the Mind Reading skill to read others’ emotions and
thoughts and thereby gain new memories. Some Mem
Junkies (Mem Rapists) cause people to go crazy with
drugs, torture or psychic attack. Mem Rapists have
inflicted every manner of psychological torture on their
victims: making them gamble for the life of a loved one,
drugging their food with hallucinogens, using psychic
powers to give them disturbing thoughts or emotions,
making them choose between being blinded or loosing
their hands, etc.
For all their flaws, Mem Junkies are recognized as the
city’s experts on memory and emotion. Some Mem
Junkies with Mind Reading provide free therapy. They
help people uncover repressed memories, help them
recognize false memories, or help them understand
the true emotional significance of their memories. In
exchange, the Mem Junkies keep and abuse those
memories. Mem Junkies are not afraid or embarrassed
by any emotion or feeling. They know that people rarely
experience pure emotions: there is the emotion which the
person chooses to act on, but there are other emotions that
the person may not become aware of. With unflinching
honesty and no tact, a Mem Junkie will tell a person “you
were turned on when you beat that guy up,” or “you were
glad when your father died because you thought it would
get you some attention” or “when you’re high is the only
time you don’t hate yourself.”
There is some similarity between Mem Junkies and
serial killers. Mem Junkies have amplified their own
memories to the point that normal experiences mean
little to them. Serial killers are often pornography
addicts who burn through sexual fantasies, using them
over and over again until they lose meaning. For each
sexual fantasy burned through, the serial killer must find
a more intense fantasy. Once all the fantasies have been
burned, the serial killer finds his internal world, which
was his crutch for so many years, a cold and meaningless
place. Like the Mem Junkies, the serial killer is forced to
go out and seek intense experiences in the real world.

Mental Illness Sim Use and Abuse
The mental illness sim on p.97 of the main book is one of
several programs created in universities and labs to study
mental illness. Like most mental programs that effect
consciousness or emotion, there are built-in safeguards.
The program can only be turned on for a set period of time
(users can typically choose anywhere from 1 minute to 24
hours). The program gives the user a password the user can
give to friends that will automatically shut off the program.
The user always has the option of shutting off the program
any time he or she wants.
Addiction- 99% of the mental illness states that the program
simulates are very unpleasant, thus the user is happy when
the program is turned off. A few cause ecstatic states or
blot out unpleasant feelings and are potentially addictive.
If a PC encounters one of these modes, the PC must make
a save vs. psychological addiction (20 difficulty) or face 20
difficulty cravings to turn the program back on.
Snooze-Buttoning- Some mental illness states make
people afraid or unwilling to let the program be turned off.
Usually this accompanies some sort of paranoid delusion
(e.g. that the program has just allowed the PC to escape
mind control and that when the program ends the PC will
be vulnerable again). Some programs allow people to
continuously delay the end of a mental illness state, or
turn it back on the instant it is turned off. Other programs,
in a measure designed to prevent this, don’t allow the
program to be turned back on for one hour after the last
state ended.
Permanent Illness- Sometimes a sim mode triggers a
lasting mental illness. This is the most common negative
side-effect of using a mental illness sim. Most institutions
that use sims do extensive screening to rule out the kind of
people that are most susceptible to lasting illness. With the
general population, about 1 in 100 suffers from a lasting
mental illness. Once stresses, traumas, bad genes, bad
biochemistry and pre-existing mental illnesses have been
screened out, the chance drops to 1 in 5000.
This phenomenon is not new. For more than a century,
psychiatrists have seen life-long mental illnesses
triggered by drugs which mimic mental illness (especially
hallucinogens and amphetamines). The most common
illness for people to be pushed into is schizophrenia.
People who experience permanent illness are people who
were already susceptible and the mental illness sim just
‘pushed them over the edge’ or ‘sparked the fire.’ If the sim
hadn’t done it, there is a good chance something else would
have. In some cases a sim shows them a way to deal with
their stresses and pain that they can replicate themselves.
In other cases, the trauma of being in a mental illness state,
even temporarily, is enough to start a downward spiral. In
the worst cases, the sim turns off a person’s rational mind,
which then refuses to turn back on, leaving the person in a
permanent psychosis or catatonia.
Lie Detection- There are two ways to fool lie detection
methods with a mental illness sim. The first is to create a
state of not caring, so that the person can lie without any
fear or guilt. The problem with this is that it becomes hard
for the person to care enough to maintain a lie (requires a
WIL roll). Also, psychics and sophisticated lie detections
systems can detect an artificial malaise. This state takes
a moderate Psychology roll or hard Mental Programming
skill toll to achieve.

The other method, which is harder, is to create a
temporary delusional state in which the person is highly
open to suggestion. If they repeat a phrase to themselves a
few times (e.g. ‘I’ve never killed anybody’) then they will
begin to believe it. This can fool sophisticated lie detection
equipment and even skilled psychics. The problem with
this method is that the person is prone to delusions
(moderate difficulty) and prone to being accidentally
given an idea by someone else (e.g. if the examiner asks
‘Isn’t it true that you killed three people,’ then the sim
user must make a WIL roll not to be convinced that this
is true). Requires a hard Psychology or legendary Mental
Programming skill roll.
Rage- Some people use mental illness sims to make
themselves fearless or to put themselves into a rage. The
effects are similar to AutoPostal (see p.108) although it
takes up to 30 seconds for the rage to reach full intensity.
Requires a moderate Psychology or hard Mental
Programming skill roll.
Idiot Savant- A sim can be used to create states where the
PC is generally impaired but has increased ability in one
particular type of intellectual task. The effects are similar
to the Concentrator Program (p.95, main book). Requires
a moderate Psychology or hard Mental Programming skill
roll.
Dissociation- By creating an artificial dissociative state,
the PC can get +10 to save vs. pain and fear, but must save
vs. delusions (20 difficulty) that the PC is not in control of
his or her own body. Requires a moderate Psychology or
hard Mental Programming skill roll.
Creativity- A combination of artificial manic and slightly
hallucinogenic states can improve creativity (+7 to
creative skill rolls). Unfortunately, this state is one of
the most likely to be addictive. Requires a moderate
Psychology or hard Mental Programming skill roll.
Entertainment- Some people use a mental illness sim
for entertainment. They put themselves into a state
which is calm but which is full of bizarre delusions
and hallucinations. The result is like an enjoyable
hallucinogen trip. There is a small chance of these states
being addictive. Requires a moderate Psychology or hard
Mental Programming skill roll.
Limitations- The program cannot simulate every mental
illness. It is best at stimulating illnesses which are most
often associated with a biochemical problem (e.g. mania,
depression or schizophrenia), although the illnesses can
take days or weeks to appear. Mental illnesses which
include excitation or inhibition of major brain areas can be
created with moderate realism (e.g. catatonia, psychosis,
post-traumatic stress, panic attacks, etc.). The sim has a
hard time mimicking illnesses based on beliefs (phobias,
delusional disorders, poor body image, paranoia) or habits
and desires (fetishes, compulsive gambling, compulsive
lying, obsessive-compulsive disorders, etc.). A sim can
put a person in a state where he or she feels a particular
way (e.g. compulsive, afraid, delusional, paranoid) but
cannot guarantee a particular belief or behavior will
surface. The mental illness sim has no way to mimic
personality disorders.

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PC Groups 073

Needle Punks- The Needle Punks’ old name was
Suicidals for a reason. The group has always attracted
people who are willing to take huge risks with their
own lives. They take these risks to make others afraid
of them (the whole ‘don’t mess with me, I’m crazy, I’ll
attack you even though you’re bigger and stronger than
me’ routine), for curiosity, for glory, for profit and for the
thrill. Some have more hidden motives. Some take risks
because they don’t like themselves or because some part
of them doesn’t want to live a long life.

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Needle Punks train themselves to be aware of even
the smallest sign of approaching physiological and
psychological dangers. They must react instantly and
accurately or they will die. Young Needle Punks-intraining are often given a series of syringes filled with
saline, which they put in various syringe-holders strapped
to their bodies. Their teachers shout out symptoms like
“Your heart is misfiring,” “You’re starting to hallucinate,”
“You’re going to puke,” “Skeletal muscles are weak
and unresponsive,” or “You’re getting really fucking
happy.” If the student pauses too long, or reaches for
and injects the syringe representing the wrong drug, the
teacher says “you’re dead.” Real wave riding is intense,
dangerous and scary. It’s like an hour-long knife fight
against someone who keeps springing back up every
time you think you’ve killed him. When Needle Punks
sleep, which is rare, they usually have nightmares about
wave riding. Most nightmares are about reaching down
to find a syringe missing, or realizing a moment too late
that they had injected the wrong drug or reaching for a
syringe but suddenly being too weak to wield it. Needle
Punks often sedate themselves to bring these nightmares
under control.

“Self-Medication” is a term used in the mental health
industry to describe people who seek out illegal drugs to
treat their own mental illnesses. The term is often used
pejoratively, as something inferior to doctor-directedmedication. Needle Punks are the masters of selfmedication. Needle Punks with chemical imbalances
almost always keep those problems under control. For
Needle Punks, self-medication is a habit: can’t sleep
– take a sedative; a little depressed – take an upper;
nervous – take an anxiolytic. To the Needle Punks, the
point isn’t to cure an illness, the point is to fine-tune
state-of-mind to meet the needs of current situation. The
danger is that, over time, the Needle Punks will lose any Even worse is when Needle Punks suffer flashbacks
ability to control their own thoughts, emotions or states from an especially harrowing wave riding session. They
can hallucinate that a symptom is coming on when
of consciousness without the use of drugs.
the symptom isn’t really. Flashbacks are unpleasant,
Needle Punks are also called on to medicate others. distracting and embarrassing, and occasionally deadly.
People experiencing problems may go to Needle Punks A Needle Punk might think he feels his heart stop,
for black market psychiatric help. Or, friends, family and might reach for a needle and inject himself before
or fellow gang members might drag them in against realizing it isn’t real, and injecting that drug unnecessarily
their wills. The Needle Punks are not experts in other could kill him.
people’s mental problems, but they can usually whip up
something to at least calm the outward symptoms. Few Night Shift- Suicide is high among Night Shift officers.
Needle Punks recognize or understand the right not to be The more years one has been on the force, the higher
the chance of suicide. Part of it may be a stressful job
medicated, and those that do can usually be bribed.
and easy access to weapons and poisons. Part of it may
Needle Punks also create cocktails designed to cause be the psychology of people drawn to law enforcement:
many are trying to gain moral or physical superiority
mental illness, break people’s wills, torture people or
over others in an attempt to hide their own perceived
make enemy soldiers attack their comrades. For the weaknesses. Part of it may be guilt for things done on
Needle Punks, it is as easy to drive someone insane as it the job (e.g. accidentally killing someone the officers
is to break his or her nose.
thought was reaching for a weapon).
“I used to be buddies with a Needle Punk. One day
we were hanging out in a coffee place, and I had just
broken up with my girlfriend, and I was complaining
about how shitty I felt, and before I knew what he’s
doing, he reaches over and sticks a needle in my
arm. I’m all ‘what the fuck’ and he says ‘you were
complaining of a symptom, I cured you.’ And I get
all pissed off and say ‘I don’t want to be cured, I want
to deal with my own emotions and if I can’t deal with
them I want to suffer through them.’ And you know
what, the fucker laughs in my face. And so I belt him
one. And that’s how the Needle Punk-Orphan war of
79 started.”

074 PC Groups

The biggest part of Night Shift suicide is the cynical
view of humanity that being a cop creates. Night Shift
officers deal with people at their worst all night long.
They are hated by almost everyone they meet. They see
the city’s most cruel and depraved acts. Many Night
Shift officers commit suicide after deciding that humans
are basically bad.
Night Shift officers make it their job to deal with
every violent crazy and hunt down every serial rapist,
murderer, arsonist and child molester. A few Night
Shift officers are happy to leave the investigating to the
detectives, but the majority are amateur investigators and
profilers. These psychologically motivated criminals are
their enemies and so Night Shift officers make it their
business to know everything about them.

The Night Shift has to deal with every other amateur
detective and profiler in the city. At their worst, outsiders
can mess up crime scenes, steal evidence, get in the way
of Night Shift officers and spook the criminals into
leaving town. At their best, the amateur profilers can
provide useful hints that can help the Night Shift officers
solve the case. Night Shift officers usually do whatever
they can to discourage amateur profilers, unless those
profilers have proven themselves to be useful (as a few
Math Addicts, Bleeders and Colin Hunters have).
Orphans- The early lives of most Orphans are full
of traumas. Some were orphaned when their parents
were killed, others were taken away from parents who
were severely abusive or neglectful. Once inside the
orphanage, the traumas continued: 40% of current
Orphans were sexually abused in the orphanage, 60%
were physically abused, 90% were threatened with death
if they were disobedient. Although taking a stand against
the adults helped many Orphans recover, many still
carry very deep pain and cover it with self-destructive
behaviors. Many of those who were sexually abused
have a poor relationship with sex and either avoid it or
tend towards unhealthy sexual relationships.

to child porn or child prostitution rings. The Orphans
are more familiar with the psychological profiles of child
molesters (often from personal experience) than anyone
else in the city.
Orphans have strong feelings about Do-Overs (see p.19).
A majority of Orphans (about 70% of adult Orphans)
think that do-overs are either trying to escape their duty
as adults or they are child molesters looking for the
perfect disguise. A minority (about 30%) empathize with
the do-overs’ claims that society owes them a chance
at a happy childhood. The most extreme pro-do-over
Orphans suffer from a hatred of adults and adulthood
and they idealize the imaginary “happy childhood” that
they never had. Since tolerance towards do-overs could
change every day (with the selection of a new leader)
most do-overs avoid Orphan territory.

Roofers- Successful Roofers tend to be extraverts who
like partying, like social situations and like taking risks.
Roofers are daredevils by nature. Some have suicidal
tendencies hidden deep within them. Others spend
most of the time believing they are immortal. Drug
use is common among Roofers and many Roofers use
inhibition lowering drugs (e.g. alcohol, amphetamine/
One thing the Orphans don’t like to talk about is that opiate speedballs, god killer) to make themselves braver
some of the Orphanage’s abusers were other children. In or make themselves more ‘fun’ at parties.
the days before the revolt, many older children would
physically or sexually abuse the younger ones. A few Risen- Most Risen are those who decided that they had
of these abusers were killed and banished during the to give up their own lives and fake their own deaths.
revolt. Most, however, participated in the revolt, stayed Some had done things for which they could not be
in the orphanage, and took the oath to protect anyone forgiven. Others amassed so many responsibilities and
smaller than them. They are good Orphans and they debts that they couldn’t take it any more. The Risen
don’t talk about the things they’ve done, although some believe that they have truly given up responsibility for
feel tremendous guilt about it. These people have never their old lives. Like Born-Again Christians, the Risen
been offered any official punishment or absolution. have disassociated themselves from the sins and failings
These young people who raped or beat smaller children of their former lives. They have found a way to say ‘I am
were, themselves, being raped and beaten by adults. not that person anymore.’
The Orphans don’t talk about it because it blurs the
lines between victims and perpetrators and the Orphans The popular vision of Risen is that they are all fugitive
don’t want anyone to think that any abuse of children is criminals or people running from loan sharks. The truth
excusable.
is a little more varied: there are Risen who became Risen
to escape family obligations, romantic relationships, gang
After the revolt, life was pretty good for the Orphans. obligations, abusive relationships and bad reputations.
There was still one problem: it was very hard to be Some became Risen not to escape from others but
different. Children just aren’t very accepting of people to escape from their perception of themselves. They
they think of as different. Children who were different thought that dying and creating a new persona would
were protected from physical violence, but not from allow them to recreate themselves in a better way.
name-calling, insults and ostracism. The older Orphans
were often too busy dealing with their own problems and Being reborn can be helpful therapy. It can give them a
duties to act as models of tolerance. When Orphans turn chance to shed unhealthy relationships, change personal
18, most stay, but among those who leave, most grew up habits and remake their identities. Yet it only helps if
hated because they were different: gay kids, shy kids, fat people are honest with themselves about what their
kids, kids with poor English skills, handicapped kids, etc. problems are. If they don’t come to terms with the deep
fears that drive their behaviors, they will only experience
Orphans try to hunt down (and typically murder) anyone a brief period of relief before they start ruining their
who exploits children and any of their old exploiters lives again with self-destructive behaviors. Some people
who got away. The Orphans send amateur profilers become Risen, think they have escaped from all their
to investigate any murder or rape involving children. problems, but then they find themselves falling back into
Other Orphans work undercover, trying to gain access the same old habits.

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PC Groups 075

Andrea Popall

(Roofer Founder and Intra-Gang Marshall)
Level 9 Roofer
Attributes- AWR 13, AGY 15, CHM 17, END 12, INL 13, SPD 12, STH 11, WIL 8, BLD 4, BDY 3,
INCY 5.
Appearance- Mostly African, pudgy, long black braids, silver-blue contact lenses, expensive jackets with
checkerboard patches, black leather boots.
Social Status- Andrea is one of the three remaining founders of the Roofers. She is in charge of settling all
internal disputes in the organization. She has quite a social empire: every junior Roofer tries to get on her good
side so she will favor them while she is settling disputes. Andrea is also feared for her vindictive nature.

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History- Andrea was born to into a city Indie family. As a child, she was sexually abused by her father. Her
older brothers left the home and joined the Sixty-Nines. When she was 15, she left the house and (with the
help of her brothers) got into the Sixty-Nines. Within the gang she felt like an outcast: she was not a tough
fighter or a sly businessperson. She used sex as a tool to get by: she would get protection and gifts from other
Sixty-Nines by having sex with them. However, Andrea wasn’t the most high-status girlfriend a Sixty-Nine
could have. When others were watching, her boyfriends would pretend they didn’t know her. Andrea found
herself hanging out with three other members of the gang who were stuck on the bottom rung of gang politics:
Bren was a nerd, Carl was stupid, Clement was tiny and stuttered. Andrea found acceptance at last and
enjoyed her time hanging out with this group. They finally found their own niche in the Sixty Nines: planning
rooftop parties. Andrea continued to resent the Sixty-Nine leaders: they would come and enjoy the parties,
but hardly give any credit to the planners. To Andrea, it was the same thing all over again. Then the Drug
Lords consolidated and the Sixty-Nines started to self-destruct. At their final blow-out party, when Bren (high
on god killer) started spouting about the gang continuing and ruling the city from the rooftops, Andrea saw a
chance to take over the gang. The partiers sobered up and decided the idea was stupid, so Andrea spent every
penny she had on more parties and more drugs so she could keep the idea alive. When the Roofers began to
coalesce as a real gang, Andrea was careful to keep her power. She was the one who introduced the idea that
the “founders” would be the leaders of the gang. She purposefully took over the job of maintaining order
within the gang. As her power grew, she began to use more alcohol and god killer to boost her confidence and
she grew more paranoid. She began to be paranoid about Bren and his Sider Squad and what they would do to
the power structure of the gang, so she persuaded Carl and Clement that Bren had to be shut down. When Bren
left the gang and made war against the Roofers, she used this as proof that her paranoid ideas were correct.
Personality- Deep down, Andrea is frightened, has little self confidence and thinks of herself as ugly. She
desperately wants to be liked. She is careful to cover up these weaknesses and she spends nearly every
waking moment either buzzed on alcohol or high on god killer. These drugs allow her to project a false
self-confidence (which has been slowly evolving into a false megalomania). Around others she acts fearless,
arrogant, judgmental and indifferent to what others think of her. As a side effect of her drug use she has been
growing slowly more paranoid. She often thinks other Roofers hate her and are conspiring to try to kick her
out of the gang.
Methods- Andrea does whatever she can to keep Clement and Carl distracted with their own projects (Clement
with inter-gang politics, Carl with war) because it keeps them from paying too much attention to her. She has
started wars just to distract Clement and Carl. Andrea keeps her “favorites” around her. Her favorites are
those who have proven that they will do anything Andrea asks of them. She knows that they are only in it for
the power of being Andrea’s favorite. She does not try to believe that they really like her, even though she
wants them to act like they do. Her favorites keep her informed of every rumor and story they have heard at
every Roofer gathering they attend. When conflicts arise in the gang, she always finds a reason to side with
her favorites or with whoever has done the most for her lately.
Special Skills- Acrobatics (2), Sword and Shield (2), Seduction (2), Drug Resistance (3).
Special Equipment- Shield: Hand-Metal (+8 to Parry), Sword: Katana (range 1-2, 5 bladed, easy vital)
Typical Attack- As an action, she makes a split action parry and strike. The parry is at STH (11) + AGY (15)
+12 (skill) +8 (shield) -10 (split action) +1d20 vs. 25 (or 1d20 +11 vs. 0) and the strike is at STH (11) + AGY
(15) +12 (skill) -10 (split action) + 1d20 vs. 25 (or 1d20 + 3 vs. 0). As a reaction she parries at STH (11) +
AGY (15) +8 (skill) +8 (shield) +1d20 vs. 25 (or 1d20 +17 vs. 0).

076 PC Groups

Technophiles- Technophiles are part artists and part
techs, and they have the eccentricities of both. Many
Technophiles are obsessed geeks with subnormal social
skills. A few Technophiles have Asperger’s Syndrome
(a milder version of Autism, associated with obsessive
knowledge and fewer social needs). Technophiles have
a higher rate of Manic Depressive Disorder than the
city average. People with manic depression often begin
grand projects in their manic phases. The most severe
manic depressives don’t have enough patience to ever
finish a project, and some of these people may join the
Technophiles but grow distant from the community when
they can’t produce any actual tech. Less severe Manic
Depressives can be very successful Technophiles. Even
among those who don’t have a biochemical disorder,
all Technophiles are familiar with the manic state that
takes over them when they are deeply involved in a
project. This manic state is thrilling and blots out any
other problems they are having with their lives. Many
Technophiles describe themselves as “addicted” to this
state (although most don’t actually meet the clinical
definition of psychological addiction).

Non-Gang Wells
Cornerpunks- Although there are notable exceptions,
cornergangers tend to be the most unambitious people in
the city. They aren’t interested in pushing the limits of
human ability with technology, they aren’t interested in
gaining city-wide power, they aren’t interested in raising
their socioeconomic status. They’re content to hang

around on the same steps, drinking beers with the same
friends, watching the city happen, day after day. Some
cornergangers are not ambitious because they don’t think
they can achieve anything due to some psychological
issue: drug addiction, low self-esteem, depression. For
others, the unambitiousness is based on an even rarer
psychological quality: contentment. They are some of
the lucky few city residents who are happy with what
they have in life and don’t need anything to change.
“Hanging out with my cousin’s cornergang was like
being in Eden. There was no competition, no constant
training, no war, no politics. Their idea of defense
is this: when an addict comes by, you stand up, just
to let him know you’re not asleep on the job. Other
than that, it was just day after day of drinking beers,
playing cards, telling jokes and flirting with anyone
attractive who walked by. It really made me ask: why
the hell am I doing this?” –Gyan Praeville, Bleeder.
Freelancers- Freelancers are Wells who wanted to
be out on the streets but did not want to have to owe
allegiance to anybody but themselves. They believed
they were tough enough to survive out on the street by
themselves. Many Freelancers have problems trusting
other people. Many are military-buffs and mercenarywannabes, people who spent their childhoods fantasizing
about being some super soldier, able to take out their
frustration with humanity by killing people. Freelancers
have a big incidence of Assassin Personality (see p.23).

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Some Freelancers are sadists who take security guard
jobs with hopes of finding a semi-legitimate reason to
beat the shit out of people. A good portion of serial Arcadians- Many members of the Arcadians are bonakillers turn out to be Freelancer security guards.
fide geniuses. Even those who aren’t spend much of their
lives boosted to genius level IQ with the help of expensive
Goods- For many Goods, there is a widening gap between smart drugs. Arcadians are often a cult of intelligence,
the motives they claim and their actual behaviors. They valuing intelligence above all other qualities. They are
are in the business to help addicts by giving them reliable so focused on intelligence they sometimes forget to
drugs at reasonable prices. No matter how noble their develop qualities that make for pleasant and successful
motives are, most Goods eventually start acting like lives: emotional maturity, wisdom, self-control and
drug dealers: paranoid, vengeful, violent and enjoying social skills. The gang has more than its share of
material wealth while those around them suffer in antisocial geeks who have problems connecting with
poverty. It is a constant struggle for Goods to preserve people at anything other than a shallow level. About 1
their pure motives while living dirty, dangerous, stressful in 10 Arcadians suffers from Asperger’s Syndrome (see
p.100).
lives.

Indie Gangs

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Nearly a third of Arcadians are psychologically addicted
to Maxin (this means that 1 in 10 Maxin addicts in the
city is an Arcadian). Every Arcadian has a friend who is
addicted or who overcame addiction. Maxin addiction
is bizarre: it is addiction to a drug that is thoroughly
unpleasant. Most people don’t “get” Maxin addiction,
Neos- Of all the communities that evolved from the but all Arcadians do.
utopianist movement (utopianist communes, gated
communities, corporate living centers, neocultural Dragons- The first Dragons were rich kids who spent
communities), the Neos are the most tolerant of their early adulthood hanging around the city art scene,
psychological differences. In gated communities and looking for something more out of lives than what their
corporate living centers, psychological differences are parents had. Specifically, they wanted some kind of
a threat to prosperity. In utopianist communes, they transcendent experience, which drew them to Sitha Nith.
are defects in the process of manufacturing “perfect” With her intense speaking style, strong personality and
community members. Neocultural communes are the wild ideas, she seemed capable of providing them with
only ones with the attitude “this person is different, a transcendent experience. Her guided mediations, in
and that’s okay.” The focus in neocultural communes which she told people to imagine “being the dragon,”
is in finding a useful place in society for each person, were effective because those young people wanted them
no matter their psychological differences. The Neos to be effective.
are also unique because they believe that psychological For almost every Dragon involved, the wild hunt is
well-being is something that an individual must seek for truly an altered state of consciousness. It is a sort of
himself or herself, not something to be imposed by the trance brought on by Sitha’s hypnotic rants and by the
community with the use of psychiatric meds and therapy. psychological effect of being in a mob of people all
Neos are encouraged to explore who they are and what thinking and acting exactly the same way. Dragons in
their place in the world is, and this quest sometimes the wild hunt don’t feel that they are making decisions
brings Neos to the city. Some Neos who commit crimes or following orders: they feel that they are part of some
within their community are shunned or banished for a larger being with its own intelligence and free-will.
set period of time. The community sincerely hopes that Dragons feel a sense of extraordinary power, bravery
the criminals will “find” themselves and will someday and freedom from responsibility.
be able to come back and be productive members of the
community. To many Neos, the city fills the same role as Omniscients- Many paranoid people come to sense tech
an uninhabited mountain or desert did for their ancestors: wanting to be able to sense people sneaking up on them,
or hear what people are saying about them, or sense
it is a place they go to prove they can survive on their poison in their food or find ‘mind control devices’ hidden
own and to find their inner strength.
in their walls. When sense tech doesn’t find evidence of
any conspiracy against them, a few become less paranoid,
Workers- To most city residents, workers are a sort of but more just become frustrated at not being able to sense
“half shut-ins.” They are brave enough to leave their what they are certain is there. Many of these paranoid
homes occasionally, but they typically don’t spend any people are schizophrenics, and schizophrenics rarely last
more time on the streets than they have to. They share long in gangs. Eventually they grow to mistrust the gang,
some of the partially-irrational fears of the city that shut- or they grow too disorganized to be a productive member
ins have, just not as bad. They are not as desperately of the community, and they choose to or are asked to
lonely or bored as shut-ins and very few suffer from panic leave. Most paranoid schizophrenics who become
attacks and agoraphobia. Many shut-ins see Workers as Omniscients last about a year and then leave the gang.
the eccentric weirdos of the shut-in community; driven Usually, the Omniscients are happy to see them go and
out into the scary city by an irrational need to earn their don’t consider themselves to have any continued loyalty
living.
to them. One exception is Tavin Bean (see next page).
Goods see quite clearly how drugs can both help people
survive mental illnesses and cause mental illnesses. Most
Goods will offer some free sedatives when they think an
upper user is approaching a paranoid or psychotic state.

078 PC Groups

The True Story of Tavin Bean
The story of Tavin Bean is known by enough
people around the city that it has almost achieved
the status of legend. Yet there is more to the story
than most people know. The basic facts are true:
Tavin was a pleasant young woman who had a
mild paranoia that led her to join the Omniscients.
Some elder Omniscients took her under their
wings and with their assistance she became one
of the best outfitted Omniscients of the time.
Her paranoia grew worse, she began to see the
Omniscients as her enemies, and she ended up
homeless. She now has the honor of having the
best senses of any mentally ill homeless person
in the city (possibly in the whole world). The
Omniscients still love and miss Tavin and do their
best to look out for her from afar, even though she
doesn’t want their help.
The first Omniscients were a bunch of hopeless
geeks who buried themselves into an obsession
with sense tech. These were people who did not
go to parties, did not hang out on the streets, did
not have many sexual relationships. Over time
they went from geeks to being powerful and
respected gang members. However, an insecurity
remained, an unspoken fear that their newfound
status was not real or would be taken away. This
nagging fear drove them to seek out the trappings
of power: nice clothes, nice homes, fine wines and
stock portfolios. All this was to make them feel
less like the geeks they were and the more like the
powerful people they had become. Some of the
male sense-tech-geeks desired another trapping of
power: a mistress; someone young and beautiful
who respected them and did not want to be an
equal.
Like many schizophrenics, Tavin grew up unsure
of the universe and her place in it. As a child she
often had an irrational fear that she was being
accused of doing something wrong. When she
was older she often worried that she had offended
people. Tavin would worry if people did not show
signs of liking her right away. Tavin developed
the most likeable personality she could: sweet,
ditzy, carefree and excited. She would often,
without realizing it, act the exact opposite of how
she was feeling. The more sad she was, the more
happy she would act. The more uncomfortable
she was, the more she would joke and giggle. The
more tired she was the more bubbly and excited
she would act. As she grew up she became quite
attractive and enjoyed the attention of many young
men, though she was too uncertain of herself or
her relationships to become serious with any of
them. (continued next page)

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PC Groups 079

The True Story Of Tavin Bean (continued)
When Tavin decided she needed to enhance her
senses to find out if people were really “saying
things about her” she went to the Omniscients. She
knew, by instinct, how they wanted her to act and
she did it without even making a conscious choice.
She listened attentively to everything they said, acted
awed and impressed by everything they knew and
had achieved. Without knowing it, Tavin had made
herself into what the elder male Omniscients thought
they needed to prove to themselves, and to everyone
else, that they were no longer lowly geeks.

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The elder Omniscients battled for her attention:
doing hours of research for her, getting her discounts
and buying her gifts, all under the guise of wanting
to help a promising young student. Some of this
was a genuine niceness, but a lot of it was just them
trying to get into her pants. She had a series of sexual
relationships with three men, one of whom was
married and one of whom left his current girlfriend
to be with her. Something about these relationships
made Tavin feel uneasy. It did not feel like love to
her, and sometimes it didn’t even feel like lust, it
felt like they wanted something from her but she
didn’t know what. She began to believe that she
had not found happiness or safety or security among
the Omniscients, that this was no haven from the
generally malevolent nature of the universe. Each
of her three relationships ended sooner than the last,
and though she remained on friendly terms with her
former lovers, she felt a cold feeling that she was
alone, that there was nobody she could trust save
herself.
Then Tavin left the Omniscients, and a few months
later word came back that she had ended up on the
street, a homeless woman who could be seen talking
to herself, when she would allow herself to be seen
at all. There was sadness among the Omniscients:
everyone liked Tavin, even those who were slightly
jealous of her, and they were sad that she had been
robbed of everything she had by mental illness.
Among her three former paramours, and a few of the
others who had battled for her affections and lost, a
feeling of guilt crept in. They knew that they had
been using Tavin and they knew they were partially
responsible for her decline. These same men made
the public promise to always look after he and keep
her safe, no matter how crazy she gets.
So every day Omniscients, some of whom are too
young to have ever known Tavin, keep each other up
to date on the latest sightings and word of her current
condition. Whenever some new danger pops up in
the city, an Omniscient is sent out to warn Tavin,
even though they will never get close enough to see
her face. The Omniscients do all this out of love, out
of kindness, out of loyalty and out of guilt.

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Many Omniscients took up Buddhist meditation to help
them learn to use their new senses. Some have found
Buddhist meditation helps them achieve peace and
clarity in other areas of their lives. A few have converted
to being full-blown Buddhists and try to spread Buddhist
wisdom to their fellow gang members.
Purists- Almost everyone who joins the Purists has
some level of phobia, from mild to crippling, of disease
or contamination. A large number suffer from Obsessive
Compulsive Disorder and the Purist lifestyle is the
logical progression of a ritualistic compulsion to keep
clean and sterile at all times. The Purists, as a gang,
has some of the character of obsessive compulsives:
exacting, uncompromising, humorless, obsessed with
details and hating inexact language or ambiguousness.
A few Purists are paranoid people who joined the Purists
because they thought someone was trying to poison them
or infect them with a disease.
Andy Uto has his own theory of psychology. He thinks
that people are messed up because they have dozens
of motives in their minds and do not prioritize them at
all. They want everything at once: fun, comfort, sex,
excitement, accomplishments, friends, etc. Andy teaches
that these various motives interfere with each other and
make it so none of them are ever truly achieved. In
Andy’s view, people “allow” harmful thoughts, desires,
emotions, beliefs and addictions to take root in their
minds. He blames this on the same complacency and
lack of self-respect that causes people to allow their
bodies to become polluted. Andy also believes that
chemical pollutants cloud the mind. To Andy, purifying
the body is just the first step. The second step is to purify
the mind: to figure out one’s most important goals and
to eliminate any thought, belief or emotion incongruent
with these goals. Andy believes his is the only true route
to mental health.
Some Purists believe they can sense pollution, including
the pollution of the mind that manifests as mental illness.
Some seem to have some legitimate “power.” Many
others are just imagining that they have this power.
Instead, they “sense pollution” in any place or person
that they don’t like (including other Purists who they are
having conflicts with). Andy Uto recognizes that this is
something that some Purists do and he has counseled that
“self-indulgent beliefs, not based on rational facts, are a
mental pollution that should be avoided at all costs.”
The Purists are the most cult-like of gangs. Andy Uto
has some of the personality traits of a cult leader and
many people who join the Purists are undergoing the
same life and identity crises as people who join cults.
The majority of the city has decided that they are not
really a cult, but not everyone has. The Purists recently
attacked a group of deprogrammers who had kidnapped
a young Purist and forced her to remove her biohazard
suit. The surviving deprogrammers put pressure on the
FBI to investigate, and Andy Uto ended up having to pay

a huge bribe to the FBI agent to keep him from calling the
National Guard in to arrest all the Purists. Up until that point,
the Purists didn’t care who thought they were a cult. Afterwards,
Andy Uto deigned to meet with concerned parents and friends
to explain that people are told exactly what they are getting into
before they join the Purists and they are free to leave whenever
they want.
Some have found genuine relief from mental illnesses after
joining the Purists. These Purists really believe that Purism saved
their lives, and they are Purism’s most enthusiastic supporters.
Becoming a Purist cut them off from temptations to things like
drugs, unhealthy food and unhealthy sex. Many Purists were
slaves to temptation, were physically and mentally unhealthy
and hated their lives, and achieved a miraculous recovery after
joining. The Purist focus on mental Purity (along with their
newfound hope) helped them overcome more subtle temptations
(fears, hatred, sexual fantasies, self-destructive impulses, etc.).
The Purists are a community of people, like 12-steppers, who
help each other stay clean.
Sexologists- Everything the Sexologists do and believe revolves
around the dichotomy between a healthy attitude towards sex
and an unhealthy attitude towards sex. In their eyes, they have
achieved superpowers simply by maintaining the healthiest
possible attitude towards sex. On the other hand, they see almost
all of the city’s problems as being caused by an unhealthy attitude
towards sex.
The culture of Sexology was highly influenced by the culture
of therapy. City therapists were some of the first people to
experiment with “peak sex” techniques, and they passed those
techniques on to their clients. Although therapy has always been
influenced by academic psychology and by popular culture, it has
always had its own unique set of beliefs and practices. Therapists
tend to pick out things they like from popular culture and from
psychology and incorporate them into their methods. By taking
things out of their original context they sometimes change the
meaning completely. Some of the criticisms of Sexologists
are the same criticisms lodged against therapists: they are selfindulgent, they believe things about psychology that have no
scientific basis, they use pseudo-scientific terminology to make
themselves appear scientific, and they apply their own standards
of what is “healthy” to others.
Sexology was founded by therapists whose primary clientele
were wealthy young women seeking therapy for sexual problems.
Many of these young women were sexually abused or exploited
and this damaged their perception of their own sexuality, of the
opposite sex, and of intercourse itself. The sex therapists sought
to use “peak sex” states as a hallmark of what sex should be:
loving, intimate, satisfying and free from fear or self-doubt.
Many of the patients never thought they would ever achieve this
kind of sex, and achieving it helped rebuild their self esteem and
hope for their lives.
The Sexologists have made themselves intimately connected with
the fate and lifestyle of every Sex Worker in the city. Nothing in
the last few centuries has changed the lives of Sex Workers more
than Sexologists. Many street walkers count Sexologists as their

Psychological Profile of a Sexologist

From “Why Sexologists Should Suck My Butt
and Then Crawl Off and Die, Vol. 1”
by Leticia “Big Dick” Young, Freak
“The average Sexologist was a rich chick who
got diddled by some older dude at some point
in her youth. Because her parents had money,
she grew up never having to do anything
for herself. And so she became lazy, not
bothering to develop any talents or personality
traits worth being proud of. In short, she grew
up weak and when she was forced to prove her
worth she couldn’t; she found she was a loser.
She wasn’t a total loser, though, because she
remembered that she had been diddled. She
had found someone to blame for her being
a weak-minded loser, so she learned to harp
about being a victim to anyone who would
listen. It wasn’t really the diddling’s fault that
she failed to make anything of herself, but it
was easy for her (just like everything else had
been easy for her) to believe it was. So when
she grew up she used her trust fund money
to pay for therapy. The therapy didn’t do
anything to really help (because she’ll never
admit the real reason she’s a wimp and a loser)
but it got someone to pay attention to her and
feel sorry for her, so she kept shelling out the
cash. The therapist was either too stupid to
know that this victim-shit is just an excuse,
or was smart enough to play along and keep
getting that dough, or bought into the same
victim delusion.
Anyway, the stupid bitch hangs around
with therapists long enough she becomes
part of their culture. And eventually she
gets introduced to this new wonderful form
of sex therapy, designed to help cure her
from the deep psychological wounds she
thinks her diddling has left her with. What
she finds, instead, is therapy’s version of
fundamentalism. She’s given the message ‘we
have the only correct attitude towards sex, and
that makes us morally superior to everyone
else.’ Now, keep in mind, she still feels like a
big loser (because she is) and she sure would
like to feel morally superior to everyone else,
so she joins up and accepts the whole pseudoreligious bullshit unquestioningly. She learns
a few neat psychic tricks, and uses this as
proof that everything the Sexologists believe
is right. And suddenly she believes that
being diddled a few times in the sixth grade
has made her the world’s greatest expert on
what is sexually healthy and what isn’t. She
enjoys going around proclaiming that the way
people are having sex is unhealthy and is
damaging their souls. She feels better about
herself by making other people feel bad about
themselves.”

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saviors, having chased off the abusive and exploitative
pimps that preyed upon them. Many Sex Workers know
they can go to the Sexologists for help hunting down
or chasing away a violent pimp or john. On the other
hand, many Sex Workers are afraid to talk to Sexologists
because they are afraid of what the Sexologists will say
to them. They are afraid that the Sexologists will say
that working in the sex industry is ruining them and that
it is both a symptom and cause of a deep self-hatred.
They are afraid that the Sexologists will ask them to
stop, something they are not ready to do. Sex Workers
also resent Sexologists wandering through the red light
district scaring away potential customers. Recently, a
group of Sex Workers mugged a group of Sexologists,
demanding money to replace the income they had lost.
A lot of Indies and Wells have bad memories about
therapists. Some therapist once told them they weren’t
healthy for thinking the gated community lifestyle
was too boring or wanting to leave the safety of their
apartments. What those therapists said had nothing
to do with the best interests of the young people, and
everything to do with the interests of the people who
hired the therapists. In short, they believe they were
exploited, told they were ‘unhealthy’ and needed to be
changed, all for someone else’s benefit. These people
get pissed off by anyone who tries to tell them what is
healthy and what isn’t. When Sexologist popularity was
at its peak, these people mostly kept their mouths shut,
but now that the popularity is waning they feel freer to
openly criticize the Sexologists.
Tea Drinkers- Among traditional peoples who take
hallucinogens, all hallucinogens are regarded as very
dangerous. Traditionally, hallucinogens should only be
taken in the right state of mind, after the right training
and often in the company of elders. Although much
less dangerous than most drugs on the market today,
Soma can be dangerous. If someone is near the edge
of psychosis (either because of a chemical imbalance or
traumas and stresses) the hallucinogenic component of
Soma can trigger a psychotic break. In the worst cases,
Soma triggers lifelong schizophrenia. Fortunately, the
Tea Drinkers have only had to deal with this a few times
in their history. They know when not to take Soma, and
they know how much Soma to take, and so the people
they see going psychotic are usually outsiders who come
to a tea shop to try Soma.

skills that Immortals have. What they do have is good
psychic senses, which allow them to stay hidden from
enemies and mess with them remotely. People attacked
by Insomniacs or Immortals usually know who they
are being attacked by. People being attacked by Tea
Drinkers see things that aren’t there, bizarre and selfdestructive thoughts run through their minds and they
feel inappropriate emotions. The real source might be a
group of Tea Drinkers hiding behind a dumpster, but the
first thought of many is that they are going crazy.

Non-Gang Indies
Eccentrics- Eccentrics are, by definition, a psychological
minority. They are people whose generation left the city,
en masse, to join gated communities and corporations.
They stayed because they were “different.” A wide
range of differences made them want to stay in the city.
Some had “a bit too much” of personality characteristics
that city residents are familiar with: a bit too much
independence, not enough trust of others, a little too
lazy, a poor tolerance for boredom, unwillingness to
participate in a system that creates inequality, etc.
Others had bizarre personalities and beliefs that few
city residents can understand or empathize with. Like
Crazies, these Eccentrics say and do things that make no
sense to most city residents. Unlike Crazies, Eccentrics
are not violent, self-destructive or unable to take care of
themselves. The stereotype of an eccentric is of some
weird old person who is different but is happy to be
different.
Not every eccentric fits the happy stereotype. Some
are religious and political fanatics whose strong beliefs
isolate them from others. Some carry their beliefs so
far that they will engage in acts of terrorism. Many are
paranoid and live miserable lives, unable to trust others.
While Crazies are not as dangerous as most people think
they are, Eccentrics are not as safe as most people think.

Hunters- Militaries of the world spend billions on
training programs designed to let soldiers see enemies
as targets, not as humans. When soldiers see enemies
as people, they have a tendency to not fire. The best
VR training programs can reduce the refuse-to-fire rate
to as little as 3%. To Hunters, this advantage comes
naturally. They see other people as targets, toys or tools.
If they have empathy for other humans, or feel any sense
of moral responsibility towards other humans, it is a
Hallucinogens can also have long term effects, which conscious decision, an afterthought.
the Tea Drinkers know well and are mostly content
with. Long-term use can cause problems with memory For Hunters, it all comes down to choice. They are too
and abstract thought, occasional ‘flashbacks,’ and a wealthy for socioeconomic concerns to dictate what they
sensitivity to other potential sources of hallucinations do. They are, for the most part, immune to the law and
the street’s code of revenge, and so the moral standards
and delusions.
of others do not effect them. And their lack of natural
Like most psychics, Tea Drinkers at war prefer making empathy keeps sentimental feelings from dictating their
psychological attacks to physical ones. They don’t have choices. They do what they want because they choose
the raw power of Insomniacs, or the variety of exotic to. That’s why the hunter community is so varied.

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As much as lack of empathy benefits them while on
the hunt, it is also a serious disability. It makes it hard
for them to understand the motivations of others and to
predict their actions. Other people are a mystery to them
and this makes them paranoid. Lack of empathy also
makes it hard for them to like themselves. Most have a
self-worth based solely on accomplishments. They must
constantly set more difficult challenges for themselves,
and prevail, in order to prove themselves worthy. They
aren’t comfortable around others and they find no joy
in their own company, so they distract themselves
with risky games. A hunter on the prowl forgets about
everything else and “becomes” the act of hunting.
Night Walkers- Popular culture as a single behemoth
entity is dead, and with it the massive power of celebrity.
This is not to say that there is no celebrity or fandom,
only that is dispersed into micro-markets. Night Walkers
hope to become ‘famous,’ but for them fame means
having a few thousand regular viewers. This little piece
of celebrity can make Night Walkers the most “famous”
people in the city.

them the most important thing in the Night Walker’s
life.
Another type of stalker is the “otaku” type. Rather
than believing they have a relationship, the otaku is an
obsessed collector of trivia. Collecting information about
famous people is the only thing they have in their lives.
Otaku stalkers often start by hacking into computers to
gain private information. They may progress to breaking
into the homes of celebrities in order to steal from them.
If caught in the act, they will panic and may attack. If
they plan any violence against the Night Walker, the
purpose will be to gain some trophy (e.g. a lock of hair).

Sat Jumpers- Space jumps are a long and intense
experience. Sat Jumpers regularly push themselves to
the limits of their endurance. They must learn to keep
themselves at a state of high attention for 24 or 48 hours.
Even a little mistake can kill them or can cause billions
of dollars of damage to a satellite. Almost all use uppers,
especially caffeine pills. Some smuggle amphetamines
and Maxin into space. When a Sat Jumper is asked to
bring food, water and oxygen to another Sat Jumper on
Night Walkers are in direct and constant communication a marathon, it is considered rude not to offer to smuggle
with their viewers. To make a living, they must some uppers to the marathon jumper. One in five Sat
understand and cater to the psychology of the viewers. Jumpers use illegal uppers.
As a public figure, the Night Walker becomes a target
for all the unresolved personal problems of the shut-in Uppers can trigger paranoia, hallucinations and delusions,
viewers. The first thing they learn is that the anonymity of especially when used over a long period of time. When a
being an internet viewer makes most people completely Sat Jumper on a marathon starts to lose it, there is rarely
amoral. Viewers will watch horrible things happen to anyone who can come over in person and help. It all
people and will make no attempt to stop them. When comes down to the shift manager in the city SRC officer
given a chance to control the situation (through pay-per- talking the Sat Jumper through it. Shift Managers often
vote decisions) viewers will show no mercy for anyone. have a very important decision to make: cancel the jump
When they decide they don’t like a Night Walker, viewers as soon as the Sat Jumper starts acting funny, or hope the
will mercilessly insult, threaten and badmouth the Night Sat Jumper can keep it together long enough to finish
Walker. Their hatred is, for the most part, an act. Their the job. If they cancel the jump, the SRC can lose a
real motivation is not hatred but boredom and the sense million-dollar contract and demand that people be fired.
of power that harassing someone gives them. They are If they continue the jump but lose control of the jumper,
often perfectly moral in their interpersonal lives, but the jumper could do something crazy that destroys the
being anonymous makes them feel like they are not satellite or kills the jumper.
really responsible for their actions and inactions.
Some shift managers consider themselves skilled at
A minority of viewers will become obsessed with the talking people who are losing it through a jump. Others
Night Walker and the Walker’s show. These are typically try to recruit friends of the jumper to do the talking. The
lonely shut-ins who feel some sense of human connection art of talking someone through a jump involves speaking
when watching the show. The show is, to them, a in a manner which keeps them calm, inspires trust and
relationship. Most obsessed fans spend lots of money keeps them focused on the job at hand.
on the show and they advertise the show wherever they
go on the internet. Other obsessed fans are jealous and Even Sat Jumpers who don’t use drugs can experience
unstable. They want their interest in the Night Walker to strange things during the long shift. They are alone, in a
be returned. They want to be recognized. They need the stressful situation and deprived of sleep. Their situation
relationship validated, and if the Night Walker refuses is not too different from that of people who are walking
to acknowledge them online they will try to force the the cold and lonely streets of the city after midnight
matter. Night Walkers don’t always have warning that and have odd experiences. Every once in a while a
a fan is becoming dangerous because the fan is so bad ‘perfectly normal’ and sober Sat Jumper will radio the
at communicating his or her own feelings. When some shift manager crying for no reason of claiming that they
stress in the stalker’s life come to a head, the stalker are being watched.
will show up in person (the Night Walker is not hard
to find). The stalker will desperately need to validate Traders- If anyone in the city had a reason to be paranoid,
the relationship. They can do this by killing the Night it’s traders. They have thousands of dollars worth
Walker, raping the Night Walker, killing themselves in of black market goods in their homes (or some other
front of the Night Walker, or anything else that makes place where they have easy access) and they deal with

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the city’s most skilled and ruthless criminals. Traders’
defenses must be unflinching and they must learn not to
trust anyone (except for the occasional Runner). This
lonely and stressful life drives many Traders out of the
business. Despite their paranoia, Traders must also be
good with people because their business depends on
making contacts and gaining their trust.

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Utopia Children- If one considers the factors that make
mental illness so common in the city (see p.5), utopianist
communes are the exact opposite. Utopia Children had
every advantage that people raised in the city didn’t:
good genes, good nutrition, stable parents, a supportive
community, excellent education and unlimited free
counseling. Rates of mental illness in utopianist
communes are the lowest in the world, yet within a few
years of coming to the city a majority of Utopia Children
suffer from a debilitating psychological syndrome called
‘burnout.’ Utopia Children are warned about the danger
of burnout, either before they come to the city (by elders
who have counseled previous burnouts) or by the first
Utopia Child they run into when they come to the city.
Despite the warnings, they seldom receive good advice
about what to do to prevent or treat burnout other than
going home.

get into a shelter for the night, or figure out whether an
injury needs medical treatment, or figure out how to
get on disability. Most of all, though, they know the
importance of meds. Psychotherapy, genetic mods and
mental programming are not valid options for homeless
people because they are so expensive that nobody would
pay for them. Although Volunteers know that mentally
ill people can sometimes bring their problems under
control without anyone’s help, they can’t afford to wait
and see if that will happen. Volunteers know that meds
are the only treatment that is both reasonably effective
and realistically affordable. Volunteers keep each
other apprised of every program, grant, clinic, shelter,
philanthropist and experimental drug trial that might
provide meds for the homeless mentally ill. When they
have reached a level of rapport that they feel they can ask
personal questions, one of the first is always ‘are you on
any meds?’

Volunteers are also deeply aware of the reasons homeless
mentally ill people don’t want to be on meds. Many
equate meds with being drugged into submission (often
because that very thing has happened to them). Others
are paranoid and think the meds are poison or mindcontrol agents. Others have been on meds and couldn’t
stand the side effects, especially when one of those side
The first component of burnout is a reaction to the stress effects is anhedonia. Others are afraid they won’t be able
of being in constant danger when one steps outside. to deal with the horrors of life if a drug prevents them
When Utopia Children are attacked (as happens often) from being depressed, manic, spacey or confused.
there is post-traumatic stress.
Almost every Volunteer has had to make the decision
The second part of burnout is culture shock: the painfully to call an ambulance to take someone to the emergency
disconcerting feeling of constantly being around people psychiatric ward. It is a tough decision to make. When
who look, dress, act and talk differently. Utopia Children patients are released a few days later, they may not
may have grown up never having dealt with anyone who remember how dangerous they were and might decide
was mentally ill, or physically disabled, or spoke English not to trust the Volunteer. If word gets around to other
as a second language. Every little thing is difficult and mentally ill homeless people that a Volunteer calls the
Utopia Children often feel like they can’t stop and catch ‘sedative squad,’ those other homeless people won’t trust
the Volunteer. A Volunteer who isn’t trusted can’t help
their breaths.
anyone. In the end, Volunteers call for an involuntary
The third component of burnout is when Utopia Children commitment only when they think that they are doing so
start to doubt their basic principles. They may doubt that to save a life.
they are culturally superior to city residents. Or, they
may doubt that their good culture can rub off on the city. If homeless crazies have a community, Volunteers are as
Or they may begin to doubt that city residents deserve much a part of it as anyone. Some mentally ill homeless
to be saved. Either way, the possibility that their only people don’t trust any of their fellow crazies but they
do trust a Volunteer who has always been kind to them.
purpose in life is false can be devastating.
Volunteers try to keep crazies alert to threats that effect
Many Utopia Children are quite skilled in multiple them, and some crazies try to return the favor.
schools of psychotherapy. Yet none of these therapies
can help Utopia Children if the Utopia Children lose Y1s- Y1s are classic workaholics. Their businesses
faith in themselves or faith in humanity. Without faith, become their lives and they use stress as fuel to keep
Utopia Children have no reason to fight back against the themselves going. They may have unpleasant histories,
traumas of city life. In this way, Utopia Children find personal lives or self-concepts, but the constant work
themselves in the same boat as any other troubled city distracts them from all that. Y1s also have to be
megalomaniacs. They have to believe that they have
resident: needing hope more than anything else.
something special that will let them succeed when 85%
Volunteers- Volunteers make it their business to try to of their fellows will fail. Many Y1s are true narcissists
get help for the city’s mentally ill homeless population. (see p.105). For others, their boundless self-confidence
Volunteers know the value of a friendly word and a hot is juts a comfortable delusion. They may know it is a
cup of soup. They know how important it is for mentally delusion when they think about it, but they never give
ill people to have someone help them figure out how to themselves time to think about it.

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RULES OF

MADNESS

Madness comes in four flavors: trauma, poor selfworth, poor life skills and brain damage. It is not
uncommon to have multiple or all of these types of
madness.

Traumas
In Brief- When something bad happens to a PC, the PC

gains Trauma points. When the PC is conscious of
Trauma, the Trauma is extremely painful and messes
up the PC’s life, but it also slowly dissipates. A PC
can distract himself or herself from Trauma with a
number of distractions. Distractions are maladaptive
and Trauma doesn’t fade away while distracted. If
the PC has a biochemical vulnerability, the PC may
gain Trauma with no external causes and must make
saves to not use certain distractions.

Major Life Change- Anything that changes the PC’s
concept of his or her life, identity or future. Examples:
Moving to a new country, changing socioeconomic class,
becoming handicapped, losing a loved one, change in
concept of own religion or sexuality, etc. Note that even
a good thing can cause Trauma if it is a strong enough
change.
Near-Death Experience- This is any time when a PC had
good reason to believe he or she would die. Examples:
Being infected by a deadly plague, getting into a knife
fight with a superior opponent, falling from a four story
building, becoming homeless with no knowledge of how
to survive on the streets.
Torture- Any prolonged period of severe pain (especially
when there are failed saves vs. pain)..
Worthlessness- This is any event that brings a PC’s Selfworth balance to -5 (see p.94).

Gaining Trauma

Anticipated Trauma

In Brief- When bad things happen, or are certain to
happen, and you didn’t choose to have them happen,
you gain Trauma points.

In Brief- You can gain Trauma in advance for something
you’re absolutely sure is going to happen.

If the PC is absolutely certain something is going to
Any time something really bad happens to a person, he happen in the near future, the PC gains Trauma as if the
or she gains Trauma points. A PC gains 1 Trauma point thing has already happened. If the event doesn’t end up
happening then the Trauma goes away. Example: Mary
if any of the following happen:
just got kicked off of welfare and she has been told there
Helplessness- Any time the PC is at the complete is no chance she can get back on. She is going to become
mercy of others. Examples: loosing a fight and being homeless and isn’t sure if she will be able to find food and
at the mercy of an enemy, being caught in a trap, being shelter. She is certain she will become homeless (Major
paralyzed in an open space, loosing one’s ability to Life Change) so she gets 1 point or Trauma in advance.
think and act rationally due to a drug, letting oneself She isn’t completely sure that she will die on the streets
be raped in the hopes of not being killed by the rapist, (Near-Death Experience) so she doesn’t get Trauma in
advance for that.
etc.

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Going Mad in Brief
Trauma: When especially painful, stressful or horrible things happen to you, you get Trauma points.
Self-Worth: When you do something that proves you have some quality that you don’t like, or that you don’t have
some good quality you thought you had, your Self-Worth balance goes down.
Life Skills: When you are isolated from “normal” society for long periods of time, you lose life skills.
Brain Damage: Certain rare kinds of damage (e.g. being brought back after being clinically dead for a while) can
leave you with reduced functioning.

Traumas 085

Dealing With Trauma

Multiple Events
In Brief- If a bad thing happens multiple times in one
situation, you only gain Trauma once.

In Brief- To deal with trauma, overcome the original
source of the trauma (or something like it), sit it out
(very painful and distracting), or distract oneself from
it (with a Distraction).

When the same thing happens multiple times as part
of the same event, Trauma is only gained once. For
instance, if a PC is tortured multiple times over the There are three ways to deal with Trauma:
course of a few days, the PC only gains one point (one
Torture). If a PC is stranded in enemy territory and must Confronting Trauma
fight superior opponents several times to get out, the PC
In Brief- Confront original danger, or one like it. If
only gains one point (one Near Death Experience).
you triumph, Trauma goes away.

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Choice

When possible, this is the best way to deal with Trauma
(although it can be physically dangerous). The PC must
confront the original danger, or get in a situation which
has all the same components. If the PC can triumph and
If a PC chooses, of his or her own free will, to have avoid the bad thing happening again, the Trauma from
something bad happen, then there are no Trauma points the event goes away.
accrued. If the PC is coerced, threatened, forced by drug
cravings or mental illness to allow something to happen, Example: When Bruta stops drinking, she is plagued by
then the PC does gain Trauma points. Example: Mary is memories of being beaten by her father when she was
training herself to withstand pain and she has a friend little. Now, as an adult, she goes home and confronts her
spray her in the face with pepper spray. She does not father. Since she is now bigger and stronger than him, he
gain Trauma from Torture. However, later she finds gets frightened and cries. Bruta looses any trauma left
herself homeless and in order to get money for food she over from that event.
lets a fetishist stick needles in her feet. Since she was
coerced (by the need for food) she does gain 1 point of When confronting a similar situation, the situation must
be such that if the PC triumphs it proves to the PC that
Trauma.
he or she does not have
the same weaknesses that
Gaining Trauma Example
Deliberate
let the PC fall prey before.
Psychological
Rolls
George is walking down the street when a serial killer Example: George was hit
Rolls
to
deal
with
comes up behind him and knocks him out. George wakes on the back of the head
Trauma
should
be
up strapped to a chair (Helplessness). Over the course by a serial killer and was
rolled
as
deliberate,
of several days, the serial killer cuts George all over with kidnapped, starved, tortured
a knife (Torture), permanently disfiguring him (Major and mutilated. Afterwards, not chance actions,
Life Change). In the end, George manages to wriggle he bought himself a third- meaning that a 1 is not
free from his restraints, but before he can leave the serial eye implant and internal an automatic failure
killer attacks him with a knife and George must fend the armor. Two years later, and a 20 is not an
killer off with his bare hands (Near Death Experience) someone tries to sneak up on automatic success.
before he can get to safety. George gains 4 Trauma (1 him and attack him, but he
for Helplessness, 1 for Torture, 1 for Major Life Change, can see the person coming and fights off the attack. Any
trauma from the original event goes away.
1 for Near Death Experience).
In Brief- You don’t gain trauma if you choose to have
something happen without being coerced.

Dealing With Being Mad in Brief
Trauma: If you’re conscious the Trauma, roll to be able to eat, sleep, not have jitters and flashbacks. If you want
to distract yourself, you can bury one point of Trauma under 1 level of a distraction, but most distractions cause
their own problems.
Self-Worth: You have to roll to deal with people as inferiors or equals and you have to roll to avoid self-destructive
behavior, and the worse your Self-Worth gets the more trouble you have with WIL and CHM rolls.
Life Skills: You have to roll to figure out the little things that normal people do on a daily basis and that are
essential for survival in modern society.
Brain Damage: Learn what was damaged (e.g. your ability to walk, remember faces, control your emotional state)
and learn to live with your disability (in some cases, gadgets and mental programs are available to help).

086 Traumas

Abiding Trauma
In Brief- For each week you don’t distract yourself
from Trauma, 1 point goes away, but each day you
must save vs. insomnia, nausea, distraction, flashbacks
and there is a penalty vs. addiction and cravings.
This is the next best way to deal with Trauma. It is long
and painful but it gets rid of Trauma points. For every
week that the PC has continually had Conscious Trauma
(Trauma points the PC is not distracting himself or
herself from), one point goes away.
However, while the PC has any conscious Trauma, the
PC must make the following rolls at the beginning of
each day:
Save vs. Insomnia (WIL+1d20 vs. Trauma x 10).
Failure means the PC will not be able to sleep at all
for the next 24 hours and will suffer from full sleep
deprivation damage (p.64, main book).
Save vs. Nausea (WIL+1d20 vs. Trauma x 10).
Failure means that for the next 24 hours the PC cannot
eat and if force-fed the PC will throw up any food in
his or her stomach. See Starvation Damage, p.64 main
book.
Save vs. Jitters (WIL+1d20 vs. Trauma x 10). For
every point of failure, the PC gets a -1 penalty to all
rolls the PC has conscious control over (e.g. will take a
penalty to a STH feat to pick up a wounded friend, will
not take a penalty to save vs. disease contraction).
Save vs. Flashbacks (WIL+1d20 vs. Trauma x 10).
If the PC fails, he or she will have sporadic hallucinations
throughout the day. The hallucinations are typically brief
sensations of the traumatic thing reoccurring (e.g. a PC
who was in a knife fight may hallucinate seeing a knife
blade coming at him).
Addiction/Craving Penalty (Trauma x 5). If
the PC makes any save vs. psychological addiction
or psychological addiction craving while the PC has
conscious Trauma, the PC is at a penalty equal to Trauma
x 5.
Abiding Trauma Example: George has 4 Trauma after
his experience with the serial killer. He decides that 4
is too much to handle, so he decides to distract himself
from 2 points (see Distraction). He now has 2 Conscious
Trauma. At the beginning of the first day, he must make
saves vs. insomnia, nausea, distraction and flashbacks
at 20 difficulty. He has problems with jitters, can barely
eat, can barely sleep and keeps seeing his kidnapper
out of the corner of his eye. A friend convinces him to

take a drink and he must make a save vs. psychological
addiction with a -20 penalty. He becomes addicted to
alcohol, looses some weight, but otherwise survives a
week unharmed. After a week, one point of Trauma goes
away and George now has only 1 point of Conscious
Trauma.

Psychosis
In Brief- Whenever a PC’s Conscious Trauma increases
(either because something bad happens or because the
PC stopped using a distraction) the PC must save vs.
psychosis at Trauma x 5.
Whenever the amount of Trauma the PC is conscious of
increases, the PC must make a save of WIL+1d20 vs.
Trauma x 5. If the PC fails, he or she goes psychotic for
24 hours per point of failure. The PC is not in control
of his or her character and will not remember what the
character did during this period. A psychotic PC may run,
hide, scream, attack people at random, babble nonsense,
etc. While psychotic, the PC has +5 STH/SPD/END, +3
INCY, +10 to save vs. pain and can make simultaneous
strikes with no penalty.
Sometimes, going psychotic is the only thing that saves
people from a terrible situation. Remember that an
imminent event causes Trauma too, and can make a
person psychotic. Psychotic people are much stronger
and can fight without fear or pain. Psychotic people can
escape from situations that they might not have been able
to escape from otherwise. Psychotic people are hard to
intimidate, hard to beat into submission, hard to hold
down and they bite and claw anyone who touches them
(simultaneous pain/stun attacks) at no minuses. They
will bite and claw and struggle until they are killed,
knocked unconscious, sedated, or until there is a chance
for escape.

Distraction
In Brief- You can make Trauma effects go away by
distracting oneself, but distracted Trauma doesn’t
The PC can choose to make Trauma “go away”,
temporarily, by doing something to distract himself or
herself from it. This can let the PC eat and sleep and
not go psychotic. However, the Trauma is still there,
causing problems, needing to be dealt with. Distracting
yourself from Trauma is like paying a bill with a credit
card: the problem is no longer in your face, but it’s still
there. Distractions can hold Trauma for a few days or
for decades.

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Recovering From Madness in Brief
Trauma: Stop distracting yourself from the pain and either wait for it to go away or confront the source of the pain.
Self-Worth: Do things which prove that you have qualities you admire or don’t have bad qualities you thought you had.
Life Skills: Get a friend who has life skills, ask for help, spend XP on skill points.
Brain Damage: Wait it out, see if it goes away.

Traumas 087

Some distractions are behavioral (Drugs, Fantasy,
Fetishes, Risk, Self-Hatred), meaning the PC has to
do something in the real world to keep himself or
herself distracted. Others are purely mental (Blocking,
Depression,
Dissociation,
Fanaticism,
Mania,
Randomness, Worrying) meaning that people only
have to cultivate a certain state of mind in order to be
distracted.

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There are 12 different distractions. Each has 5 possible
levels, each level distracts from one point of Trauma.
For each level, the PC has to do or think something
more extreme in order to keep himself or herself
distracted. PCs can distribute Trauma however they
want through the distractions (although there are a few
distractions which are mutually exclusive, like Mania
and Depression). Trauma in a distraction is written out
as follows: Depression (3), Fantasy (1), etc. Depression
(3) and Fantasy (1) would distract a PC from 4 points of
Trauma.

Blocking- The PC learns to block from his or her mind
knowledge that the traumatic event(s) ever happened or
could ever happen again. This distraction fails if the
PC chooses to investigate his or her past and chooses to
believe the results of the investigation.
Level 1: The PC rarely thinks about the bad thing(s).
He or she can remember it, if someone brings it up, but is
a bit fuzzy about the details.
Level 2: The PC has blocked out the memory of
the bad thing(s) entirely. He or she may be aware that
something bad happened (especially if friends keep
reminding him or her that this is the case) but can’t
remember any details about what it was.
Level 3: The PC has rewritten his or her entire life
story to edit out whatever or whoever made the bad event
happen. The PC may sincerely believe ‘My father died
before I was born’ or ‘I was never in a street gang’ or
‘I’ve never used drugs.’
Level 4: The PC has a huge hole in his or her
memory and has made up some imaginary past to fill
the hole. The PC will remember and sincerely believe
several years of his or her life that never happened.
Level 5: The PC has complete amnesia, cannot
remember who he or she is or any details from his or her
past -or- the PC has manufactured a completely false life
and identity that the PC fully believes (player’s choice).

When a distraction “fails” then the PC once again
becomes conscious of that Trauma. Depending on the
distraction, a distraction can fail if the PC fails to do
certain things or fails to maintain the right mental state.
Distractions can be failed on purpose or against the PC’s
will. A distraction can partially fail if a PC becomes
unable to maintain a high level, but can maintain a lower
level of the behavior or state of consciousness. For
example, a PC with Fantasy (3) can choose to spend less
time daydreaming, move to Fantasy (2) and will have 1
more point of conscious Trauma.
Depression- The PC deals with pain by simply giving
up and trying to believe that every possible outcome is
Distraction Example: George has 4 points of Trauma. equally horrible. Nothing is worth caring about and thus
He distracts himself from it all using two levels of Drugs nothing is worth worrying about. This distraction fails if
and two levels of Depression. Drugs (2) requires George
to use 4 doses of a softer drug (alcohol, amphetamines, the PC chooses to feel some optimism about his or her
opiates or hallucinogens) per day or 1 dose of a harder life.
drug (god killer, chomper, mauler, slave or trace) per Level 1: The PC has trouble sleeping (save vs.
day. Depression does not have behavioral requirements, Insomnia, difficulty 10), feels tired all the time, has
since it is done inside one’s head, but the depressed state trouble getting excited about or enjoying anything.
required has certain disadvantages (the PC must make
saves vs. insomnia). George continues in this way for Level 2: The PC sleeps little (save vs. Insomnia,
a while. At one point he is flat broke and can no longer difficulty 20), is exhausted all the time, and has an
afford 4 doses of drugs per day. He can afford 2 doses, overwhelming feeling that nothing is worth doing. The
so he gives up Drugs (2) and moves to Drugs (1), thus PC fantasizes about dying.
giving him 1 point of conscious Trauma. This Trauma Level 3: The PC hardly sleeps at all (save vs.
has its normal effects (see Abiding Trauma, above) for Insomnia, difficulty 30) and must make a 20 difficulty
a week, then goes away. Heartened by being better off, save vs. dysphoria to initiate any action (although the PC
George decides to try to be more optimistic and spend
less time dwelling on depressing thoughts. He bumps can react to things that happen to him or her).
himself down to Depression (1) and has to deal with Level 4: The PC hardly sleeps at all (save vs.
problems for a week before the Trauma goes away. At Insomnia, difficulty 30) and must make 20 difficulty
the end, he now has Drugs (1) and Depression (1).
save vs. dysphoria to get out of bed or do anything (even
to escape from a burning building). The PC desperately
prays for death, but cannot muster the hope necessary to
actually attempt suicide.
Level 5: The PC has delusions (difficulty 30 to save)
The 12 distractions Trauma can be buried in are Blocking,
Depression, Dissociation, Drugs, Fanaticism, Fantasy, of a pessimistic nature (e.g. ‘my family is dead,’ ‘I’ll be
Fetishes, Mania, Randomness, Risk, Self-Hatred and dead in three days’, ‘the world is ending’).
Worrying.

Distractions

088 Distractions

Dissociation- The PC cultivates the feeling that what Fanaticism- The PC looses himself or herself in a
is happening is not happening to him or her. Instead, the
PC feels the things happening to him or her are either not
real or are happening to someone else. This distraction
fails if the PC consistently chooses to stay grounded in
the real world.
Level 1: The PC feels numb and ‘spacey.’ PC gets
+2 to save vs. pain and fear.
Level 2: The PC has a strong feeling that whatever is
happening is not really happening to him or her. The PC
can go about his or her normal life, as a matter of habit,
but feels little or no emotional connection to it. PC gets
+4 to save vs. pain and fear.
Level 3: The PC suffers from regular delusions (20
difficulty to save) that he or she is floating around outside
his or her body and that the body is acting on its own, like
a robot, without the PC’s control. During these periods,
the PC will follow orders and act in self-preservation but
will do little else. PC gets +6 to save vs. pain and fear.
Level 4: The PC suffers from delusions (20 difficulty
to save) that anything bad that happens to him or her is
actually happening to someone else. Every time the PC
suffers from one of these delusions, the fictional persona
becomes more and more ‘real’ (gains a name, personality,
history). After ten failures a new personality may begin
asserting itself even when nothing bad is happening. The
player has no control over what this personality does.
PC gets +8 to save vs. pain and fear.
Level 5: The PC goes completely catatonic, will not
move or speak, even in self-preservation.

Drugs- The PC uses constant intoxication to blot out

the fear caused by Trauma. The PC spends his or her
days either intoxicated or in crippling withdrawal from
drugs. The Drugs distraction is a separate entity from
addiction, although the two are very commonly found
together. For many people, recovery means both saves
vs. drug cravings and dealing with newly undistracted
Trauma. This distraction fails if the PC doesn’t use the
requisite amount of drugs in a day.
Level 1: PC must use at least 2 doses of Alcohol,
Amphetamines, Opiates or Hallucinogens per day.
Level 2: PC must use at least 4 doses of Alcohol,
Amphetamines, Opiates or Hallucinogens per day or 1
dose of God Killer, Chomper, Mauler, Slave or Trace per
day.
Level 3: PC must use at least 6 doses of Alcohol,
Amphetamines, Opiates or Hallucinogens per day or 2
doses of God Killer, Chomper, Mauler, Slave or Trace
per day.
Level 4: PC must use at least 8 doses of Alcohol,
Amphetamines, Opiates or Hallucinogens per day or 3
doses of God Killer, Chomper, Mauler, Slave or Trace
per day.
Level 5: PC must use at least 10 doses of Alcohol,
Amphetamines, Opiates or Hallucinogens per day or 4
doses of God Killer, Chomper, Mauler, Slave or Trace
per day.

cause or religion. The PC convinces himself or herself
that devotion to the cause or religion is so important
that it doesn’t matter what happens to the PC as an
individual. The PC believes that there is some idea (like
‘freedom’ or ‘racial purity’) or some deity that is much
more important than worldly things like being tortured
or physically assaulted. Some fanatics become stalkers,
although what they are really obsessed with is an idea,
not the real person who the idea is projected on to. This
distraction fails if the PC decides that he or she might be
wrong or might be overreacting.
Level 1: The PC is committed to a political or
religious ideology and would gladly martyr himself or
herself for it.
Level 2: The PC spends almost every waking hour
reading about, talking about or acting on behalf of the
ideology. The PC has an irrational hatred towards
anyone who tries to argue against this ideology (must
save vs. anger, 20 difficulty, to avoid violence).
Level 3: The PC is among the most fanatical of
‘extremists’. The PC has trouble finding anyone as
devoted to the ideology as the PC is. The PC is likely
to become a terrorist (must make saves vs. anger, 20
difficulty, to avoid doing anything he or she can, no
matter the risk to the PC, to fight the enemies of the
cause).
Level 4: The PC has bizarre, illogical beliefs about
his or her cause (difficulty 20 delusions). The PC may
believe, for example, that he or she cannot be harmed
while fighting for the cause, or that all his or her
neighbors are part of a secret conspiracy of the enemy.
Level 5: The PC suffers from constant delusions
(difficulty 30) in which he or she is the crux in a cosmic
struggle. The PC believes that the most powerful forces
in the universe are trying to help or hurt the PC and
that the PC’s every action will determine the fate of the
universe. If the PC is a religious fanatic the PC will
believe himself or herself to be a major religious figure.

Some Sample Fanatical Obsessions
Unhealthy impurities in our food, air and water.
The protection of nature from humans.
The vermin and parasite-like qualities of drug
addicts.
Failure of the world to bow down and worship god.
Failure of the world to bow down and worship a
popular actor.
Hypocrisy and betrayal of fans by a popular
athlete.
The pre-destined romance between the fanatic and
a cute neighbor.
The destruction of corporations and unjust
governments.

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Fantasy- The PC buries himself or herself in fictional Fetishes- The PC uses harmful sex as a distraction.
worlds so he or she doesn’t have to think about painful
things. This could mean daydreaming, novels, movies or
VR. A few people with this distraction are able to bury
themselves in abstract intellectual pursuits (philosophy,
math, science, etc.). This distraction fails when the PC
chooses to stop living in fantasy.
Level 1: The PC must spend at least 4 hours a day
daydreaming, reading, in VR, etc.
Level 2: The PC must spend at least 8 hours a day
daydreaming, reading, in VR, etc.
Level 3: The PC must spend at least 12 hours a day
daydreaming, reading, in VR, etc.
Level 4: The PC must spend at least 16 hour a day
daydreaming, reading, in VR, etc.
Level 5: The PC must spend every waking moment
daydreaming, reading, in VR, etc.

This method is much like the Drugs distraction, except
instead of artificial chemicals the PC uses sex to create an
endorphin rush. The endorphin rush from “normal” sex
is not enough, the PC needs to make sex more intense by
adding in other intense emotions (pain, fear or shame).
Shameful sex is sex which the PC himself or herself
finds morally repugnant and shameful (the PC must have
a self-worth dislike, see p.94, about this activity). Sexual
activity does not need to be intercourse with another
person: a person could view violent pornography,
masturbate while looking in someone’s window, have
sex in VR with a VR character, etc. This distraction fails
if the PC stops engaging in harmful sex.
Level 1: The PC must engage in sexual activity,
at least once per day, which is one of the following:
dangerous, painful or shameful.


Stereotypical Trauma Allocations


Typical Self Destructive Teen:



Typical Neurotic Shut-In: Depression (1), Worrying (3), Fantasy (2)



Typical Homeless Crazy: Fanaticism (2), Randomness (3), Mania (1)



Typical Sex Criminal:

Fantasy (2), Fetishes (4), Risk (2), Self-Hatred (1)



Typical War Veteran:

Blocking (2), Dissociation (2), Drugs (1)



Typical Hate-Filled Fanatic

Fanaticism (3), Fantasy (2), Risk (2)

090 Distractions

Drugs (2), Risk (1), Fetishes (1), Self-Hatred (1)

Level 2: The PC must engage in sexual activity,
at least twice per day, which is one of the following:
dangerous, painful or shameful.
Level 3: The PC must engage in sexual activity,
at least once per day, which is two of the following:
dangerous, painful or shameful.
Level 4: The PC must engage in sexual activity,
at least once per day, which is all of the following:
dangerous, painful and shameful.
Level 5: The PC must engage in sexual activity, at
least four times per day, which is dangerous and painful
and shameful. This activity must involve a strong
possibility that someone will die.

Serial Killers and Fetishes
Most serial killers start with Trauma buried in
Fantasy, Self-Hatred and Fetishes. They often
start out with Fetishes (1) and deal with the fear
and anxiety of their lives by viewing violent
pornography. Pornography is neither dangerous
nor painful, its only value to them is if they are
ashamed that they use it. Shame causes them to
lose Self-Worth, which causes more Trauma, which
they distract with more Fetishes. At Fetishes (2)
they step up their pornography use. At Fetishes
(3) pornography is no longer good enough and
they may seek out Sex Workers they can beat up.
As they approach Fetishes (5) they are trapped in
an addiction which less and less things can satisfy.
Fetishes (5) is nearly impossible to maintain. A
serial killer with Fetishes (5) is as desperate as the
worst drug addict, he (or once in a century, she) will
wander the streets looking to do anything to satisfy
the craving.

Level 4: The PC must make a WIL save (20
difficulty) to avoid self-destructive impulsiveness
(shopping, gambling, promiscuous sex). The PC is
working on projects non-stop and believes each project
is a wonderful idea. The PC only ‘sleeps’ when he or she
falls unconscious from exhaustion.
Level 5: The PC has delusions of grandeur (30
difficulty to save) about the project he or she is working
on. The PC may believe he or she is ‘working on a time
machine’ or that ‘the president is going to create a new
agency for me to be in charge of.’ The PC is unable
to believe that their project is unimportant, impossible,
impractical or that others fail to see its brilliance. The
PC will not sleep or rest, except for passing out.

Randomness- The PC stops believing that world

makes sense. There is no logic, there is no cause and
effect, anyone who claims to understand it is wrong.
Anything is possible and nothing is likely. This is
comforting because it means that pain and suffering do
not necessarily result from traumatic things. Also, since
the results of one’s actions cannot be predicted, the PC
does not have to be responsible for anything he or she
has done. This distraction fails if the PC chooses to
believe that there is a rational order to the universe.
Level 1: The PC is strongly eccentric. He or she
draws illogical conclusions, suggests things which aren’t
likely, makes up strange little rituals. He or she refuses
to plan for the future, saying that it is impossible to tell
what will happen.

Level 2: The PC does, says and believes quite
bizarre things. The PC makes up new superstitions
every day and insists on following them. The PC can’t
make hypothetical guesses about the future and his or her
Mania- The PC attempts to distract himself or herself memories are disjointed. -4 to any skill involving math
from pain and worry by staying extremely busy all or logic.
the time. The PC has to be working on something,
something he or she believes is very important, until the Level 3: The PC’s beliefs (or lack of beliefs) are so
PC falls unconscious from exhaustion. This distraction odd that it is immediately obvious to anyone who talks
fails if the PC decides to relax or is so burned out that he to the PC. The PC doesn’t believe half the things other
or she can no longer be manic (many in this state transfer people say and typically just ignores them. -8 to any skill
involving math or logic.
the Trauma to Depression, see Swinging, p.93).
Level 1: The PC is a classic ‘workaholic’. Whether Level 4: The PC is reckless. He or she talks in
it is career or a hobby, he or she is doing something all odd terms that are nearly impossible to understand.
day long without a single break. The PC has trouble The PC talks in non-sequiters as if there is a logical
connection between them, even though there isn’t (e.g.
sleeping (save vs. Insomnia, 20 difficulty).
Level 2: The PC is noticeably manic: can’t sit still, “Romans once ruled the world and so you owe me five
excited about everything, talks quickly, poor impulse dollars.”) The PC must make a WIL roll (difficulty 30)
control. The PC has trouble sleeping (save vs. Insomnia, to do anything that involves planning for the future (e.g.
buying groceries, paying the rent, taking a shower). -12
25 difficulty).
to any skill involving math or logic.
Level 3: The PC stays up all night working on
various projects. For example, a PC may suddenly Level 5: The PCs behavior and reactions have
decide he wants to be an artist, will blow hundreds on nothing to do with the world around them. Punch the PC
paint, brushes and canvas and stay up all night painting. and the PC might laugh, give the PC a dollar and the PC
The PC hardly sleeps (save vs. Insomnia, 30 difficulty). might tear it up and eat it.

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Risk- The PC does dangerous things to distract himself
or herself with the adrenaline rush. The PC also finds
comfort in the idea that he or she might die at any
time and not have to face any more pain, worry and
doubt. The PC is purposefully reckless to encourage
this feeling. This distraction fails if the PC stops taking
unnecessary risks.
Level 1: The PC becomes obsessed with some
dangerous stunt, sport or hobby and must do it once
a day. The stunt must be more dangerous that simply
walking outside the street in the city (although walking
around outside without weapons or armor would count).
Gives +4 to save vs. fear.
Level 2: Each day the PC must make a WIL roll
(difficulty 30) to avoid doing something dangerous
with the potential for death (e.g. picking a fight, having
unprotected sex, doing drugs of unknown quality).
Gives +6 to save vs. fear.
Level 3: The PC must do at least one life-threatening
thing per day. Gives +8 to save vs. fear.
Level 4: The PC must make a WIL roll (difficulty 30)
to do any action that will make him or her more likely
to live through dangerous situations (e.g. put on armor
before leaving the house, dodge a blow, wash hands after
handling a diseased person, etc.). Gives +10 to save vs.
fear and the PC can make simultaneous strikes at no
penalty.
Level 5: Whenever he or she is able to, the PC must
make a serious suicide attempt. Gives +12 to save vs.
fear and the PC can make simultaneous strikes at no
penalty.

Self-Hatred- In this distraction, the PC makes it be

‘okay’ that something bad happened to him or her by
fostering a sense that the PC deserved it, or that the PC’s
feelings don’t matter or that the PC is glad this happened
because the PC hates himself or herself so much. In
order to use this distraction, the PC must achieve and
maintain a low Self-Worth balance. In order to maintain
the requisite balance, the PC may have to do things he or
she finds detestable or may sabotage things that the PC
would otherwise be proud of.
Level 1: Self-Worth balance must be no more than -1.
Level 2: Self-Worth balance must be no more than -2.
Level 3: Self-Worth balance must be no more than -3.
Level 4: Self-Worth balance must be no more than -4.
Level 5: Self-Worth balance must be no more than -5.

Worrying- In this distraction, the PC takes his or her

fear about something that cannot be controlled (e.g.
the possibility of being tortured) and projects it on to
something that can be controlled (e.g. not being around
snakes). The PC tricks his or her own mind into thinking
it is afraid of one thing when it is really afraid of another.

092 Distractions

This distraction fails if the PCs choose to stop worrying
about things all the time (or to start worrying about the
things that are really bothering them).
Level 1: The PC has 3 mild phobias, see text box.
The PC must make a 20 difficulty save vs. fear to
approach the subject of a phobia.
Level 2: The PC has 3 mild and 2 moderate phobias.
The PC must make a 25 difficulty save vs. fear to
approach the subject of a phobia.
Level 3: The PC has 4 mild, 3 moderate and 1 severe
phobia and 1 ritual. The PC must make a 30 difficulty
save vs. fear to approach the subject of a phobia or avoid
doing a ritual.
Level 4: The PC has 4 mild, 2 moderate, 2 severe
phobias, 5 rituals and 1 impulse. The PC must make a
30 difficulty save vs. fear to approach the subject of a
phobia or avoid doing a ritual. Whenever the PC is in a
situation where he or she could engage in the impulse,
the PC must make a 20 difficulty WIL roll not to.
Level 5: The PC has hundreds of completely
pointless rituals that must be done all the time. The
PC can not take a step without performing some ritual.
Everything the PC does takes at least twice as long as
it would for a normal person. The PC is visibly odd:
always mumbling ritual words, counting, stopping to
touch things, avoiding touching other things, etc. The
PC must make a legendary (40 difficulty) save vs. fear
each time he or she wants to break a ritual.

Phobias/Impulses/Rituals
Mild: Amputees & Deformed People, Bodies of
Water, Cats, Human & Animal Corpses, Dogs,
Enclosed Spaces, Fire, Heights, Pain, Psychics,
Public Speaking, Robots, Rodents, Sick People,
Snakes, Spiders, Surgery.
Moderate: Animals, Anything Considered Unlucky,
Being Alone, Being Touched, Blood, Breaking the
Law, Children, Crowds, Darkness, Diseases, Doctors
& Dentists, Riding in Vehicles, Sex, Sharp Objects.
Severe: Eating, Leaving the House, Meeting
Strangers, Possibility of Illness, Throwing Things
Away, Touching Anything Non-Sterile.
Rituals: Aligning Objects Symmetrically, Counting
Things, Handwashing, Rechecking Door Locks,
Saying a Phrase, Stepping On Each Tile, Tapping
Things A Set Number of Times (e.g. 23).
Impulses: Body Modification, Lying, Overeating,
Pulling Out Hair, Screaming Insults, Starting Fires,
Stealing Things, Swallowing Things.

Medical Treatment

Swinging
In Brief- Some people regularly move from one
distraction to another, like manic-depressives.

In Brief- Drugs can undo a chemical predisposition,
make some distractions impossible, or treat the effects
of abiding Trauma.

Some people, especially people with Chemical Disorders,
swing back and forth between distractions. They store
their Trauma in one distraction for as long as they can,
but when they are unable to continue, they release their
Trauma (making saves vs. nausea, insomnia, etc.) and
immediately move the Trauma to another distraction.
Keep in mind that PCs must make a save vs. psychosis
(see p.87) any time they stop using a distraction.

Most psychiatric drugs attack the chemical disorders that
give people a predisposition towards certain distractions.
The best psychiatric drugs completely undo these
predispositions, temporarily removing that disadvantage.
Even on the best drugs, the PC still has to deal with any
Trauma, distracted or not.
Sometimes, drugs make people unable to use certain
distractions. A high enough dose of Anti-Depressants, for
example, will make a person unable to have Depression
(3). The GM might determine that the PC can only
have Depression (1), which means that 2 Trauma come
spilling out. The PC then has three options: try to abide
the Trauma, use a different distraction, or stop using the
anti-depressants.

The classic example is a person with Manic Depression.
A Manic Depressed person might have Manic (3). The
person will be manic until he or she is tired out and
exhausted and can no longer be manic, then will switch
immediately to Depression (3). An experienced manic
depressive will sense the manic period ending and start
using some intermediate distraction (e.g. drugs) so that
there is no point where the PC is not distracted (and thus
Drugs can also be used to treat the effects of Trauma.
no point that the PC must save vs. psychosis).
Certain drugs can help the person survive the illness
caused by abiding Trauma: a sleeping pill to help the
Chemical Disorders
save vs. insomnia, an anti-nauseant to help the person
In Brief- Some people have messed up brains so that eat, etc. Anti-psychotics can even give plusses to save
they gain Trauma for no reason and must roll not to use vs. psychosis. Any drug that completely blocks out
certain distractions.
the experience of Trauma, however, is the same as a
distraction and will make it so that Trauma doesn’t go
Some people are born with a neurology or biochemistry away over time.
that makes them tend towards some mental illness. The
biological predisposition is not certain to make a person Medical Treatment Example: Joey has Mania (4).
ill: some people are able to live with these predispositions Joey realizes the mania is a problem and takes some
all their lives without succumbing, others are able to claw sedatives. The sedatives reduce Joey’s ability to be as
their way out of mental illness (sometimes even without manic, thus reducing her to Mania (1) and giving her
the help of psychiatric drugs). Many chemical disorders 3 points of conscious Trauma. Joey must deal with the
cause Trauma points to accumulate, even without any horrible side effects of the Trauma. The sedative helps
Traumatic events occurring. They also make certain Joey sleep, and Joey gets an anti-nauseant to help her
distractions “easier,” making it such that PCs must make eat. Joey still has Jitters and flashbacks. On the third
rolls not to distract themselves with certain distractions day on sedatives, Joey realizes that the Trauma is going
(e.g. Depression). The chemical disorders are given as to make her unable to fulfill her gang duties, so she goes
off her meds and regains her Mania (4).
optional disadvantages on p.101.

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Don’t tell me you know what I’m going through. You don’t know shit.
You have no idea what it feels like. It tears you up inside like you just swallowed barbed wire. You can’t
eat, you can’t sleep. It keeps happening to you in your mind, again and again. The moment you start to
forget, it all comes back.
And that’s not the worst part. The worst part is that now you know. You can’t lie to yourself, think happy
thoughts and believe everything will be okay. It won’t. Nothing will ever be okay, ever again, because
you know: The universe is a terrible place. People are weak and fragile. The horrible things in life
outweigh the good. And if something this horrible could happen to you once, it could happen again.

Distractions 093

Self-Worth Issues
In Brief- Default is an equal number of likes and
dislikes, up to 5 of each. They can be disproven
(removed) or new ones can be added as the PC has
achievements or failures. If there are more dislikes
than likes, the PC has a negative self-worth balance
and has trouble dealing with people and trouble with
self-destructive behaviors.

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Example: Ratkin uses drugs occasionally, but he starts
finding himself craving drugs every day and he sells
his favorite weapon for drug money. He adds ‘addict’
to the list of things he doesn’t like about himself, thus
decreasing his self-worth balance by one.
A PC can always use “my character doesn’t think that’s
a bad quality” as a defense against gaining a new dislike.
The player should be able to back this up by pointing to
the PC’s Personal Ideals and Worldviews, or to the PC’s
past actions or, ideally, to both.

Most people don’t have many problems with self-worth.
They like themselves enough to get by. The things they If a PC has 5 likes or 5 dislikes and gains a sixth, the
don’t like about themselves are balanced out by the PC should erase one of the old ones (PC’s choice) and
replace it.
things they like about themselves.

The PC can have up to 5 likes and up to 5 dislikes, which Disproving Likes/Dislikes- If a PC does something
significant that is contrary to one of the things
players should list on the psychological
he likes or dislikes about himself or herself,
Some Sample
profile sheet. If a PC starts with no
then that like or dislike should be erased.
Like/Dislikes
advantages or disadvantages that effect selfThe PC’s self-worth balance will be adjusted
worth, that PC should have an equal balance
addict
accordingly.
between likes and dislikes. A PC who knows
boring
relatively little about himself might have 0
lonely
Example: Jones has considered himself
likes and 0 dislikes. A character with more
poor
smart ever since outwitting that serial killer.
life experience might have 3 likes and 3 poor social skills However, when he is tricked by a ten year-old
dislikes. 2 likes and 2 dislikes is good for a
scared
thief (who Jones reasons must be stupider
starting character because it leaves room for
scary
than a serial killer) he must erase “smart”
character development.
sinner
from his psych profile sheet, reducing his selfslut
worth balance by one.
However, some advantages and disadvantages
ugly
cause an imbalance. For instance, if a
Example: Ratkin has gone without using
virgin
disadvantage calls for a PC to start with -3
drugs for a week, longer than he has gone
weak willed
balance, than the PC must have 3 more dislikes
since becoming addicted. Believing this is
wimp
than likes. A PC could accomplish this by
the end of his addiction, he erases “addict,”
having 3 dislikes and 0 likes (0 - 3 = -3), or by
increasing his self-worth balance.
beautiful
having 5 dislikes and 2 likes (2 - 5 = -3).
charming
Philosophical Changes- Another way to
innocent
A like or dislike can be anything that a PC
change likes and dislikes is for the PC to
popular
believes about himself or herself that could be
change what he or she thinks is important.
righteous
tested in the real world. For instance “smart”
This should not happen often, and should only
scary
could be tested if a PC matches wits against
accompany real character growth and change.
sexually active
someone else who is smart. “Ugly” could be
In most cases, a change in a PC’s worldview
smart
tested when people act with revulsion towards
should accompany philosophical changes to
strong
the character. During character creation, a
likes and dislikes. Example: Guaco has the
strong-willed
PC’s likes and dislikes can be inaccurate. For
‘social’ worldview. He also has “unpopular” on
tough
instance, many people think they are ugly
his list of things he doesn’t like about himself.
virgin
even when others do not.
However, as he gets older he realizes that what
wealthy
people think about him doesn’t mean as much
Gaining Likes/Dislikes- PCs can gain likes
and so he changes his ‘social’ worldview to
and dislikes when they do something which proves, to ‘introspective’ and he erases the ‘unpopular’ dislike.
them, that they have some quality they admire or do not
admire. The likes and dislikes that are added should Low Self-Worth- When a PC’s self-worth is negative, it
connect in some logical way to the PC’s Personal Ideals causes problems for the PC:
and Worldviews. Very minor events, those the PC was -Every day, the PC must make a save vs. selfnot trying very hard at and had little effect on the PC, destructive behavior (WIL + 1d20 vs. 10) to avoid doing
something self-destructive (e.g. self-mutilation, doing
will not add likes or dislikes.
drugs, suicide attempt).
Example: Jones, who does not consider himself -Whenever the PC deals with another person the PC
especially smart, outwits an organized serial killer. He must make a CHM roll if the PC wants to act superior to
adds ‘smart’ to the list of things he likes about himself, that person (10 difficulty) or if the PC wants to act equal
to that person (20 difficulty).
thus increasing his Self-Worth balance by one.

094 Self-Worth Issues

For every level below minus one, the PC is at an
aggregate -4 to any CHM and WIL rolls where the PC
is the benefactor. If the PC is doing something to help
himself or herself, the PC takes the penalty. If the PC
is doing something to help someone else then the PC
doesn’t suffer the penalty. If a PC wants to save himself
or herself in order to save someone else, the PC does not
suffer the penalty, but only if the PC is the only person
who can save the other (e.g. the PC makes a roll vs.
unconsciousness to stay awake because he is the only one
with the medical training to care for a sick comrade).
Example: Ako has five things he doesn’t like about
himself and two that he likes, meaning his self-worth
balance is at -3. He is at -8 to WIL rolls (including his
daily save vs. self-destructive behavior) and -8 to CHM
rolls (including his rolls to treat people as equals or
inferiors).

Life Skills Issues
In Brief- Most people have 6 levels in each life skill
and never have to roll. Some people lose or never
developed crucial life skills and must roll. There are
CHM, INL and WIL based skills. Can be learned
during play for 6 skill points per level.
Almost every adult has basic skills that let them survive
in the modern world. Most learn, for instance, to control
their bladders and not urinate in their pants. Some
people, however, were brought up in a very dysfunctional
environment and never learned some of these basic
skills, or they lost some of the skills due to brain damage
or a prolonged period of isolation.
Life Skills work much like normal skills: They have an
attribute they work off of. They have easy, moderate and
hard things that can be done with the skill. They can be
bought in levels from one to six, each level above the first
giving +4 to rolls. However, when a PC gains level 6 in
one of these skills, the PC has the same facility in that
skill as a normal adult and doesn’t have to roll anymore.
Since most PCs will have most of their skills at near
level 6, it is easier to mark the levels PCs doesn’t have.
Example: Jonaque has a disadvantage which makes him
lose 8 levels in Life Skills. Starting with the assumption
that he has 6 levels in everything, he marks off 4 from
Persuading People, 2 from Lying and 2 from Flirting.
He thus has Persuading People (2), Lying (4), Flirting
(4) and everything else at 6. On his Psych Profile sheet,
the right-most boxes on Persuading People, Lying and
Flirting are ‘X’ed out, everything else is left blank.
Gaining Skills- After character creation, PCs can buy
levels in life skills, just as levels in normal skills, for 6
skill points per level (3 XP). In order to learn these
skills, the PC must pay for some sort of therapy (see
p.111) or must have at least one friend with a normal
level in the skill that the PC can ask questions of.

CHM Based Skills

Persuading People- The PC must roll before making
any attempt to persuade anybody to any point. Failure
means that the PC cannot word his or her argument in a
way that makes any sense to the listener.
Recognizing Emotions- The PC must roll to
recognize whether another person is angry, sad, happy,
etc.
Lying- The PC must roll before telling any lie. A
failure means that the PC stutters, says contradictory
things, accidentally tells the truth or otherwise makes it
completely obvious that he or she is lying.
Flirting- The PC must roll to tell if a person likes the
PC or to make a person know that the PC likes him or
her. A failure means that the PC is totally oblivious to
signals coming from others (no matter how blatant) and
the PC sends the wrong signals.
Politeness/Manners- The PC must roll any time
he or she deals with another person. A failure means
that, without realizing it, the PC does something that
any reasonable person would consider rude (e.g. call
someone ugly, walk away while someone is talking,
etc.).
Basic Institutions- The PC must roll any time he
or she is asked to play a role in an every-day social
interchange. A failure means that the PC doesn’t know
how to act: e.g. the PC can’t figure out who to order
food from at a fast food restaurant, thinks its okay to pay
the rent two weeks late or shows up at a doctor’s office
without an appointment.

INL Based Skills

Personal Grooming- The PC must roll to figure out
how to stay clean and clothed. A failure means that the
PC has done something terribly wrong (e.g. forgotten
to bathe for a week, shaved only half of his face, worn
shorts with holes that let a testicle peek out) that will
give the PC -10 to seduction rolls and mark him or her as
someone with serious problems.
Recognizing Illness- The PC must roll any time he
or she is injured or sick to determine whether or not he
or she needs to seek professional medical care. A failure
might mean the PC is coughing blood but does nothing
about it or races to the Emergency Room because of a
pimple.
Remembering People- The PC must roll to pay
attention to the signifying characteristics of people
(face, voice, name) to be able to recognize them later. A
failure means that the PC doesn’t recognize a person he
or she met just an hour ago, or confuses one person with
another.
Basic Ethics- The PC must roll to determine what
ordinary people think is right or wrong. A failure means,
for instance, that the PC doesn’t understand that most
people think pushing down old people is wrong.
Reality Checking- Any time the PC is told some
theory, hypothesis or story the PC must roll to determine
whether this is likely to be true or not. A failure might
mean, for example, that the PC finds it completely
reasonable to believe that there are people wandering
around the city who will clean your wallet for free.

Life Skills Issues

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095

Space/Time Awareness- Any time the PC must follow
directions or wait a specified amount of time, the PC must
roll. A failure means the PC gets hopelessly lost trying to
go around the corner to a grocery store, or is asked to call
someone in an hour and ends up calling five minutes later.

WIL Based Skills

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Resist Expressing Emotions- The PC must roll to avoid
laughing, crying, weeping in fear, screaming angrily, etc.
any time the PC experiences any amount of any emotion.
Resist Mild Pain- The PC must roll before trying to
resist pain. A failure means that the PC doesn’t realize that
pain can be resisted and will do nothing but scream and cry
and flop around on the ground. A success means the PC can
make a normal save vs. pain.
Healthy Eating- The PC must roll to remember to eat
enough to stay alive but not so much as to cause health
problems. Until the PC makes successful rolls three weeks
in a row, he or she will suffer from the equivalent of the
Malnourished advantage (p.50, main book) or the Obese
advantage (p.51, main book).
Resist Sexual Impulses- If anyone makes a successful
seduction roll against the PC (passive or active) the PC must
roll to avoid seeking intercourse with that person. The PC’s
attempt to get sex will have no more forethought or restraint
than, for example, demanding “hey, I want to fuck you.”
Resist Following Orders- The PC must make a roll not
to do what someone tells him or her to do. The difficulty
decreases if the PC is being ordered to do something that
will hurt the PC; e.g. resisting the order “touch your nose”
might be 30 difficulty, while resisting the order “stab
yourself” might be 10 difficulty.
Bladder Control- A failure means that the PC has
accidentally urinated or defecated in his or her pants.

Asking for Help

Friends, family and lovers, no matter how well intentioned,
cannot cure the psychological problems of another. This can
be a cause of constant pain and frustration for these other
people and can cause them to lose hope. Only the person
experiencing the problems can overcome a mental problem.
However, there are things that a PC or NPC can ask his or her
friends/lovers/family to do that can help:
Assist the PC/NPC in getting access to psychiatric
medications.
Help the PC/NPC resist dangerous impulses (e.g. not let a
person buy drugs).
Keep a PC/NPC safe during periods of psychosis,
hallucinations or loss of self-control.
Help the PC/NPC achieve personal goals and thus gain
Self-Worth (the danger here is if you help too much, then the
person thinks it is your achievement, not theirs).
Help the PC/NPC learn normal Life Skills.
Help the PC/NPC recognize behaviors which are unhealthy
or self-destructive.
Give the PC/NPC an important job to do, this can help
Self-Worth and can give the PC/NPC a reason to overcome
problems (the danger, though, is the blow to Self-Worth if the
PC/NPC fails the job).
Do social things with the PC/NPC (have conversations,
hang out, go to parties, etc.).

096 Brain Damage

Brain Damage
In Brief- Can be caused by, among other things,
being brought back from brain death. Roll for the
dysfunction caused and how long it lasts.
If a PC’s INCY has been brought to below 0, or if
a PC has been Incapacitated for their INCY+END
worth of rounds, that person is normally unsavable.
On a legendary Emergency Medicine roll, however,
the PC can be revived but will suffer from brain
damage. Other possible causes of brain damage
are: failed brain surgery, toxins and diseases which
specifically damage neurons, malfunctioning mental
installers, strikes targeted at the brain. Roll on the
next page to see what kind of brain damage and how
long the PC suffers from it.
Note that any brain damage constitutes a Major Life
Change and will cause at least 1 point of Trauma (see
p.85).

Tech to Help Brain Damaged People
Speech Helper Pad- This is a small handheld computer
device that helps people with dysnomia or who are
unable to talk. The handheld device has a touch
sensitive screen and the user scrolls through a number of
menus of words. Most words have a little picture of that
thing under the name. Tapping the word, or the picture,
will cause the computer to speak the word. Experienced
users can find a common word or phrase in just a few
seconds and can pre-program their favorite phrases or
sentences. Costs $200.
Reader Device- This is a small hand-held electronic
device meant to help those who cannot read (either
because they are blind, never learned how or because
of dysgraphia caused by brain damage). The device has
an electronic camera which is “swiped” over anything
containing writing. A pleasant voice recognizes and
reads the text (wireless ear-buds are available for people
who are embarrassed to be using the device). Costs
$150.
Agnosia Helper Glasses- These are glasses that connect
wirelessly to a small computer that clips on to a belt. The
glasses have tiny electronic cameras and send images of
whatever the PC is looking at to the computer. The
computer uses the latest visual recognition algorithms to
try to determine what the object is. If it can determine
what the object is, the program displays the name of the
object on the glasses. Costs $2,500.
Apraxia Mental Program- When brain damage makes
a person unable to control various parts of their anatomy,
there are several programs which can allow them a
clumsy sort of control. These mental programs are
activated by speech (although the user can talk under his
or her breath). A person with trouble walking might say
“walk forward, easy pace, slight right, slight left, speed
up” or a person unable to control hands might say “open
hands, light grasp, turn wrist slight, turn wrist more.”
Each of the programs use up 50 MMUs and cost $100
(+$1000 installation).

Random Brain Damage
Type of Damage (roll 1d100):
01-30: Delirium: People in a delirious state have damage to the parts of the brain that regulate consciousness.
They are stuck in a state between consciousness and unconsciousness. They must save vs. Sudden Amnesia (20),
Delusions (20) and Hallucinations (20) every 5 minutes. The PC must also make nightly saves vs. Insomnia
(20).
31-60: Dementia: Dementia is damage to the parts of the brain that provide for memory and intelligence. PCs
are at 0 INL (will fail any INL based roll unless they roll a natural 20) and the PC must make hourly saves vs.
Sudden Amnesia (20).
61-64: Dysnomia: This is damage to the parts of the brain that associate objects with words. PCs with this
disease understand grammar (know how to say “if”, “and,” “but,” can use plurals and different tenses) but they
have some trouble choosing the right adjective or verb and a very hard time choosing the right noun. Every time
the PC speaks, he or she must roll INL + 1d20 vs. 30. A failure means that the PC can not remember an important
word in his or her sentence. On a failure of 1-5, the PC realizes that he or she cannot remember the right word.
On a failure of 6+, the PC chooses some other word at random and uses that word without realizing it.
65-68: Dysgraphia: This is the inability to read or write. If the PC learns a pictographic language, where each
word-symbol represents a picture of an actual thing, the PC may be able to make Legendary (40) difficulty
language skill rolls to read and write this language.
68-72: Agnosias: This is damage to the parts of the brain that recognize objects. The PC must make a Hard (30)
AWR roll to recognize any object. If the PC fails, the mind fills in the gaps by choosing some random object that
is approximately the same size; e.g. a person is a coat rack, a gun is a phone, a syringe is a pencil. The PC’s vision
is fine, and the PC does not suffer penalties to any roll that does not involve recognizing objects.
73-76: Apraxias: This is damage to the parts of the brain that control conscious movement. An apraxia means
that the PC cannot do a certain normal task (roll 1d100): 01-15: speech, 16-29: walking, 30-43: using hands,
44-57: controlling head and eyes (PC can only stare ahead blankly), 58-71: eating, 72-85: elimination (PC is
incontinent), 86-00: posture (-10 SPD, -15 to save vs. loss of balance).
77-80: Complete Anterograde Amnesia: The part of the brain that stores new memories is damaged. Every few
minutes, the PC forgets anything that happened after the accident. The PC can remember something only as long
as he or she is paying attention to it. The PC can still acquire new skills or habits.
81-84: Complete Retrograde Amnesia: The PC’s brain is damaged such that the PC does not have any memory
of his or her own life prior to the accident.
85-88: Organic Delusions: This is brain damage that causes the PC to believe bizarre and illogical things. The
most common delusions are of persecution. PC must make a legendary save vs. delusions (40) every hour. Antipsychotic medications do not give any plusses to these saves.
89-92: Organic Hallucinations: The PC is plagued by a constant stream of false sights, sounds, smells and
feelings that appear and disappear with no underlying theme or plot. The things hallucinated are mostly normal
things that the PC is used to experiencing: the sight of a friend’s face, the sound of a phone ringing, the taste of a
cup of coffee, the feeling of a hand on the PC’s shoulder, etc. Every hour the PC must make a legendary save vs.
obfuscating hallucinations (40 difficulty). Anti-psychotic medications do not give any plusses to these saves.
93-96: Organic Affective Syndrome: This is brain damage to the parts of the brain that regulate mood or
emotion. The PC will suffer from (on 1d100): 01-50: Depression (equivalent to 4 levels of the distraction
Depression, see p.88), 51-00: Mania (equivalent to four levels of the distraction Mania, see p.91).
99-00: Organic Personality Syndrome: This is damage to the parts of the brain where personality exists. The
PC will suffer from one of the following (on 1d100): 01-17: Poor Social Judgment (PC will become incredibly
rude and inconsiderate), 18-33: Apathy/Indifference (PC must make a moderate WIL roll to do anything), 34-50:
Loss of Impulse Control (PC must make a moderate WIL roll to avoid acting on any emotion), 51-66: Emotionally
Fragile (-15 to any save vs. fear/anger/sadness), 67-83: Humorless (PC takes everything literally and does not
understand when people are joking), 84-00: Paranoia (make a hard save vs. paranoid delusions daily).

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Duration of Damage (roll 1d100):


01-25: 1 week



26-40: 1 month

41-55: 1 year

56-65: 5 years

66-75: 15 years

76-00: permanent

Brain Damage 097

PLAYING
Trauma, Self-Worth and Life Skills in Brief

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Trauma:
By default you start with no Trauma and no
distractions.
If a disad says “start with 3 Trauma” you must add 3
to the “Current Trauma” section on your psych profile
sheet. You can choose to be conscious of this Trauma
(in which case it will have effects, see Abiding Trauma,
p.87) or you can choose to block it out with a distraction.
You can mix and match distractions. Every one level in
a distraction distracts the PC from 1 point of Trauma.
If a disad says “start with the distraction Fanaticism
(2)” then mark 2 levels on the Fanaticism distraction.
This will increase your “Amount Distracted” on the psych
profile sheet by 2. Look in the distraction descriptions
(p.88) to see what your PC must to do to stay distracted
and keep the trauma from becoming conscious.
Self-Worth:
By default, you start with an equal number of likes
and dislikes. You can choose to start with anywhere
from 0 likes and 0 dislikes to 5 likes and 5 dislikes, as
long as they are balanced. Likes and dislikes should be
something the PC believes about himself/herself that
could be tested in the real world (e.g. ‘I am stupid’ or
‘I’m a good fighter.’). Likes and dislikes should be
related to the PC’s Personal Ideals and Worldviews.
If a disad says “shift your Self-Worth balance down
by one” then either remove a like or add a dislike. You
can’t take a disad that would shift the Self-Worth balance
to less than -5 or more than +5.
Life Skills:
By default, you start with 6 in every one of the life
skills listed on the psych profile sheet.
If a disad says “start with Healthy Eating (2)” then
cross out the 4 rightmost levels of Healthy Eating on
your profile sheet (leaving 2). The PC will have to make
skill rolls to eat healthfully as if the PC had two levels in
the skill.
If a disad says “start with 10 less Life Skills” then
mark off 1 to 6 levels off of Life Skills of your choice
until you have marked off 10 levels altogether.

098 Playing Madness

MADNESS
BDSM Veteran
Extravert
Faith
High Self-Worth
Medicated
Naturally Cheerful
Naturally Fearless
Slut
Unconditional Love

Advantages

Disadvantages

Abusive Relationship
Asperger’s
Alzheimer’s
Badly Beaten
Biochemical Vulnerability: Anxiety
Biochemical Vulnerability: Depression
Biochemical Vulnerability: Manic-Depression
Biochemical Vulnerability: Schizophrenia
Child of Fanatics
Chronic Low Self-Worth
Conditional Love
Explosive Disorder
Extra-Virgin
Folie a Deux
Gambling Addict
Guilty Conscience
Hunted: Hunter
Incompetent Dependent
Insomnia
Isolated
Obsessive Compulsive
Panic Attacks
Poor Body Image
Poor Impulse Control
Poor Self-Worth
Porn-Scars
Raised in VR
Recent Traumas
Recovering Abused Child/Spouse
Recovering Cultist
Recovering Otaku
Recovering Porn Addict
Recovering Sex Worker
Sheltered Childhood
Sleepwalking
Stutterer
Traumatic Childhood
Uncertain Life Ambitions
Uncertain Religious Beliefs
Uncertain Sexuality
Veteran
Wild Child

3 BP
2 BP
3 BP
2 BP/1 pts.
5 BP
1 BP
1 BP
2 BP
3 BP
20 BP
12 BP
15 BP
3 BP
8 BP
8 BP
8 BP
15 BP
5 BP
12 BP
2 BP
3 BP
2 BP
1 BP
7 BP
3 BP
4 BP
15 BP
2 BP
2 BP
3 BP
4 BP
3 BP
3 BP
2 BP/1 pts.
4 BP
6 BP
1 BP/1 pts.
10 BP
8 BP
9 BP
6 BP
9 BP
13 BP
1 BP
4 BP
8 BP
2 BP
2 BP
2 BP
7 BP
30 BP

Because he has the anxiety vulnerability, Zack must have Worrying at
half his Trauma (rounded up). So,
since Zack has 7 Trauma, he must
have 4 Worrying. Because he has
Porn Addict, he must have Fetishes
or Self-Hatred at 1. Zack chooses
Fetishes. This leaves 2 more Trauma points. The player chooses to
distract from one with Self-Hatred,
and leave the other with no distractions.

Zack has taken the following disadvantages:
Biochemical Vulnerability: Anxiety (gives -10 to save vs. fear, and half of Trauma must
be distracted by Worrying).
Recovering Porn Addict (gives 1 Trauma, must have Fetishes (1) or Self-Hatred (1), -2
self-worth, and Flirting (2).
Recovering Abused Child (-2 Self-Worth, 6 Trauma).
Isolated (-8 Life Skills).
Altogether, Zack’s disadvantages give him 7 Trauma,
6 from Abused Child, 1 from Porn Addict). He has 6
levels in distractions, meaning he is distracted from all
but one of his Trauma.

Keep track of what happened to Zack: he may be
able to confront some of
that Trauma.

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Because Zack has Worrying (4), he
must choose a number of phobias,
rituals and impulses. Because he
has Self-Hatred, he can not bring
his Self-Worth balance above -1.
Because he has Fetishes (1), he
must do some sexual activity once
per day which is dangerous, painful
or degrading.

Altogether, Zack’s advantages force
him to shift his Self-Worth balance
down by 4. There are only two options that add up to -4: 1 like and 5
dislikes, or 0 likes and 4 dislikes.
The player chooses the former, and
comes up with 5 testable things
Zack believes about himself (one
that Zack would think is good, and
five that Zack would think is bad).

Because Zack has a negative SelfWorth, he must roll every day to
avoid hurting himself, and he must
roll any time he wants to treat others as equals or inferiors. The difficulties are listed here. Because he
is at -4, he is at -12 to most CHM
and WIL rolls (including those to
avoid hurting himself or to deal
with others as equals or inferiors).

Zack’s anxiety vulnerability gives
him -10 to saves vs. fear. Since he
has 1 conscious Trauma, he is at
-5 to craving rolls (see the Abiding Trauma section at the top of
the sheet).
Because Zack is a recovering porn addict, he only has Flirting at 2 (as opposed to normal people, who have it at 6). To signify
that he has only 2 levels, he crosses out the last four levels. Because he has been isolated for a while, he is at -8 Life Skills. So,
he must cross off 8 total Life Skill levels. He chooses to spread them out. Now Zack has to make rolls to do things that normal
people don’t have to roll for, like keep himself clean, flirt, make intelligible arguments or remember people’s names or faces.
Like a skill, he rolls the attribute +1d20 plus 4 for each level above the first. If he had crossed off all 6 levels in a skill, he
wouldn’t even get a chance to roll.

Playing Madness 099

Slut (Costs 2 Bonus Points)- The PC has experimented
with sex. The PC has tried anything he or she might
possibly be interested in. The PC knows what he or she
likes and doesn’t like and has many ex-lovers who still
feel favorably towards the PC (including a few who will
BDSM Veteran (Costs 3 Bonus Points)- The PC drop everything and come over if the PC calls wanting
has spent several years in the Bondage/Discipline/ sex).
Sadomasochism scene, either because the PC was truly
into BDSM, because the PC had a lover who was or Unconditional Love (Costs 3 Bonus Points)- The PC
because the PC was a Sex Worker who specialized in has someone in his or her life who will love the PC no
the BDSM scene. The PC gets the skills Resist Pain (1), matter what. The PC can add “beloved” to his or her
Torture (1) and Immobilization (1) free and has $750 likes, thus increasing self-worth balance by one. The
worth of equipment from the Bondage/Sex Gear section like remains even if the loved one dies so long as the PC
on p.107, including that listed in the “see also” table.
didn’t do anything to hurt the loved one.

New Bonus Characteristics
Advantages

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Extravert (Costs 2 Bonus Points)- The PC is naturally
outgoing and has always been good at talking and
communicating. When the PC was growing up, he or
she would get bored with conversations and learned
to say things to “spice up” a conversation (flirting,
joking, arguing, insulting, etc.). The PC is sometimes
so outgoing that he or she has trouble stopping to pay
attention to what other people are trying to communicate.
The PC gets +7 to CHM rolls to act, to be liked or to treat
others as equals or inferiors (see p.94).

Disadvantages
Abusive Relationship (Gives 20 Bonus Points)- The
PC currently lives with an abusive parent or lover. This
abuse has been kept secret from anyone with the guts to
actually do anything about it. Besides abusing the PC,
the parent or lover has purposefully kept the PC ignorant
of the basic facts of how to survive on one’s own so that
the PC is afraid to move out. The abuser has AGY and
combat skills equal to the PC’s and 5 more STH than
the PC. The PC starts with Self-Worth balance shifted
down by 4 points, 4 points of Trauma and Life Skill:
Basic Institutions (2).

Faith (Costs 3 Bonus Points)- The PC believes, without
a doubt, that there is some divinity in the universe that
loves the PC. As long as the PC follows the basic tenets of
his or her religion (e.g. prayer, offerings, not committing
major sins) the PC has can add “Beloved by God” to his
or her Self-Worth likes, thus increasing the Self-Worth Asperger’s (Gives 12 Bonus Points)- This is a genetic
anomaly, related to autism but milder. It causes certain
balance by 1. This like is not easily disproven.
portions of the brain to develop differently. During
High Self-Worth (Costs 2 Bonus Point per 1 points of childhood, the PC has had little interest in social contact
Self-Worth)- For every 2 BP, the PC can increase his or and developed fewer social skills. As the PC approached
her self-worth balance by either adding a like or taking adulthood, the desire to socialize grew but never reached
away a dislike.
normal levels. The PC has a preference for repetitive,
unchanging things and tends towards ritualistic
Medicated (Costs 5 Bonus Points)- Limitations: PC must behaviors. The PC is often obsessed about abstract or
have Obsessive Compulsive or one of the Biochemical intellectual topics, memorizing an incredible amount of
Vulnerability disadvantages. The PC has been correctly facts and trivia. The PC also suffers from mild physical
diagnosed by a doctor and given a prescription. If the PC awkwardness. The PC has:
is a Well or Indie, the PC’s health insurance covers the
prescription, if the PC is a street person then a homeless -2 AGY
outreach agency has purchased the pills and dispenses Life Skills: Flirting (2), Lying (3), Persuading People
them to the PC. The PC gets one dose per day of Anti- (2), Politeness/Manners (4), Recognizing Emotions (2),
Psychotic (p.109, main book), Anticompulsive (p.110), Remembering People (4).
Antidepressant (p.110), Antimanic (p.111) or Anxiolytic
Life Skill costs are +3
(p.110, main book).
Intellectual skill costs are -5 (min. 2)
Naturally Cheerful (Costs 1 Bonus Point)- The PC
was born with a biochemistry such that the PC does Alzheimer’s (Gives 15 Bonus Points)- The PC has a
not experience sad or painful emotions as strongly as degenerative brain disease. There are no medications
most people do. The PC gets +4 to save vs. sadness, or genetic-mods that can cure this particular form of the
depression and dysphoria.
disease. The PC can get Anti-Alzheimer’s medication
Naturally Fearless (Costs 1 Bonus Point)- The PC was for $50/wk. Without medication, the PC should roll once
born with a brain that is not as easily provoked to fear as per week on the following table. With medication, the
PC should roll once per month. All effects are permanent
most people’s. The PC gets +4 to save vs. fear.
and cumulative:

100 Bonus Characteristics

01-10: -2 INL
11-20: -1 AGY
21-30: -1 AWR
31-40: Sudden Amnesia (5)
41-50: Delusions (5)
51-60: Hallucinations (5)
61-70: Retrograde Amnesia (5)
71-80: Anterograde Amnesia (5)
81-90: Aphasia (5) (failed roll means PC cannot
speak)
91-00: Agnosia (5) (failed roll means PC mistakes
one object for another, see p.97)
Badly Beaten (Gives 3 Bonus Points)- The PC starts
the game having been recently overpowered and almost
killed. This could have happened in a gang battle,
as a random mugging, as a personal attack, etc. The
experience has left the PC injured, shaken and lacking
self-confidence. The PC starts with -1 BLD, -1 BDY, 1
limb crippled (all will heal within 1 month) and 1 point
of Trauma.
Biochemical Vulnerability: Anxiety (Gives 8 Bonus
Points)- The PC was born with hyperactive fear centers.
Gives:
-10 to save vs. fear
1 point of Trauma every third week
Any time PC gains Trauma or stops distracting
himself/herself from Trauma, make a 20 difficulty WIL
roll to avoid using the Worrying distraction
PC must start the game distracting self from half
(rounded up) of Trauma with the Worrying distraction.
Biochemical Vulnerability: Depression (Gives 8
Bonus Points)- The PC was born with a biochemistry
that makes depression much more likely. Gives:
-10 to save vs. sadness and dysphoria
1 point of Trauma every third week
Any time PC gains Trauma or stops distracting
himself/herself from Trauma, make a 20 difficulty WIL
roll to avoid using the Depression distraction
PC must start the game distracting self from half
(rounded up) of Trauma with the Depression distraction.
Biochemical Vulnerability: Manic-Depression (Gives
8 Bonus Points)- The PC was born with a biochemistry
that makes mania (and depression after mania is no
longer possible) much more likely. Gives:
-7 to save vs. sadness and dysphoria
1 point of Trauma every third week
Any time PC gains Trauma or stops distracting
himself/herself from Trauma, make a 20 difficulty WIL
roll to avoid using the Mania or Depression distractions
PC must start the game distracting self from half
(rounded up) of Trauma with the Mania distraction.

“Saint Bernard is a type of dog. Saints were
invented by Catholics. Therefore, all Catholics
are really dogs disguised as people.”
– a schizophrenic
Biochemical Vulnerability: Schizophrenia (Gives 15
Bonus Points)- The PC has a neurochemistry which is
prone to being dangerously over-stimulated, creating
many of the same effects as stimulant drugs. These
periods of stimulation are followed by long periods of
flattened emotions and anhedonia, similar to stimulant
withdrawal. The PC suffers the following:
-15 to save vs. hallucinations, delusions and
catatonia
1 point of Trauma every other week
Any time PC gains Trauma or stops distracting
himself/herself from Trauma, make a 30 difficulty
WIL roll to avoid using the Fanaticism, Randomness or
Dissociation distractions.
PC must start the game distracting self from
half (rounded up) of Trauma with the Fanaticism,
Randomness or Dissociation distractions.
If the PC has conscious (undistracted) Trauma, the
PC must make saves vs. hallucinations at a difficulty of
Trauma x 10 (hallucinations are commonly of voices
telling the PC whatever the PC is afraid to hear).
If the PC has conscious (undistracted) Trauma, the PC
must make saves vs. delusions at a difficulty of Trauma
x 10 (delusions are commonly of mind control, thoughts
being stolen or placed in the PC’s mind, persecution,
bizarre logical chains, bizarre medical/physiological
changes, self-importance and contact by religious
figures).

Types of Schizophrenia
Disorganized- As the disease progresses, the
schizophrenic’s thoughts and behaviors get more and
more disorganized (majority of Trauma distracted by
Randomness).
Paranoid- As the disease progresses, the schizophrenic
suffers from paranoid hallucinations and delusions.
The schizophrenic uses bizarre chains of reasoning
to infer that there is a massive conspiracy against the
schizophrenic and that the schizophrenic is an important
figure (most Trauma distracted by Fanaticism, some in
Randomness).
Catatonic- As the disease progresses, the schizophrenic
goes through periods of reduced movement and at the
worst stage the PC becomes completely immobile or
makes random movements (most Trauma distracted by
Dissociation).
Mixed- The PC has a mixture of symptoms from the
other types (disorganization, paranoid delusions and
catatonia).

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Bonus Characteristics 101

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Child of Fanatics (Gives 5 Bonus Points)- The PC was
raised by delusional or fanatical parents who kept the PC
isolated and raised the PC on sterilized propaganda. The
PC was punished if he or she showed anything other than
complete agreement with the parents’ beliefs. Whether
the PC still believes what the parents believed is up to
the player. The PC starts with 1 point of Trauma, the
distraction Fanaticism (1) and the following life skills:
Basic Institutions (3), Basic Ethics (3), Reality Checking
(2), Resist Following Orders (3).

she must gamble as much money as he or she can get a
hold of. If the PC has no money, the PC must try to sell
personal items to get money. If the PC is gambling and
wins, the PC must make a moderate difficulty WIL roll to
stop gambling while ahead. The PC starts with the skill
Gambling (3) free.

Folie a Deux (Gives 1 Bonus Point)- The PC has picked
up a delusion from a parent, sibling or lover. The PC has
spent so much time with the loved one that the PC has
come to believe the delusion as strongly as the loved one.
However, the PC does not have the same biochemical
problems or buried traumas that caused the loved one
to suffer from the delusion. If exposed to the right
evidence, the PC can come to believe that this delusion
is false, but doing so will change the PC’s entire view of
the universe and qualify as a Major Life Change (p.85)
causing 1 Trauma.

Insomnia (Gives 2 Bonus Points)- The PC has trouble
sleeping. This trouble is not related to any stresses or
traumas (although such things will surely worsen the
problem). Every night the PC must make a save vs.
Insomnia (WIL + 1d20 vs. 20, failure means the PC
suffers one night’s sleep deprivation damage). Various
sedative drugs will give plusses to save vs. insomnia
(equal to the penalty to save vs. unconsciousness).

Guilty Conscience (Gives 3 Bonus Points)- The PC has
recently done something the PC feels very bad about,
and someone died. However, the PC is not considered
a murderer by the authorities (police, gang elders, etc.).
Chronic Low Self-Worth (Gives 12 Bonus Points)- The The PC starts with 1 Trauma and 1 dislike (shifting SelfPC has spent his or her entire life battling with poor self- Worth balance down by 1). The dislike should be based
worth. The PC starts with Self-Worth balance shifted on what the PC did (e.g. “selfish”, “cowardly”, “evil”).
down by 4 points, -8 life skills, 1 Trauma. At least one
of the PC’s dislikes must be “unworthy,” which cannot Hunted: Hunter (Gives 4 Bonus Points)- A hunter (see
be disproved and can only be removed if the PC has no p.312, main book) is after the PC. The hunter is skilled
and well equipped but will limit himself or herself with
other dislikes.
“rules of the game.” If the PC can evade the hunter for
Conditional Love (Gives 2 Bonus Points)- The PC was a long enough time (six weeks), the hunter will lose
raised by parents who only showed the PC love when the interest and seek other prey. The PC knows the hunter’s
PC did things to please them, otherwise they acted cold general M.O. but doesn’t know the hunter’s name,
or hateful. At the start of the game, the PC must have 3 address or appearance.
likes and 3 dislikes that are about what other people think
of the PC (e.g. likes: ‘make people laugh’, ‘turn people Incompetent Dependent (Gives 15 Bonus Points)- The
on’, ‘people find me helpful’; dislikes: ‘scare people’, PC is the sole caregiver for a loved one (parent, child,
‘bore people,’ ‘frustrate people.’) These conditions can sibling, spouse) who cannot take care of himself or
change as part of normal personality development (see herself. Create the dependent NPC as per Child NPC
Creation (p.51, main book), but the PC starts with 57
Philosophical Changes, p.94).
attribute points. For most purposes, assume the NPC’s
Explosive Disorder (Gives 3 Bonus Points)- The PC has INL is 0. The dependent is physically able, but suffers
a brain that is not able to control anger well. In some from one of the following (player’s choice):
cases, identifiable brain injury is at fault. PCs can make Severe Mental Retardation (Can speak and
a moderate AWR roll to sense periods of especially bad understand simple sentences, probably not able to learn
temper coming. These periods happen around once per an occupation, cannot learn to read but may be able to
day and last about one hour. During those periods, any learn to recognize a few words like “exit” “hospital” or
little thing that causes anger will force the PC to save vs. “restroom”).
anger (30 difficulty) to avoid breaking things or attacking Alzheimer’s Disease (Frequent delusions, hallucipeople. While in a rage, the PC will do something that nations, insomnia and periods of complete confusion).
will get the PC in a lot of trouble, but not something
which is immediately suicidal (e.g. a PC will not try to Disorganized Schizophrenia (Periods of very
disorganized speech, thought and behavior with some
attack a pistol-wielding pusher with his bare hands).
hallucinations and delusions, other periods of severe
Extra-Virgin (Gives 2 Bonus Points)- The PC has no apathy, anhedonia and unwillingness to communicate).
experience dealing with other humans in a romantic or Autism (Little language or communication abilities,
sexual fashion. The PC has never had sex, never kissed, little desire or need to communicate with others, inflexible
never had a date and has never even flirted. The PC and useless rituals or obsessions, withdrawal into an
starts with Social Skill: Flirting (0).
inner world in reaction to stress or overstimulation).

Isolated (Gives 2 Bonus Points)- The PC spent the last
few years in isolation from other humans, either because
of some mental illness, some disease, or some other
Gambling Addict (Gives 7 Bonus Points)- The PC is reason. The PC has lost some of his or her life skills
psychologically addicted to gambling. Gambling has a over this period of isolation. The PC starts with only 100
craving difficulty of 30. If the PC fails a craving, he or levels in Life skills (-8 from full).

102 Bonus Characteristics

Obsessive Compulsive (Gives 3 Bonus Points)- The PC
has a neuroanatomy or personality that makes him or her
especially susceptible to using the Worrying distraction.
Has the following effects:
Any time the PC gains Trauma or stops distracting
himself/herself from Trauma, make a 30 difficulty WIL
roll to avoid using the Worrying distraction.
PC must start the game distracting self from half
(rounded up) of Trauma with the Worrying distraction.
For each level of Worrying, the PC gains one additional
Impulse or Ritual.
+8 to any INL or AWR roll involving small details.
Panic Attacks (Gives 4 Bonus Points)- Whenever the PC
has 1 or more points of conscious Trauma, at least once
every day the PC must make a 30 difficulty save vs. fear.
If the PC fails, the PC is overwhelmed by fear and is at -10
to all rolls for 1 minute per point of failure.
Poor Body Image (Gives 3 Bonus Points)- Whenever the
PC suffers from low Self-Worth, he or she starts having
delusions about being ugly. At -1 Self-Worth balance, the
PC thinks he or she is much less attractive than he or she
really is. At -3 Self-Worth balance, the PC thinks he or she
is the ugliest person in the city. At -5 Self-Worth, the PC
must make a moderate save vs. fear any time the PC sees

an image of himself or herself. If the PC ever suffers
from delusions or hallucinations from any source, they
are likely to involve the PC’s ugliness. The PC starts
with the dislike “ugly” (shifting Self-Worth balance
down by one) which cannot be disproved unless the
PC has no other dislikes.
Poor Impulse Control (Gives 3 Bonus Points)- The
PC has a brain that has problems controlling impulses.
In many cases this is associated with some sort of brain
damage. The PC is -10 to save vs. anger, fear, lust,
euphoria and dysphoria.
Poor Self-Worth (Gives 2 Bonus Points per 1 points
of Self-Worth)- For every 2 bonus points, either add
a dislike or remove a like, thus shifting Self-Worth
balance down by one.
Porn-Scars (Gives 4 Bonus Points)- The character has
clearly visible scars of plastic surgery (a new trend in
the sex industry, see p.14). These scars permanently
mark the character as someone who has manipulated
his or her own body through painful surgery in order
to be a better commodity in the sex industry. The PC
starts with -1 Self-Worth balance. Though different
people will have different reactions to seeing these
scars, it gives +10 to seduction rolls to seduce creeps
and porn addicts.

Bonus Characteristics

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Raised in VR (Gives 6 Bonus Points)- From his or her
earliest memory until just a few months ago, the PC spent
nearly every waking moment in a VR fantasy world. The
PC was either deceived about the real world (told there
was no such thing, or told a lie so he or she would never
seek it out) or the PC was prevented from ever leaving
VR. The PC starts with all life skills at 6 except for the
following: Basic Institutions (0), Recognizing Illness
(3), Reality Checking (3), Resist Mild Pain (2), Healthy
Eating (2).

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Recent Traumas (Gives 1 Bonus Point per 1 point of
Trauma)- The PC has recently experienced a traumatic
event. Be sure to specify what happened to the PC (there
is a chance the PC may be able to confront the Trauma,
see p.86).
Recovering Abused Child/Spouse (Gives 10 Bonus
Points)- The PC has been in a situation where he or she
was physically or sexually abused. The PC starts with
Self-Worth balance shifted down by 2 and 6 points of
Trauma. Gives an additional 2 Bonus Points if the PC’s
parent or spouse is dead (preventing the possibility of
confronting this person).
Recovering Cultist (Gives 8 Bonus Points)- The PC just
got out of a cult. For years, the PC has been brainwashed
not to think for himself or herself. The PC has 2 Trauma,
has the distraction Dissociation (2) and the following
atrophied Life Skills: Basic Institutions (3), Recognizing
Illness (3), Basic Ethics (3), Reality Checking (2),
Healthy Eating (3), Resist Following Orders (3).
Recovering Otaku (Gives 9 Bonus Points)- The PC has
spent several years with the internet as his or her only
form of entertainment and social outlet. The PC’s only
social contact has been terse messages sent back and
forth with other Otakus. The PC’s life skills became
increasingly poor and self-worth suffered. The PC starts
with Self-Worth balance shifted down by 3 and the Life
Skills: Persuading People (3), Recognizing Emotions
(3), Lying (3), Flirting (3), Politeness/Manners (3) and
minus 10 levels in other Life Skills. The PC also gets the
skills Internet Browsing (5) and Data Pirating (4) free.

with the distraction Self Hatred (2). Gives 1 additional
Bonus Point if the PC has a triangle (see p.194, main
book), meaning that there are three other Sex Workers
(probably still on the streets) that the PC had once taken
an oath to revenge if anything happened to them.
Sheltered Childhood (Gives 13 Bonus Points)- The PC
was raised with little social contact and little education
of how to survive in modern society. PCs with this
disadvantage were typically locked away by very
eccentric shut-ins, mentally ill paranoiacs or religious
extremists. The PC was never allowed to interact with
“normal” people or with popular culture via the internet.
The PC starts with only 60 levels in Life Skills (-48 from
full).
Sleepwalking (Gives 1 Bonus Point)- The PC often gets
up and starts doing stuff while sleeping. The PC does not
remember what he or she did afterwards. Anything that
would wake a deep sleeper will wake the PC. Waking
up the PC is not dangerous. Every night there is a 1 in 2
chance the PC will get up and start doing stuff, and a 1 in
20 chance the PC will try to leave his or her dwelling.
Stutterer (Gives 4 Bonus Points)- Ever since the PC’s
childhood, the PC has had trouble speaking. The PC
tends to repeat the first part of words several times.
The problem grows better or worse depending on the
circumstances. After game play starts, the PC can spend
6 skill points per level for a special skill:
Not Stuttering (WIL)
Easy (10): Not stutter while angry, frightened
or singing.
Moderate (20): Not stutter in a normal social
situation.
Hard (30): Not stutter if PC has conscious
Trauma or a negative Self-Worth balance.
Traumatic Childhood (Gives 8 Bonus Points)Something very terrible happened in the PC’s childhood.
Some children are able to recover from even the worst
traumas, but the PC didn’t recover. The PC has deep
scars that still effect his or her daily life. Be sure to
decide what happened to the PC (even if the PC is not
aware of it) because the PC may be able to someday
confront the Trauma. The PC starts with 6 points of
Trauma and Self-Worth balance shifted down by one.

Recovering Porn Addict (Gives 6 Bonus Points)- The
PC has been addicted to pornography for several years.
For most of the PC’s adult life, pornography was the only
sexual outlet. The PC has done some really shameful
things in order to get off. The PC has Self-Worth shifted
down by 2 and starts the game with 1 Trauma, the Uncertain Life Ambitions (Gives 2 Bonus Points)- The
distraction Fetishes (1) or Self-Hatred (1) and has Life PC has recently become uncertain what to do with his or
her life. The PC doesn’t know what he or she wants, or
Skill: Flirting (2).
should do, or is capable of doing. The PC is considering
Recovering Sex Worker (Gives 9 Bonus Points)- The quitting his or her career or lifestyle (in other words, the
character was a pornstar, exotic dancer or prostitute for PC’s character class). Until the confusion is cleared up,
several years and saw the worst parts of the sex industry. the PC can’t have or gain any likes that have anything to
The PC has been raped, assaulted and has done things do with achievement in the PC’s career or social group.
which damaged Self-Worth. The PC starts with Self- PC starts with 1 point of Trauma because this confusion
Worth shifted down by 2, 4 points of Trauma and starts is so painful.

104 Bonus Characteristics

Uncertain Religious Beliefs (Gives 2 Bonus Points)- The
PC has recently become uncertain what he or she believes
about religion, or if he or she believes in any religion at all.
This is not apathetic agnosticism; the PC cares deeply about
religious questions and thinks he or she should know the
answer. Until the confusion is cleared up, the PC can’t have
or gain any likes that have anything to do with religion,
piousness or morality. PC starts with 1 point of Trauma
because this confusion is so painful.
Uncertain Sexuality (Gives 2 Bonus Points)- The PC has
recently become uncertain whether he or she is heterosexual,
bisexual, homosexual, asexual, transsexual and/or has some
sort of fetish. Until the confusion is cleared up the PC can’t
have or gain any likes that have anything to do with sex,
attractiveness or romance. PC starts with 1 point of Trauma
because this confusion is so painful.
Veteran (Gives 7 Bonus Points)- The PC was involved in
ground combat in a major war. The PC spent a prolonged
period in constant danger of death from booby traps, enemy
fire, friendly fire, aerial bombardment and chemical and
biological weapons. Many (if not all) of the PC’s friends
died gruesome deaths. The PC killed people who were not
dissimilar to the PC. The PC starts with 4 Trauma, the PC
must start with at least 3 levels of distractions and the PC
starts with the dislike “killer” (shifting self-worth balance
down by one).
Wild Child (Gives 30 Bonus Points)- The PC was raised
in an incredibly deprived environment: fed enough to live
but not given any education or social contact. Any skills
the PC has are those he or she managed to teach himself or
herself. Most people with this disadvantage were raised in
basements and tossed scraps of food but not given any other
care. The PC was only recently rescued and is only now
learning to live among people. The PC starts speaking no
language as a native, but gets Foreign Language: English
(1) free. The PC only has 20 levels in Life Skills (-88 from
full) and all skill costs are +10 during character creation
only.

Personality Disorders

Personality disorders are considered by many to be a
mental illness. Personality disorders are not given as
disadvantages because they are expressed primarily
through choices that the person makes, rather than any
particular disability. A person with a personality disorder
tends to act a certain way, and will spend 99% of his or
her life acting that way, but can act differently when the
situation absolutely demands it. However, personality
disorders can be a good way to flesh out an NPC. PCs can
choose to adopt some of these characteristics for their PCs
and should be given Good Roleplaying XP when they are
true to that personality.
Antisocial- A pattern of lack of empathy, manipulativeness,
impulsivity, exploitation and amorality.
Avoidant- A pattern of avoiding social situations, fear of
shame and ridicule (even with close friends and lovers),
belief in own worthlessness.
Borderline- A pattern of fear of abandonment, short and
intense relationships (idealizing or hating everyone), selfdestructive behaviors, moodiness, poor temper and stresstriggered paranoia.
Dependent- A pattern of asking others to make decisions,
avoiding responsibility, poor self-confidence and fear of
being alone.
Histrionic- A pattern of poor introspection, need to be the
center of attention, using exaggerated display of emotions
to manipulate others and an over-dramatic view of the
universe.
Narcissistic- A pattern of arrogance, self-centeredness,
need for praise, belief in own superiority and lack of
empathy for or interest in other people.
Obsessive-Compulsive- A pattern of perfectionism,
preoccupation with details, stubbornness, inflexibility and
need to control situations.
Paranoid- A pattern of mistrust, anger, paranoia and
seeing personal attacks when there are none.
Schizoid- A pattern of choosing solitude, taking little
pleasure and showing little emotion, and not needing the
company of others.
Schizotypal- A pattern of odd, superstitious beliefs,
eccentric speech, behavior and dress, paranoia and
discomfort in social situations.

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Bonus Characteristics 105

New Skills
New Bio/Med Skills
Behavior
Mod
(INL)Prerequisite:
Programming: VR (1). The PC has learned how
to drastically change people’s behaviors through
the use of VR simulations. Subjects are put into
situations where they are forced to make choices
again and again, hundreds or thousands of times,
and subjected to pain when they choose wrong.
Easy (10): Give a subject +20 to quit
smoking.
Moderate (20): Give a patient a higher score
on a gated community test’s honesty index.
Hard (30): Force a subject to kill an
individual, on sight, against the subject’s will.

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Profiling (INL)- Prerequisite: Statistics (1). The
PC has learned how to examine characteristics
of a crime scene and determine the most likely
characteristics of the perpetrator. The PC is at a
penalty if he or she does not have complete access
to the crime scene and an autopsy report of the
victim(s). For each successive crime committed
by the same person that the PC examines, the PC
gets +4 to profiling rolls.
Easy (10): Correctly guess the gender and
age (within the decade).
Moderate (20): Correctly guess the ethnicity,
sexual orientation and marital status.
Hard (30): Correctly guess the style of dress,
occupation and relationship with parents.

Religion (INL)- The PC has studied the history,
beliefs and organization of all the world’s
religions.
Easy (10): Explain the difference between a
Shiite and Sunni Muslim.
Moderate (20): Name the 7th Roman Catholic
pope.
Hard (30): Tell the name of the thunder god
of a small Papa New Guinea tribe.

New Street Skills
Pain Resistance (WIL)- The PC has trained
himself or herself to resist pain. Each level of
this skill gives +4 to save vs. pain.

106 New Skills

Bondage/Sex Gear

Bondage Mask
Bondage Restraints
Cage
Chastity Belt
Death Collar
Electric Paddle
Prophylactic Spray
Slave Collar
Straight-Jacket

Costs $10
Costs $75
Costs $100
Costs $400
Costs $800
Costs $100
Costs $5
Costs $300
Costs $50

Mental & Computer Programs

AutoPostal
Aversions Plus
Fantasy World
Psychiatric Dampener
(Anger)
Psychiatric Dampener
(Depression)
Psychiatric Dampener
(Mania)
Psychiatric Dampener
(Paranoia)
Self-Control
VR Nightmare

Costs $100 +$100 installation
Costs $20 +$100 installation
Costs $250 +$300 installation
Costs $50 +$100 installation
Costs $50 +$100 installation
Costs $50 +$100 installation
Costs $50 +$140 installation
Costs $15 +$100 installation
Costs $500

Paranoia Gear

Anti-Psychic Paint
Biohazard Exposure Kit
Canary
Food Sterilizer
Health Alarm
Hidden Camera
Human Safe
Motion Detector (Cheap)
Poison Rat
Psychic Screamer
Skull Magnets
Suicide Capsule

Costs $1000/room
Costs $25
Costs $10 +$1/wk. for food
Costs $150
Costs $80
Costs $90
Costs $500,000
Costs $5
Costs $30 +$1/wk. for food
Costs $400
Costs $25 +$50 surgery costs
Costs $100

Psychopharmaceuticals

Anticompulsive
Antidepressant
Antipsychotic (Advanced)
Antimanic
Capponex
Erectile Drug
Herbal Antidepressant
Slow Release Implant

Behavior Mod
Life Skills Training
Programs
Psychometric Testing
Therapy (Life Skills)
Therapy (Psychic)
Therapy (Psychotherapy)

Costs $25/dose
Costs $15/dose
Costs $30/dose
Costs $20/dose
Costs $15/dose
Costs $10/dose
Costs $5/dose
Costs $85 +$10 surgery costs

Services

Costs $250
Costs $500 ea.
Costs $250
Costs $75/hr.
Costs $200/hr.
Costs $50/hr.

New Black Market
Bondage/Sex Gear
Bondage Mask- A black latex mask with a mouth
hole. Costs $10
Bondage Restraints- A full set of restraints, with
optional ball-gag, can completely immobilize a
victim. There are even finger-locks to prevent
the victim from using a lock-pick. Locks are 20
difficulty to be picked. Costs $75
Cage- A small cage, large enough for one person.
Weighs 90 lbs. The lock is 20 difficulty to pick.
Costs $100
Chastity Belt- This is a special pair of underwear
made from nearly-unbreakable secondary nanotech
fibers, with a hard plate covering the anus and
genitals. The underwear can only be removed via
an electronic key (difficulty 40 to pick). There is an
optional hole through which a catheter tube can be
run, allowing the wearer to urinate without removing
the underwear. Costs $400
Death Collar- A locked collar which responds to an
encrypted remote control (30 strength encryption,
range 100 ft.). When activated, high-strength
filaments in the collar contract, slicing the head off.
The lock has 40 difficulty to pick. Costs $800
Electric Paddle- A wooden spanking paddle with
built-in electric shock probes. Range 0-1 and has
very easy pain/stun attack. Costs $100
Prophylactic Spray- A tiny canister with a sprayon film. Can be sprayed on any body part (even the
tongue) and creates a thin, clear film which is almost
as good a protection as condoms and dental dams.
After a few hours, the film loosens and falls off. One
canister is enough to cover one body part. Costs $5
Slave Collar- Locks around a person’s neck (lock is
30 difficulty to pick, takes 10 bladed damage to cut).
It is programmed to recognize the owner’s voice and
respond to a pre-programmed voice command with a
painful electronic shock. E.g. every time the owner
says “bad monkey” the person wearing the collar
is shocked and must make a 30 difficulty save vs.
shocking pain. The collar can be recharged without
being removed. Costs $300
Straight-Jacket- Surplus from old mental
institutions, these are mainly purchased by fetishists
for use as bondage gear. Takes a moderate difficulty
Escape Artistry or Freak Magic roll or a legendary
difficulty AGY roll to free one’s arms from the
jacket. Costs $50

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New Black Market 107

See Also:
Sex/Bondage Gear in the FWTD main book

Condoms, p.118
Golem: Sex-Toy, p.127
Handcuffs, p.136
Herbal Aphrodisiac, p.112
Latex Gloves, p.118
Love Drops, p.114
Outfit: Fetish, p.119
Pheromone Glands, p.103
Pheromones, p.137
Sexual Implant, p.105
Torture Kit, p.137
Whip, p.153

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AutoPostal- This program puts the user into a rage,
activating anger centers and dampening pain and fear
centers. This program is typically used by fanatics on
suicide missions or as a last defense by people who fear
being backed into a corner by superior forces.
Advantages: +20 to save vs. pain and fear,
simultaneous actions with no minuses, +2 STH, +2
END, +2 INCY. A stop password can be set to cut off
the rage.
Limitations: Users have practically no control over
their own actions (must make a 30 difficulty WIL roll to
direct the PC’s actions). Users sometimes attack allies
(especially if they have any sort of resentment against
them).
Size: 5 MMUs.
Legality: Forbidden (5 yrs. prison).
Control Type: Password
Costs $100 +$100 installation
Aversions Plus: This program allows the user to
create an instant and long-lasting aversion to an object
or sensation. It is very useful for helping to quit an
addiction or compulsive behavior.
Advantages: Gives +10 to save vs. cravings for any
visible object.
Limitations: The aversion tends to ‘leak’: a person
may attempt to create an aversion to cigarettes, but
will forever hate the table the cigarettes were laying
on, the music playing in the background, the smell of
the apartment, what they ate for lunch, etc. If the PC
does, for some reason, need to deal with the target of an
aversion he or she must make moderate (20 difficulty)
WIL rolls to approach and handle the object.
Size: 5 MMUs.
Control Type: Sublingual
Costs $20 +$100 installation

Advantages: Good anywhere-anytime entertainment,
great for creative types (+5 to creative skill rolls).
Limitations: Large potential for psychological
addiction (difficulty 5, craving difficulty 15). PC suffers
-15 to AWR rolls to notice anything happening in the real
world.
Size: 15 MMUs.
Control Type: Sublingual
Legality: Forbidden (20 yrs. prison).
Costs $250 +$300 installation
Psychiatric Dampener (Anger)- This program limits the
degree that a patient’s anger centers can be stimulated. A
person with this program can get “peeved” but can never
get angrier than that. It can only be turned off via a
spoken password set by the person who installed it.
Advantages: The PC is +20 to save vs. anger.
Limitations: Since anger can’t play a part in battle,
users must make a save vs. fear (difficulty 20) or suffer a
penalty to all combat actions. People with this program
are often repeatedly abused and taken advantage of
because they rarely do anything in response.
Size: 5 MMUs.
Control Type: Password (set by installer).
Legality: License (1 yr. prison)
Costs $50 +$100 installation
Psychiatric Dampener (Depression)- This program
limits the ability of a patient to become sad. It can only
be turned off via a spoken password set by the person
who installed it.
Advantages: Gives +20 to save vs. dysphoria and
depression. The distraction Depression cannot be used
beyond level 1.
Limitations: Gives -4 WIL. The program is
psychologically addictive (addiction difficulty 30,
craving difficulty 30). Patients with this program are
often silly, unempathetic, inconsiderate, unreliable and
rarely learn from their mistakes.
Size: 5 MMUs.
Control Type: Password (set by installer).
Legality: License (1 yr. prison)
Costs $50 +$100 installation

Psychiatric Dampener (Mania)- This program limits
the degree that a patient can get excited. It can only be
turned off via a spoken password set by the person who
installed it.
Advantages: The patient is +20 to save vs. mania.
The distraction Mania cannot be used beyond level 1.
Limitations: -10 to save vs. loss of consciousness
from sleep deprivation. The patient’s life becomes
fairly dull: they no longer enjoy exciting, challenging or
dangerous activities. Sexual desire and ability to achieve
orgasm are severely reduced.
Fantasy World- Puts the user into a waking-dream state. Size: 5 MMUs.
The user is dimly aware of the real world but is primarily Control Type: Password (set by installer).
aware of a very realistic fantasy that the user can control Legality: License (1 yr. prison)
like a lucid dream.
Costs $50 +$100 installation

108 New Black Market

Psychiatric Dampener (Paranoia)- This program
reduces activity in several portions of the brain in
order to reduce paranoid hallucinations and delusions.
It dampens the fear centers of the brain, it reduces
imagination and it dampens activity in the sensory
cortexes (where hallucinations originate). It can only be
turned off via a spoken password set by the person who
installed it.
Advantages: Gives +10 to save vs. fear/delusions/
hallucinations and +20 to save vs. paranoid delusions/
hallucinations.
Limitations: Gives -4 INL, -4 AWR and -7 to
creative skill rolls. Makes people trusting, uncurious,
unimaginative and oblivious to actual dangers.
Size: 7 MMUs.
Control Type: Password (set by installer).
Legality: License (1 yr. prison)
Costs $50 +$140 installation
Self-Control- This program lets the user paralyze
himself or herself for a set number of minutes. The
paralysis automatically ends if someone comes within
touching distance or the user experiences significant
pain. This program is used mostly by people who have
compulsions they are afraid they will act on.
Advantages: Allows users to paralyze themselves for
a set period of time.
Limitations: User has no ‘out’ in an emergency.
Size: 5 MMUs.
Control Type: Sublingual
Costs $15 +$100 installation

See Also: Mental & Computer Programs
in the FWTD main book:

Brain Monitor, p.94
Emotion Control, p.95
Mental Illness Sim, p.97
Sleep Control, p.99

Paranoia Gear
Anti-Psychic Paint- A paint that contains the same
psychic-energy-blocking chemicals as anti-psychic
caps. The paint is grey in color and remains sticky even
when dry. When painted on all walls of a room, it gives
anyone outside the room +10 difficulty to use psychic
manipulation or senses on anyone in the room. Costs
$1000 for enough for one small room.
Biohazard Exposure Kit- Old military surplus, designed
for field treatment of people who have been exposed
to unknown biohazards. Has electronic scissors (for
quickly removing clothing), packaged pre-moistened
sponges with antibiotic soap, eyewash, mouthwash, and
dry towels. Costs $25
Canary- A small bird in a cage. Canaries are more
sensitive to poison gasses than humans and are often
kept as an early warning system. Costs $10 +$1/wk. for
food.

Food Sterilizer- A small lunchbox shaped device which
uses very high pressures and sonic waves to sterilize
food. It can kill all bacteria and most viruses and prions.
VR Nightmare- Although it looks like a normal stand- It also makes food mushy and tasteless. Costs $150
alone full-immersion VR game, this program locks the
user into an inescapable VR simulation. This program Health Alarm- A small electronic device which is
has some elements so cruel, sadistic and disgusting strapped to the chest. It measures breath and heart rate.
that many believe Colin created it. The program uses If it senses the owner is in serious medical danger, it uses
subconscious feedback from the user to figure out what a small cellular transponder to call an ambulance. It uses
the user is most afraid of. The program has three basic a GPS to let the ambulance know exactly where to go.
Costs $80
modes:
Torture: Victim is tortured until he or she answers
a pre-set question. Built-in lie detectors guess whether Hidden Camera- A small wireless videocamera, made to
the person is telling the truth. Victims must make a WIL look like one of hundreds of ordinary household objects
(a can of soda, an alarm clock, a pack of cigarettes, a
save vs. torture, difficulty 10/hr. (max. 40).
mug, a shoe, a paperback book, etc.). It transmits up
Madness: Victim is tortured, traumatized and
to 30 ft. with 20 difficulty encryption, or it can be set to
confused until he or she suffers a complete psychotic
“silent mode” where it doesn’t transmit but it records up
break, from which the victim may never fully recover.
to 8 minutes on internal memory when it sees movement.
Victims gain 1 Trauma per hour.
Batteries last 1 week. Costs $90
Brainwashing: Victim is tortured until he or she
is too confused and weak to lie, then he or she is Human Safe- This is a semi-portable safe-room. It is a 5
forced to repeat some statement over and over again ton safe that locks from the inside. The interior is about
until the computer determines that the victim believes as big as a small camping tent. It comes with lights, air
the statement. Victims must make a WIL save vs. filters that bring in clean air from multiple sources, 5
brainwashing, difficulty 20/day (max. 40).
days worth of water and food, a small chemical toilet and
Interface: VR. Size: 50 ZB. UF: 0. Uses 4 Power. a monitor that can receive signals from wireless security
Legality: Forbidden (5 yrs. prison). Costs $500
cameras outside the safe. Costs $500,000

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Motion Detector (Cheap)- Cobbled together by
Crackers from scavenged electronics, this tiny bit of
circuitry, wrapped in duct tape, makes a buzzing sound
when it detects movement. Takes a 10 difficulty Alarm
Systems roll to move by without tripping it. Costs $5
Poison Rat- This is a rat which has had part of its liver
surgically removed (usually by a Black Med). The rat is
very sensitive to toxins. They are kept as poison tasters.
Costs $30 +$1/wk. for food.

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Administered: Orally as pills.
Effects: +7 to save vs. fear, +4 to save vs.
hallucinations/delusions, -4 to any INL roll involving
memory. Temporarily removes all effects of the
Obsessive Compulsive disadvantage. The Worrying
distraction cannot be used beyond level 2. Lasts 24
hours.
Overdose (2x): Pulmonary Arrest (10), Anterograde
Amnesia (20), +10 to save vs. fear, +7 to save vs.
hallucinations/delusions.
Overdose (4x): Pulmonary Arrest (30).
Long Term Withdrawal: After using every day for 1
week: Panic (30).
Costs $25/dose

Psychic Screamer- A small keychain device contains an
electrochemical psychic sensor. When it detects large
amounts of psychic energy a piercing alarm goes off.
Because people normally radiate psychic energy, any
crowd of more than 4 people (or other large animals)
will cause a false alarm. Costs $400
Antidepressant- This drug is designed to alleviate
depression. It can be habit forming.
Skull Magnets- Tiny magnets are shot into the skull. Administered: Orally as pills.
They interfere with the radio beams used in mental
stimulator and mental installer technology, making these Effects: +7 to save vs. dysphoria or depression, +4
technologies virtually useless on the individual. Costs to save vs. fear, lowered libido. Temporarily removes
all effects of the Depression Biochemical Vulnerability.
$25 +$50 surgery costs
The distraction Depression cannot be used beyond level
Suicide Capsule- A small plastic capsule which can 1. Lasts 24 hours.
be kept in the mouth. If swallowed whole, it will Overdose (2x): +10 to save vs. dysphoria or
pass through the digestive system without doing harm. depression, +8 to save vs. fear, shortness of breath (-2
However, if it is bitten open and the liquid inside is END) for 24 hours.
swallowed, the swallower will die a painless death Overdose (4x): Pulmonary Arrest (30), Seizures (20)
within 30 seconds. Costs $100
for 24 hours.
Addiction: Physiological Addiction Difficulty 1,
Craving Difficulty 15.
See also:
Paranoia Gear in the FWTD main book:
Long Term Withdrawal: After using every day for 1
Anti-Psychic Cap, p.118
month: Insomnia (30), Headaches (20), -7 to save vs.
Anti-Toxin Kit, p.110
fear/pain/anger.
Audio Bug, p.121
Costs $15/dose
Bug Sweeper, p.121
Cracks, p.107
Antipsychotic (Advanced)- This is the newest cocktail
Dog: Psychic Alarm, p.125
of drugs to come out of corporate pharmacology labs. It
Electronic Ears, p.105
has fewer of the side effects of normal anti-psychotics,
Encryption Software Suite (Advanced), p.90
but is too expensive for most people to afford.
Gas Mask, p.118
Administered: Orally as pills or intra-muscular
Ipecac, p.114
injection.
Motion Alarm, p.122
Effects: +10 to save vs. hallucinations/delusions,
Pig Sticker, p.150
Phonebook Armor, p.119
-1 INL. Temporarily removes all effects of the
Psychic Intrusion Detection, p.98
Schizophrenia Biochemical Vulnerability. Lasts 24
Security: Alarm System, p.133
hours.
Sleep Alarm, p.99
Overdose (2x): +15 to save vs. hallucinations/
Sterilization Spray, p.117
delusions, -3 INL, -2 AWR, Dysphoria (10) for 24
Water Purifying Canteen, p.137
hours.
Voice Stress Analyzer, p.123
Overdose (4x): Stupor (20) for 48 hours.
Overdose (8x): Cardiac Arrest (30), Pulmonary Arrest
(30), Coma (40) for 48 hours.
Long Term Withdrawal: After using every day for 1
week: -7 to save vs. hallucinations/delusions, Insomnia
Anticompulsive- This cocktail of drugs, closely related (20).
to anxiolytics, is designed to treat obsessive compulsive Costs $30/dose
disorder.

Psychopharmaceuticals

110 New Black Market

Antimanic- This drug is designed to treat people
suffering from non-psychotic mania.
Administered: Orally as pills.
Effects: +7 to save vs. mania, +7 to save vs.
insomnia, +4 to save vs. hallucinations and delusions,
+4 to save vs. seizures, -2 WIL. Temporarily removes
all effects of the Manic-Depression Biochemical
Vulnerability. The distraction Mania cannot be used
beyond level 1. Lasts 24 hours.
Overdose (4x): -4 WIL, +10 to save vs. mania, -15
to save vs. loss of consciousness for 24 hours.
Overdose (8x): Coma (30) for 48 hours.
Long Term Withdrawal: After 1 dose per day for 2
weeks: Seizures (20).
Interactions: Doubles the effects of alcohol.
Costs $20/dose

Services
Behavior Mod- One four-hour session of behavior mod
in an illegally modified mental stimulator. The PC can
choose whether or not to remember what happened during
the session (most people prefer not to remember). The
PC is presented with a choice over and over again and
subjected to pain if he or she chooses wrong. Gives +15 to
save vs. any behavior or to save vs. fear of a behavior. E.g.
the PC might get +15 to save vs. smoking cigarettes, or
+15 to save vs. fear of going near snakes. Since there are
severe punishments involved, behavior mod gives users 1
Trauma (even if they don’t remember it). Costs $250
Life Skills Training Programs- These are VR programs
that put PCs into realistic simulations of normal social life
in order to teach them life skills. A separate program must
be purchased for each skill and each level in the skill the
PC wants to achieve, e.g. if the PC wants to get 6 levels in
Bladder Control, the PC must buy Bladder Control 1, then
Bladder Control 2, then Bladder Control 3, etc. For each
hour spent in one of these programs, the costs to buy that
life skill is reduced by 1 (min. 2). Each program is 10 ZB,
UF 0, Uses 5 power. Costs $500 ea.

Capponex- This drug reduces sexual desire in both
men and women. In men it reduces the ability to
achieve erection and in women it reduces the ability to
achieve adequate lubrication. Gives +20 difficulty to
seduction rolls against the PC. It also gives the PC +10
to WIL rolls to avoid engaging in any sexual activity.
While on this drug, the distraction Fetishes cannot be
Psychometric Testing- A full regiment of psychological
used. A dose lasts 12 hours. Costs $15/dose
tests, like those used by gated communities and
Erectile Drug- This drug causes erections in males. corporations to screen prospective members. The tests are
Although it has legitimate medical and therapeutic taken at a small office in the city. The PC is put in a mental
uses, the main buyers are fetishists who want to stimulator. A VR program asks the PC questions and
continue to have orgasms even after their normal gives the PC various tests and senses various indicators
sexual desire has been exhausted. This drug increases of emotion, stress and deceit. The PC is given a complete
ability to have sex and achieve orgasm, but it does not report on all the PC’s various strengths and weaknesses and
how they compare to the standards of gated communities
increase the desire to do so. Costs $10/dose
and corporations. The report will list any psychological
Herbal Antidepressant- A mix of herbs which are issue a PC might have. Takes 4 hours. Costs $250
made into a bitter tasting tea. Most of the herbs contain
caffeine or caffeine-like chemicals and there are a few Therapy (Life Skills)- This is therapy with a therapist
mild euphoriants. Gives +4 to save vs. dysphoria or specially trained at teaching people life-skills (p.95). Most
depression, +4 to save vs. loss of consciousness for 12 of therapy involves determining what life skills the patient
hours. Has a Physiological Addiction Difficulty of 4 is missing and using role-playing to teach those skills. For
each hour of therapy, the skill cost for buying a life skill
and a Craving Difficulty of 10. Costs $5/dose
goes down by 1 (min. 1). Costs $75/hr.
Slow Release Implant- This implant can hold up to
30 days worth of a drug and releases it at a controlled Therapy (Psychic)- This is a trained therapist who also
rate into the body. The implant can be refilled by has several psychic skills, including Mind Reading (2) and
injecting drugs directly into the implant through the Emotional Attack (2). When used judiciously, these skills
skin (requires a moderate Needles roll). The implant can enhance therapy and make breakthroughs happen
is controlled by an electromagnetic signal sent through more quickly (twice the effects of normal psychotherapy).
the skin (30 strength encryption). Costs $85 +$10 However, there is a much greater potential for abuse.
Costs $200/hr.
surgery costs

See also: Psychopharmaceuticals
in the FWTD main book:

Anti-Psychotic, p.109
Anxiolytic, p.110
Escape, p.111
Herbal Sedative/Painkiller, p.112
Sedative, p.115

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Therapy (Psychotherapy)- Therapy from a licensed
therapist. A consult to a psychiatrist who can prescribe
drugs is easily obtained. In four hours of treatment, the
PC can get either +5 to abiding trauma saves and saves
to resist phobias and compulsions (only lasts 1 week) or
the PC can identify and evaluate one dislike, removing it
if the PC realizes it isn’t true or isn’t an important quality.
See Asking For Help (p.96) for more things that a good
therapist-patient relationship can achieve. Costs $50/hr.

New Black Market 111

See also: Services
in the FWTD main book:

New PC Group

Random Therapist Quality

Crazies is a non-gang street people character class. PCs can have the
“Hard Luck” socioeconomic subtype (see FWTD main book, p.15)
at no cost. PCs can choose to have the PC be a Fugitive, Runaway,
Illegal Alien or Unborn as a 5 Bonus Point disadvantage.

Any time the PC finds a new therapist,
roll to find the therapist’s quality:

Crazies

Deprogramming, p.130
Medical Care: Plastic Surgery, p.132

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01-15: Self-Indulgent TherapistThe therapist had a bias that he or she
is unaware of. The bias might be a
psychological theory that is not accurate
or helpful (at least not in the PC’s case)
or a bias towards a certain illness, cause
or type of therapy. For example, a
therapist may try to convince a PC that
he or she was molested (even if the PC
wasn’t) or may try to convince the PC
that being molested is the source of all
his or her problems (even if it’s not).
16-20: Evil Therapist- This therapist
has made a conscious decision to try
to take advantage of the PC, abusing
any trust the PC put into the therapist.
An evil therapist may try to seduce a
PC, blackmail a PC or sabotage a PC’s
recovery so the PC will keep coming in
to pay for therapy. If the PC tries to fight
back, the therapist will try to have the PC
committed to the Emergency Psychiatric
Ward as a danger to self or others.
21-30: Incompetent Therapist- The
therapist doesn’t have enough of an
understanding of the PC’s problem to
help the PC. Depending upon the rapport
the PC has built with the therapist, the
therapist may look back on the therapy
after a number of sessions and tell the PC
that the PC ought to seek out a different
therapist.
31-90: Satisfactory Therapist- The
therapist has at least a theoretical
understanding of the PC’s problems and
can offer some useful advice. IF the PC
works hard, he or she can establish a
trusting, supportive relationship with the
therapist.
91-00: Excellent Therapist- The
therapist has an in-depth understanding
of the PC’s problem, what it feel like to
be in the PC’s situation, and how the PC
can get better. The therapist only wants
to help the PC. Provides double the
benefit of a normal therapist.

112 Crazies

In Brief- Homeless because of mental illness.
Favorable Stereotypes- Intense, wary, observant, meticulous,
brave.
Unfavorable Stereotypes- Desperate, unpredictable, paranoid, selfdestructive, violent, stupid.
Warning: Not all character classes are equal. Most character
classes have advantages and disadvantages that balance out
to make them approximately as powerful as each other, but
this character class is inherently unbalanced and will not be as
powerful as starting characters from other classes.
Other Names- Nuts, Wackos, Homeless Crazies, Mentally Ill
Homeless People.
Origin- In the 1970s and 80s, many patients were released from
mental institutions. Only people who were an immediate danger
to themselves or others were given hospital treatment. The number
of people on the streets with mental illness rose dramatically.
Through the latter half of the 20th century and the first half of the
21st, the numbers of mentally ill homeless people continued to rise
as healthcare got poorer. American life became more stressful and
safety nets, government and private, snapped under terrible burdens.
After veterans returned home following each major war America
fought in, the rates of mentally ill people on the streets increased.
During the Freedom Wars, the flow of psychiatric meds into the city
stopped. Those lucky few who were stable on meds quickly went out
of control (some are still wandering the streets psychotic). After the
Freedom Wars most healthy, educated, sane people fled the city. The
new screening technology developed by gated communities could
screen out people with active mental illnesses and people who were
likely to someday develop them. As gated communities and corps
bought more land, more mentally ill people were forced to come to
the city. Manhattan became the area’s major dumping ground for
mentally ill people. The proportion of mentally ill homeless people
in the city population reached a new height: 1 in 42 city residents
were not only mentally ill, but so mentally ill that they couldn’t
even make a living stealing, begging or selling sex. Although only
a minority were ever dangerous or violent, people began to feel that
mentally ill homeless people (“Crazies” in city slang) were one of
the major threats to their safety.

Timeline
1951- Thorazine, first modern anti-psychotic, invented.
1955- Large numbers of patients lobotomized.
1955-1984- ½ million patients released from mental
institutions (“deinstitutionalization”).
1979- 1st outreach programs in New York.
1979- Judge rules in Callahan v. Carey that all New
Yorkers have right to shelter under state constitution.
2059- Judge overrules Callahan v. Carey.
2068- Human Services Corporation forms, leases
downtown office building.
Becoming- The number one cause of homelessness (for
people who are not born homeless) is mental illness.
Sane homeless people are often driven mentally ill by the
stresses and traumas of homelessness. Most mentally ill
homeless people are able to “get it together” well enough
to get off the streets or to make it into some homeless
family or profession. Others never tame their mental
problems and are forced to find a way to survive despite
their mental problems.
Lifestyle- Like addicts, Crazies do whatever they can to
make money: begging, canning, scavenging, prostitution.
Some receive public assistance or get money from
relatives. While addicts tend to have burned every
family member who might provide assistance, mentally
ill people are usually too afraid or ashamed to ask for
help.
Social Structure- Many Crazies don’t associate with
any other humans. Even those who do associate with
people rarely find any reason to associate with their
fellow Crazies. There are a few Crazies who try to exert
persuasive power over other Crazies. Even the most
successful of these can only get a small percentage of
Crazies to even talk to them. Lord Jesus and Ugly are
the most successfully persuasive Crazies, and these two
can raise a group of about 20 homeless people willing to
aid them.
Advancement- The only real advancement among
Crazies is to overcome mental problems or learn to live
with those problems. Some gain psychiatric drugs or
counseling services, usually with the help of Volunteers.
Others overcome problems on their own, or simply
“outgrow” them.

idea what goes on in the heads of Crazies. On the other
hand, about half the people in the city have a friend or
relative who ended up mentally ill and homeless.
Volunteers: Outreach workers make it their business
to work with Crazies. They do whatever they can to try
to earn the trust of Crazies so they can help them. Every
Crazy has had multiple contacts with Volunteers, and
many owe their lives to them.
Addicts and Sex Workers: There is no clear dividing
line between Addicts, Sex Workers and Crazies. Many
Crazies use drugs and engage in occasional prostitution.
Most Addicts and Sex Workers are only a short distance
from becoming Crazies.
Eccentrics: Eccentrics are people who have issues
that prevented them from joining a corp or gated
community but those issues aren’t so bad that they ended
up on the streets. Many Eccentrics were homeless at one
point or another. Eccentrics often have more empathy
for Crazies than any other group and are able to deal with
them as equals.
Typical Weapon- Shivs and rippers.
Turf- Crazies can be found all over the city. Most live
in abandoned buildings or homemade shacks. A larger
percentage live in the Bowery, especially in the blocks
surrounding the bus station where many mentally ill
people get off the bus in the city (see Drop-Off Point,
p.7). Also, many paranoid Crazies have built homes in
piles of trash in the area known as Deep Back (p.60).
Distinguishing Features- Crazies vary in appearance:
some are meticulous in their appearance, others are
barely clothed. A large percentage of Crazies have long
hair and many men have beards. Many Crazies are
physically large (mostly because small Crazies don’t
survive as long).
Symbols- Graffiti artists often use cartoon straightjackets and cockeyed faces to represent Crazies. Many
Crazies write unintelligible train-of-thought graffiti.
Slang- Crazies often have their own special language
of terms and phrases that has special meaning only to
them.

Skills
Skill Costs: ATH 7, BIO 9, CMBT 8, CRTV 9, INFO
Population- There are around 5,000 Crazies on the 12, INTL 12, MIL 10, PSY:X 30, PSY:M 20, PSY:S 20,
streets. About 40% (2,000) are mentally retarded. TECH 12, THIE 6, SOC 11, STRT 5.
About 12% (600) have brain damage. About 80%
(4,000) suffer from a paranoid delusion and 50% (2,500) Income- $250 +$10/wk.
would meet the qualifications for a diagnosis of paranoid
schizophrenia. About 30% (1,500) suffer from a severe Special Bonus Characteristics- PCs must have 10
mood disorder (depression or manic depression). About Bonus Points worth of psychological disadvantages
(p.100). The PC gains no Bonus Points from these.
30% (1,500) regularly use illegal drugs.
External Relations- Crazies are truly the bottom of
the city’s social ladder. For most Crazies, becoming an
average Addict or Sex Worker would be an improvement.
City residents generally have empathy for the needs and
motivations of Addicts and Sex Workers, but have no

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Suggested Skills- Light Sleep, Poison Tolerance,
Prowling, Psychic Defense, psychopharmacology, Shiv.
Suggested Equipment- Anti-Psychotic, Anxiolytic, Dog
(Trained-Guard), Phonebook Armor (Glass), Ripper.

Crazies 113

Ray “Scratchman” Hall
(Homeless Crazy With Poisoned Fingernails)

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Attributes- AWR 17,
AGY 12, CHM 4, END 8,
INL 15, SPD 16, STH 14,
WIL 16, BLD 5, BDY 4,
INCY 3.
Appearance- Male with
long, black, unkempt
hair and beard, intense
blue eyes, scarred face,
old brown trenchcoat,
fingerless gloves, long
fingernails sharpened to a
point and covered with a
black crust which smells
of feces and dead animals.
Social Status- Scratchman
is a well known Crazy
who most people are scared to mess with. He lives alone in
a pile of trash in Deep Back (see p.60). He has no friends,
nobody even knows his name.
History- Scratchman’s older sister got him involved in drug
dealing. He was caught and sent to prison. Inside prison he
refused to join a gang and was stabbed in the temple with
a shiv. He survived, but had brain damage. He lost most
of his memories and became incredibly paranoid. He was
released from prison and he started living on the streets. He
was looking for a weapon that would make people afraid to
mess with him and he discovered Drake Blood Poison.
Personality- Scratchman is afraid all the time. He
constantly worries that someone will attack him and kill
him. He sees every person as a threat and he doesn’t trust
himself to discern friends from enemies. His only desire in
the world is to stay safe and he knows that the best defense
is to make himself a frightening opponent. His fear makes
his life so miserable that he contemplates suicide on a
daily basis, yet he never has the courage to do it. If not
for his constant fear, Scratchman would be a kind, creative,
intelligent young man.
Methods- Scratchman scavenges for recyclables in city
dumpsters. He takes the recyclables to automated vending
machines to get spare change. He goes to a Drake he knows
and buys Drake Blood Poison, which he applies regularly
to his fingernails. He tries not to scratch himself with his
fingernails, but occasionally he accidentally scratches
himself (almost killing himself several times). Whenever
anyone comes near Scratchman he starts screaming at
them and swipes threateningly with his fingernails. So far,
nobody has found a reason to attack Scratchman. Many
people have heard of him or recognize the smell of Drake
Blood Poison and know how horrible a scratch from his
fingernails would be.
Special Skills- Street Fighting: Unarmed (3), Poison
Tolerance (4).
Typical Attack- Scratchman makes a blinding strike
with his fingernails at INL (15) + AGY (12) +8 (skill)
+1d20 vs. 30 (or 1d20 +5 vs. 0). As a reaction he makes
a simultaneous blinding strike at INL (15) + AGY (12) +
WIL (16) +8 (skill) +1d20 vs. 50 (or 1d20 +1 vs. 0). On
a successful attack, the opponent is partially blinded and
within 4 rounds suffers from -10 AWR/INL, -7 AWR,
Delusions & Hallucinations (20), difficulty speaking, boils,
vomiting blood and 1d20 BLD damage.

114 Crazies

Kenton “Lord Jesus” Sanders
(Crazy Psychic Jesus Impersonator)

Attributes- AGY 8, AWR 13, CHM 16, END 9, INL 8,
SPD 6, STH 5, WIL 16, BLD 3, BDY 4, INCY 5.
Appearance- Multiracial, mid-twenties, long hair and
beard, un-dyed cloth robes, kind and peaceful face.
Social Status- Lord Jesus believes he is Jesus and he has
been able to convince several others, especially other
Crazies, that he is Jesus. He has a number of disciples:
other homeless Crazies that follow and serve him.
History- Lord Jesus’ parents were wealthy investors.
Kenton grew up in a nice suburb outside the city. Ever
since he was a child he felt like a confused outsider, like
something very important was going on but he didn’t
understand what. He would experience intense periods
of joy and intense periods of fear. When he completed
high school, he convinced his parents to pay for him to
be trained as a psychic in France. He quit the training
program halfway through and came back to live with
his parents. He became a fundamentalist Christian and
started criticizing his parent’s lack of faith. His parents
noticed his behavior was becoming odder and odder and
they tried to persuade him to go to a psychiatrist. He
didn’t want to see a psychiatrist so he left, fleeing to the
city and living on the streets. He soon had a number of
revelations: first that god was talking to him, then that he
was god’s messenger, then that he was Jesus himself. He
began preaching to other homeless Crazies. There were
several other homeless Crazies who also thought they
were Jesus, but Lord Jesus used his psychic powers to
persuade them that he was the only true Jesus and that
they were only apostles.
Personality- Lord Jesus sincerely believes he is Jesus.
He tries to be kind and loving to everyone he meets, but
he will also yell at people if he thinks they are sinning.
He believes he has the ultimate authority to forgive sins
and perform miracles. He never thinks about his past as
Kenton, and if anyone brought it up he would probably
get angry and accuse them of trying to trick him.
Methods- Without realizing he is doing it, Lord Jesus uses
his psychic powers to convince people that he is Jesus. He
uses Self-Image Projection to make himself appear loving,
wise, powerful and calm. He uses Hallucination Attack
to make himself appear to glow. He uses Physiological
Control to “miraculously heal” people’s injuries. When
all else fails he intones “I am the son of god!” and uses
his Belief Attack to make people believe it. Lord Jesus
tries to use his influence to turn people away from sin
(e.g. theft, prostitution, drug dealing) and to make peace
whenever there is conflict. When he finds people fighting
he usually uses Calm Attack to make them stop so he can
lecture them about peace and love.
Special Skills- Calm Attack (2), Self Image Projection (4),
Belief Attack (4), Hallucination Attack (2), Physiological
Control (2).
Typical Attack- When he shouts “I am the son of god!”
he makes a Belief Attack at WIL (16) +12 (skill) +1d20
vs. 20 or 30 (depending on whether the person believes it
is possible that they might run into Jesus while walking
down the street). If successful and unopposed, the victim
believes that Lord Jesus is Jesus and will probably not
attack him. This belief can be shed later whenever
the person has a chance to think critically about what
happened.

New Disciplines
Colinite
Members of the Church of Colin must publicly establish
their loyalty to Colin and make a show of worshiping
him as a god. In exchange for this activity, Colin keeps a
watch over and protects members of his church.
Discipline Requirements: The PC must find a level
1 or better Colinite willing to show the PC how to preach
the word of Colin.
Skill Costs: ATHL 8, BIO 9, CMBT 7, CRTV 6,
INFO 8, INTL 8, MIL 7, PSYX 21, PSYM 16, PSYS 16,
TECH 7, THIE 9, SOC 8, STRT 9.
Level Advancement Requirements: To become a
level 1 Colinite, the PC must have spent at least an hour
a day every day for the last two months preaching about
Colin in public places. To become a level 2 Colinite, the
PC must have converted at least one other person to the
church of Colin.
Special Opportunities: At level 1, the PC makes
+25% weekly income (the PC gets a lot of free or
discounted things from people who don’t want to piss
the PC off). If someone attacks the PC, there is a 1 in
6 chance that Colin will try to take revenge against that
person. At level 2, the PC makes +40% weekly income,
if someone attacks the PC there is a 1 in 2 chance Colin
will take revenge, and if the PC mentions not liking
someone to passing strangers, then there is a 1 in 6
chance Colin will try to harm that person.

Con Artist
The PC has learned how to make a living by cheating
people out of their money, often via complicated
schemes.
Discipline Requirements: The PC must find a level
3 or better Con Artist willing to train the PC.
Skill Costs: ATHL 12, BIO 14, CMBT 10, CRTV
8, INFO 7, INTL 12, MIL 12, PSYX 30, PSYM 20,
PSYS 20, TECH 8, THIE 6, SOC 8, STRT 10. The
skills Disguise, Fashion and Beauty, Forgery, Gambling,
Impersonation, Internet Browsing, Law: Business,
Money, Seduction, Sleight of Hand, Storytelling and
Trading cost 5 points per level.
Level Advancement Requirements: To become a
level 1 Con Artist, the PC must have CHM of 15 and
must have either Forgery (3), Impersonation (3) or
Seduction (3).
Special Opportunities: At level 1, the PC can make
+$50/wk. doing occasional small-time con-jobs. At
level 2, the PC can make +$100/wk. At level 3, the PC
can make +$150/wk.

Deprogrammer
The PC has learned how to break people from the grip
of cult brainwashing. Deprogrammers typically kidnap
a cult member, hold the cult member in a hotel room or
abandoned building, and use techniques similar to those
used by the cults themselves. This is a dangerous but
lucrative profession.
Discipline Requirements: The PC must find a level
3 or better Deprogrammer willing to train the PC or the
PC must pay $1000 for study materials.
Skill Costs: ATHL 10, BIO 7, CMBT 10, CRTV 10,
INFO 10, INTL 12, MIL 10, PSYX 30, PSYM 20, PSYS
20, TECH 15, THIE 10, SOC 12, STRT 15. The skills
Brainwashing, Disguise, Interrogation, Psychotherapy,
Religion and Immobilization cost 4 points per level.
Level Advancement Requirements: To become a
level 1 Deprogrammer, the PC must have Interrogation
(2) and Psychotherapy (2) and must own either handcuffs,
a taser or compliance drops.
Special Opportunities: At level 1, the PC can make
+$75/wk. by doing occasional deprogramming jobs.

Paranoiac
The PC has studied the techniques of those who
are obsessed with protecting themselves from the
machinations of others.
Discipline Requirements: The PC must find a level
3 or better Paranoiac willing to train the PC. This can be
quite difficult since a good Paranoiac will not trust the
PC and will not respect a PC that trusts him or her. The
solution is typically a relationship that doesn’t rely on
trust (often one involving money).
Skill Costs: ATHL 10, BIO 7, CMBT 7, CRTV 12,
INFO 10, INTL 12, MIL 10, PSYX 30, PSYM 20, PSYS
20, TECH 12, THIE 12, SOC 14, STRT 12. The skills
Alarm Systems, Anonymity, Back to Wall (see Prison
Baby, p.44, main book), Bomb Disarming, Disguise,
Hold Breath, Light Sleep, Network Security, Poison
Tolerance and Self-Defense Weapons cost 5 points per
level. The skill Psychic Defense costs only 10 points per
level.
Level Advancement Requirements: To become
a level 1 Paranoiac, the PC must have Alarm Systems
(1), Back to Wall (1), Light Sleep (1) and Self-Defense
Weapons (1), must also own $500 worth of Paranoia
Gear (anything listed in the Paranoia Gear section, p.109,
including anything from the main book in the “see also”
box) and must have gone at least 6 months without being
attacked by surprise.
Special Opportunities: At any time, the PC can get
75% off Paranoia Gear (including the See Also equipment
from the main book) because the PC has contacts among
people who buy and sell such equipment. At level 1 the
PC can be considered to have “confronted” any Trauma
stemming from a surprise attack, since the PC now
believes he or she is impervious to such attacks.

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Disciplines 115

Special Opportunities: At any level, the PC can
increase END or WIL at a cost of 5 XP (rather than 10).
Although there are no “jobs” for profilers in the city, The PC also gets +10 to resists drug cravings while in
some people take this up as a hobby. In their spare time this discipline.
they study crime statistics, psychological profiles of
criminals and they hang around crime scenes trying to
make educated guesses about what kind of person did it.
Discipline Requirements: The PC must find a level This includes any of the many religious paths that
3 or better Profiler willing to train the PC or obtain $250 emphasize getting closer to the divine by training
the mind and learning to access altered states of
in study materials.
consciousness (often ecstatic ones). A primary feature
Skill Costs: ATHL 12, BIO 10, CMBT 8, CRTV 6, of all mystic paths is the belief that knowledge of the
INFO 9, INTL 7, MIL 10, PSYX 40, PSYM 30, PSYS 20, divine already exists within our own minds and only
TECH 8, THIE 9, SOC 7, STRT 12. The skills Forensic needs to be accessed. Examples of these paths include
Pathology, Forensic Neurology, Interrogation, Profiling, Zen (Buddhist), Sufi mysticism (Muslim), and Kabalistic
Psychotherapy, Psychopharmacology and Tracking cost mysticism (Jewish).
only 4 points per level. The skills Psychometry and
Discipline Requirements: The PC must find a
Mind Reading cost only 15 points per level.
master (level 4 or better) mystic to teach the PC or the
Level Advancement Requirements: To become PC must join a community dedicated to meditation or
a level 1 Profiler, the PC must have Statistics (1) and mysticism.
Profiling (3). To become a level 2 profiler the PC must
have Profiling (4) and either Interrogation (2) or Forensic Skill Costs: ATHL 6, BIO 9, CMBT 8, CRTV 5,
INFO 8, INTL 7, MIL 12, PSYX 15, PSYM 15, PSYS
Pathology (2).
15, TECH 14, THIE 14, SOC 9, STRT 12. The skills
Special Opportunities: The PC can get the latest Hold Breath, Hypnosis, Light Sleep, Mnemonics, Music
Cop Data Chip (see FWTD, p.121) for only $50. At and Philosophy have a skill cost of 4.
level 1, the Night Shift is somewhat tolerant of the PC
hanging around a crime scene asking questions. At level Level Requirements: For level 1, the PC must have
2, the Night Shift will do what they can to help the PC in 12 WIL and 12 AWR.
hopes of getting a good profile.
Special Opportunities: At any level, the PC can
increase AWR or WIL at a cost of 5 XP (rather than 10).

Profiler

Religious Mystic

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This includes any of the many religious paths that
emphasize getting closer to the divine by giving up
worldly pleasures and living a simple, humble existence.
Ascetic religious sects are often (but not always) the most
orthodox and conservative members of those groups.
Examples include Ascetic Yogis (Hindu), Hasidism
(Jewish), Franciscans (Christian), Quakers (Christian)
and Faqirs (Muslim).
Discipline Requirements: The PC must find a
master (level 4 or better) ascetic willing to take on the PC
as a student or the PC must join an ascetic community.
The PC must give up any property that isn’t absolutely
necessary (including fancy clothing and anything used
for entertainment). The PC must abstain from drug
use. After level 1, the PC no longer needs teachers or a
community to continue with this discipline.
Skill Costs: ATHL 8, BIO 8, CMBT 14, CRTV
5, INFO 10, INTL 12, MIL 14, PSYX 30, PSYM 30,
PSYS 30, TECH 20, THIE 14, SOC 10, STRT 8. The
skills Carpentry, Cooking, Gardening, Herbal Medicine,
Moneysaving, Religion and Resist Pain have a skill cost
of 4.
Level Requirements: For level 1, the PC must have
been in this discipline for at least 1 year.

116 Disciplines

Religious Scholar
This is any of the many religious paths that emphasize
getting closer to the divine by studying holy books, logic,
religious philosophy and church history. Examples of
these paths include the Jesuits (Christian), Rabbinic
Studies (Jewish) and Koranic Studies (Islam).
Discipline Requirements: The PC must find a
master (level 4 or better) religious scholar willing to train
the PC or the PC must take courses at an on-line religious
university (costs $25/wk.).
Skill Costs: ATHL 10, BIO 7, CMBT 12, CRTV 5,
INFO 8, INTL 5, MIL 12, PSYX 30, PSYM 30, PSYS
30, TECH 14, THIE 14, SOC 7, STRT 10. The skills
Foreign Language, History: World, Legends, Linguistics,
Oratory, Philosophy, Religion and Storytelling have a
skill cost of 3.
Level Requirements: For level 1, the PC must have
Religion (3), Philosophy (1), History: World (1).
Special Opportunities: At level 1, the PC can
become a licensed minister. If the PC is a student of a
religion that has many followers in the city, the PC can
make a little extra money (+$25/wk.) giving lectures,
preaching at religious gatherings, performing weddings,
etc.

ADVENTURES
Adventure Types
Profiling- A serial rapist, arsonist, child
molester or murderer is terrorizing the city.
By examining crime scenes and talking to
witnesses, the PCs can gain information about
the motivations and methods of the killer,
allowing PCs to predict the criminal’s next
move or narrow down a large list of suspects.
Personal Demons- A past abuser, stalker,
fanatical parent, former cult leader or ex-pimp
can be particularly dangerous because they
know the PC’s weaknesses. Part of the drama
of this type of adventure is one PC revealing
his or her secret past and weaknesses to others.
Overcoming demons can help PCs overcome
past traumas.
Psychological Torture- The PCs are being
manipulated by some enemy who is trying to
torture and drive the PCs crazy by means of
drugs, psychic manipulation or putting PCs
in stressful situations. The PC’s ability to
overcome the enemy is inhibited because they
aren’t sure what’s real and what’s not.
Helping- Sometimes the PCs will be put in
charge of helping someone who is having a
psychological crisis. The PCs might be asked
to babysit someone who is irrational. The PCs
could be sent to help a person complete some
important job or mission despite personal
problems. PCs may be sent out to find and
bringing back someone who has hit the streets.
Infiltration- In order to find an enemy, solve
a mystery, steal something, deliver a message,
etc. the PC must infiltrate one of the city’s many
religious, political, sexual or psychological
subcultures. For example: PC’s may have to
solve a murder among do-overs, or find an
enemy who has taken refuge in the BDSM
scene, or gain the trust of the leader of a group
of isolationist Hindu immigrants.

IN MADNESS
Talking Down Crazies
Many Behind the Eyes of Madness adventures will involve
individuals who are experiencing bad mental states. Sometimes
the whole adventure will depend on the PCs’ ability to get
useful information from or talk sense into someone.
In game mechanics, this can be done through a series of special
persuasion rolls. The PC(s) talk and based on what they say
the GM assigns a difficulty and the PC(s) roll 1d20 + CHM. If
they beat the difficulty, they improve the situation. Improving
the situation usually means that the NPC becomes calmer.
The worse the NPC is, the more incremental improvements
the PCs may need to make.
Several factors can influence the difficulty of the CHM rolls:
Empathy: “I know you’re feeling like you will never be
happy again, but…” vs. “whatever is wrong with you, you
need to stop it.” If a PC can correctly guess what is going
on in the person’s head, it can make things a lot easier. PCs
with their own mental problems have a chance at a bonus that
can make up for low CHM, if they know what the NPCs are
going through. On the other hand, if the PC guesses wrong, it
will give a penalty and may even make the person more angry,
paranoid, irrational, depressed, etc.
Validation: “I can’t see the things that you’re seeing right
now,” vs. “you’re hallucinating, the things you’re seeing are
just in your head, they’re not real.” PCs will suffer a penalty
if they try to tell the NPC that what he or she is experiencing
is ‘wrong’ or ‘not real’ or ‘crazy’. PCs can avoid this penalty
if they word their arguments in such way that doesn’t deny the
NPC’s experiences.
Do-able Tasks: “If you want to tell me your name, I think
that would be a good place to start,” vs. “stop freaking out
right now.” PCs will suffer a penalty if they ask an NPC to do
something the NPC doesn’t believe he or she can do. This will
frustrate the NPC into not even wanting to try.
Nonthreatening: “Look, I’m going to put my knife down
over here, okay?” vs. “calm down or I’m going to kick your
ass.” PCs will suffer a penalty if anything makes them seem
threatening, including language, attitude, weapons, armor,
body language, etc. Make sure PCs describe how they are
approaching the person, what equipment they have visible and
how close they are standing.

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Adventure Types 117

Playing In Adventureless Mode
In normal mode, PCs are given problems, mysteries
or tasks that they must deal with. Any duties,
economic hardships, disadvantages, mental problems
or ambitions are either plot-hooks or are obstacles
to make the adventure harder. The majority of XP
is awarded based on how well the PCs solve the
mystery, task or problem. The major advantage of
this mode is that it gives PCs a shared goal and thus a
reason to work together.

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An alternative to this mode is Adventureless
Mode. In Adventureless Mode, PCs are given free
reign to work to improve their economic, social or
psychological conditions. PCs still face problems,
mysteries and tasks external to their own lives, but
these are thrown in at random just to make life more
interesting, not to be the center of the plot. The major
disadvantage to this mode of play is that players will
be tempted to strike off on their own quests and leave
other players with nothing to do. Before starting
adventureless mode, it is important to make sure that
all players think the PCs are good enough friends that
they would spend free time together and ask each
other for help with their personal problems.
Because there is no primary task as a source of XP,
PCs should be awarded XP on the basis of personal
experiences. Here are some sample things PCs can
do to earn XP in Adventureless Mode:
New Experience: PCs should get 5 XP any time
they do something that is completely different from
anything they have ever done before: e.g. ride in an
airplane for the first time, have surgery done to them
for the first time, kill someone for the first time, be
homeless for the first time, be attacked by a psychic
for the first time, etc. XP should not be awarded for
mundane variations of things the PC has done (e.g.
drinking this brand of cola for the first time, killing
someone with a gun rather than a knife for the first
time).
New Experience (5 XP/ea.)
Social Connections (1 XP/ea.)
Overcoming Disadvantages (4 XP/BP)
Achieving Personal Goal (5-30 XP)
Overcoming Random Obstacles (5-10 XP)
Exploring (1 XP)
Personal Growth (5 XP)
Good Roleplaying (2 XP)
Clever Plan (1 to 5 XP)
Worked Well as Group (2 XP)
Worldview Success (2 XP)
Personal Ideal Success (2 XP)
Split Up Group (-5 XP)
Made the World a Worse Place (-1 to -5 XP)
Player Character Death (-10 XP)

Social Connections: PCs gain 1 XP every time they
make a lasting connection to another person in the city.
This could mean making a friend, making an enemy,
seducing someone, or gaining someone’s interest.
Points shouldn’t be awarded merely for making an
impression, they should be awarded for forming a
relationship that is likely to have future effects on the
PC. The connection must be personal and two-way
(the PC can’t gain 210,000 XP by becoming famous
enough to be known by everyone in the city).
Overcoming Disadvantages: Any time the PC rids
himself or herself of a disadvantage, the PC should gain
4 XP for each BP that advantage gave. So if a PC “gets
rid of” a 20 BP addiction, the PC will gain 80 XP. Note
than some disadvantages are easier to get rid of than
others, and nearly all leave some sort of scar behind. A
GM might rule that a PC has overcome an addiction if
he or she is at a 1 month period between cravings and
has high enough willpower to resist most cravings.
Achieving Personal Goal: PCs should gain
between 5-30 XP by achieving some pre-stated goal.
The number of points awarded depends on the difficulty
of the goal. This goal should not be trivial or arbitrary,
it should be something that effects the daily life of the
PC. Examples: Getting off the streets, getting a good
suit of armor, becoming the leader of a gang.
Overcoming Random Obstacles: PCs should get
between 5 to 10 XP for overcoming random obstacles
that the GM throws in to make adventureless play more
difficult, e.g. anything from the Random Personal
Problems table (p.454, main book) or the Random City
Problems table (p.453, main book) or any dangerous
random street encounter.
Exploring: PCs should gain 1 XP any time they
go to a place where they have no idea what’s going to
be there. This could mean looking in an abandoned
building, going to a neighborhood the PC has never
been to, getting into a private dance club, visiting other
inner cities or wandering city streets at 4 AM. Points
should only be awarded if the PCs don’t know what
they will have to deal with in the new place.

Player:
______________

118 Adventureless Mode

Player:
______________

Player:
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Player:
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The Favor- PCs wake up the next day feeling fine. After
a quick check, the doctors order them to go. Surprisingly,
they haven’t been robbed of any of their possessions.
This is an introductory adventure suitable for level 1 When PCs go to walk away from the hospital parking
lot, Achmed finds them. He does not want a monetary
players.
reward (in fact, he will refuse one if offered), but he does
have one favor to ask:

My Friend Jim

Synopsis

At the peak of a terrible plague, the PCs will be struck
down and stranded helpless in the streets. One old wino
will drag the PCs to the hospital, saving their lives. In
exchange, he has one request: a week ago his friend Jim
went missing and he wants to know what happened.
PCs will have to get the testimony of homeless crazies
and track Jim down to the emergency psych ward at
the city hospital. If PCs can extract information from
a dangerous patient there they will discover that “Jim”
remembered who he is and went home.

Player Introductions
Plague- This is a good adventure for a group of PCs who
don’t know each other. PCs going along with their daily
routines suddenly become violently ill. Minutes later,
the city gates close and CDC helicopters fly over the
city making announcements with loudspeakers. They
say that anyone with symptoms should go to the nearest
hospital and everyone else should go inside and not come
out. Most PCs will head directly for the hospital. As
they walk through the city, describe sick people dragging
themselves along, others lying unconscious in the street,
some obviously dead (e.g. lying face down in a pool of
bloody vomit). PCs may want to try to help, but explain
that they are too weak to carry anyone.
Savior- About three blocks from the hospital the PCs
collapse on the ground. They are semi-conscious,
dimly aware of what’s happening but unable to do
anything about it. They are not conscious of the passage
of time, but at some point a group of mauler addicts
comes sniffing at them. If you want PCs to gain a bit of
trauma, have one of the maulers start eating one of the
PCs alive. They pull aside clothing, scrape holes in the
skin, start licking up the blood and tearing the wound
open with their teeth. Before any permanent damage is
done, however, have Achmed Peralta come frighten the
maulers off, throwing rocks at them. He checks over
the PCs, finds out that they are still alive, then he gets a
shopping cart. Grunting and wheezing with the effort,
he piles them on top of the shopping cart (or ties them
on to it so they can be dragged along on the ground)
and pushes them to the hospital. At the hospital, the
underground parking lot is a triage unit. Achmed makes
sure a triage nurse knows the PCs are there, then leaves.
PCs are given injections and then they fall unconscious.

A week ago, his only friend in the world disappeared
without a trace. Achmed wants the PCs to find out what
happened to Jim. Achmed explains that he would try
to solve the mystery, but he’s just an old wino with a
bad memory and most of the city scares the shit out of
him. If PC’s agree, have Achmed provide them with full
details.
The Details- Achmed will offer the following as
information for PCs, and will give more information if
PCs request it: “Jim and I have been buddies for, like,
five years. Five days ago, we were camping together in
an old boarded up storefront at 14th street and 7th avenue.
It was the middle of the night, like it must have been like
2, 3, maybe 4 AM. I heard Jim get up and go outside. I
figured he was just going out to take a leak. But he never
came back, so after maybe half an hour or something, I
go looking for him. He’s nowhere to be found. Left all
his stuff behind. There’s some crazy guy hanging out on
the corner mumbling to himself, I think I seen this guy
around, and I try to ask him and it seems like he knows
something, but then he gets all aggressive and I think
he’s going to attack me so I back off. I kept looking ‘till
the sun came out, but I never seen any sign of him.”
If asked to tell what he knows about Jim, Achmed will
say: “I don’t really know too much about the guy. We
met maybe 5 years ago. I’m sitting around rolling a cig,
he comes up and asks me if he can have one. I say sure
and we get to talking, next thing you know we’re good
buddies. He never said nothing about his past, so I never
asked him about it. Now I wish I had. He never even
told me his last name. Not that there was anything that
odd about that. I mean, I hardly told him nothing about
my past, and we spent most of the day together for the
last five years, you know? All I know is he’s an old wino
and he likes to smoke.”

NPCs
James “Jim” Martin
(Missing Wino)
Appearance- Mostly white, fifties, weather-beaten skin,
short grey hair and beard, kind green eyes. When on the
streets he wore an old plaid flannel, fingerless gloves,
stained brown corduroy pants and stunk of cheap wine.
Attributes- AGY 6, AWR 8, CHM 10, END 5, INL 12,
SPD 6, STH 5, WIL 4, BLD 2, BDY 3, INCY 2.
Social Status- Until recently, Jim was a homeless wino,
his only friend was Achmed Peralta.

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“My Freind Jim” 119

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History- After being an electronics tech for the US
forces in the Freedom Wars, Jim and his wife settled
down in a nice suburb where he worked for a bank. They
had kids, but about seven years ago his kids died in a car
accident. In his grief he started drinking, became distant
from his wife, and accrued many personal, economic
and legal problems. About six years ago his wife started
demanding that he stop drinking or leave. He left without
saying goodbye. He came to the city and learned to live
on the streets, scrounging through garbage for cans and
using the money to buy cheap booze. He kept to himself
and had few social contacts until he met Achmed, who
became his companion. Achmed never asked Jim about
his past, and Jim liked that. Recently Jim was mugged,
and this made him feel nervous and stressed out. One
night he couldn’t sleep and so he decided to go get a
drink. When that didn’t work out, he tried to kill himself.
He ended up in the psych ward, where he was beaten
severely by Hammer. Surviving the beating and saying
his full name got him thinking. He decided he could no
longer ignore his tragic past. When he got out of the
hospital he phoned his wife and asked if he could come
home.
Personality- Jim is a friendly, easygoing guy. He has
never been ambitious. He has never wanted anything
more than to live life with a minimum of fear and pain.
He has a definite aura of sadness and vulnerability. He’s
a little shy but when he speaks he does so from the
heart.
Motivations- Until recently, Jim was trying to drink
away the pain until he could die. He lived in the hereand-now, trying desperately to forget about his past life
and responsibilities. Now, he is trying to rebuild his lost
life and deal with the pain.

Achmed Peralta
(Wino Seeking His Only Friend)
Appearance- Mixed race, curly reddish-brown hair, red
cheeks, wrinkled skin, big ears and nose, bad posture,
wears a black windbreaker over an old brown coat, blue
jeans and cowboy boots. Walks with a limp.
Attributes- AGY 7, AWR 9, CHM 6, END 5, INL 6,
SPD 4, STH 6, WIL 6, BLD 4, BDY 3, INCY 2.
Social Status- Achmed is a homeless wino, currently
with no friends or family.
History- Achmed started drinking in his teens to help deal
with a sense of low-self esteem and alienation. Forced
labor during the Freedom Wars ruined his back. He lived
on disability for some time, but he had trouble keeping
up with the paperwork and he kept getting kicked off.
Eventually he decided it wasn’t worth the trouble and he
resigned himself to a life on the streets. He has been on
the streets for about 15 years now, and although he has
had friendships, none have lasted long. His friendship
with Jim was the longest and best he’s ever had.
Personality- Achmed has always been shy and had
problems with self-esteem. He thinks of himself as
“damaged beyond repair” and he has resigned himself
to dying on the streets as a homeless alcoholic. Giving

120 “My Freind Jim”

up hope has been a sense of comfort to him: he doesn’t
have to be anxious about doing something with his life.
Achmed has no interest in giving up drinking. He is
scared of most city residents and tries to keep them at
a distance. Now that Jim is gone, Achmed feels how
lonely the streets really are. Although almost all hope
has extinguished, Achmed would still like to die having
been a positive force in someone’s life.
Motivations- Achmed just wants to find out if his friend
is okay. He would like to get his friend back or, failing
that, at least get a chance to say goodbye. He thinks Jim
is probably dead, but hasn’t completely given up hope
yet.
Methods- Achmed doesn’t have any useful skills, doesn’t
know very many people, and is afraid to talk to most
strangers. He tried to investigate Jim’s disappearance,
but the first person he tried to talk to scared him off. His
only hope now is that the PCs will feel duty-bound to
repay him by finding Jim.

Raul “Fisty” Durer
(Paranoid Homeless Crazy Witness)
Appearance- Thirty-something, black, short, chubby,
large red scrape on his left eyeball, blinks often, bad
posture, wearing the remnants of an old suit (visibly
stitched together with green dental floss). He has a
large piece of brown leather, tied with an electrical cord,
covering his right hand. His right hand (when he reveals
it) is clean, with several scars of bite marks on it. He
keeps up a steady stream of quiet conversation with
himself.
Attributes- AGY 8, AWR 6, CHM 3, END 11, INL 6,
SPD 8, STH 15, WIL 14, BLD 4, BDY 3, INCY 3.
Social Status- Fisty is homeless, has no friends, is not
in touch with his family. Most people who meet him are
scared of him.
History- Fisty grew up in the city. He was taken away
from his parents (who neglected him) and spent most of
his youth in the foster care system. He grew up being
treated (drugged) for emotional and behavior problems.
When he turned 18, he was put out to fend for himself.
He stopped taking his drugs, got on welfare, and quickly
became a delusional schizophrenic. He managed to stay
on welfare for quite a while: it has only been two years
since he lost welfare and ended up on the streets.
Personality- The universe never made much sense to
Raul. Most events seemed to be randomly cruel. Raul
was aware of strangers not liking him, yet he never knew
why. When he stopped using meds he started to get
weird ideas, and he slowly pieced together the truth: his
right hand is a gift from God. He has the power to ram
it in people’s mouths and out their anuses, clearing up
internal blockage that makes people ‘full of shit.’ Fisty
thinks that anyone who is evil, crazy, rude or sick is ‘full
of shit’ and needs him to clean them out.
Motivations- Fisty thinks he has a duty from God to use
his fist to clean out anyone who is ‘full of shit.’

Methods- Fisty decides people are full of shit, either
because they act in a way he doesn’t like or because
he hallucinates smelling shit on them. He starts talking
about how he is going to clean them out, in a very
threatening way, and unveils his fist. He doesn’t ask
nicely because he doesn’t think people should have any
choice in the matter: God demands that they be cleaned
out. He will try to back the person into a wall, pry their
mouths open and insert his fist. He has never actually
been able to get his fist into someone’s mouth, but he has
badly injured people in the attempt.
Special Equipment- Phonebook Armor (AR 5 PR 2
blunt and 2 bladed, -2 AGY penalty already figured in).
Special Powers- Fisty thinks God will protect him
and he can make simultaneous attacks at no minuses.
Although not muscular, his conviction gives him greaterthan-average strength.
Typical Attack- Fisty tries to push someone against a
wall (an extended knockaway attack at STH (15) + AGY
(8) +5 (extended) + 1d20 vs. 25, or 1d20 +3 vs. 0) and
then tries to pin them by the neck with his left forearm
(an extended grab: strangulation at STH (15) + AGY (8)
+5 (extended) +1d20 vs. 30, or 1d20 vs. 2). As a reaction
he makes simultaneous disarm attacks, tying to knock
any weapons they have out of their hands, at STH (15) +
AGY (8) -10 (extended) + 1d20 vs. 30 (or 1d20 vs. 17).

Kai “Hammer” Vang
(Psychotic Bully)

Appearance- Asian, tall, broad shouldered, fat, red
pimply skin, shaggy black hair down to his cheeks,
missing several teeth, wearing a blue hospital gown.
Attributes- AGY 9, AWR 10, CHM 1, END 16, INL 8,
SPD 14, STH 18, WIL 15, BLD 3, BDY 5, INCY 3.
Social Status- Hammer is homeless, has no friends or
family in the city, is currently being held against his will
until the doctors at the emergency psychiatric clinic can
get around to putting a anger-dampener program in his
head.
History- Hammer grew up in a gated community near
the city. He was diagnosed with mental problems early,
but he kept refusing to take his meds. At age 14, when he
started to grow too large to be easily controlled, the gated
community threatened to kick his family out. Instead,
his family told Kai to go live with an aunt in the city. The
aunt wasn’t very hospitable and Kai spent most of his time
on the streets. His size made him an accomplished bully
and he ran a loose cornergang that beat people up, stole
money and did drugs. His mental condition continued
to weaken and he grew paranoid. He accused his fellow
gang members of conspiring against him and he beat
them up. His fellow gang members grew tired of him
so they ambushed him, beating him severely and leaving
him for dead. The beating made him so irrational and
paranoid that he started living on the streets, only going
to his aunt’s house occasionally when he couldn’t find
food elsewhere. For the past few months his psychosis
has grown so bad that he’s been beating up random
strangers. The Night Shift finally caught him, subdued
him, and took him to the psychiatric clinic. In the clinic,

he’s been either drugged into a stupor or terrorizing the
other patients.
Personality- Hammer thinks he can’t remember his true
name (he remembers Kai Vang, but thinks it is a fake
name). He believes someone has stolen his name, and
that if they tell him what it is then he can have it back. In
addition to his mental problems, Hammer is a bully. He
has no problem beating up anyone he can, no matter how
weak or innocent they are. The only things Hammer
respects are strength and honesty.
Motivations- Hammer has an irrational belief that if he
can find the person who stole his name, get them to tell it
to him, that it will somehow ‘fix’ his life.
Methods- Whenever Hammer is not drugged into
submission, he wanders around accosting everyone he
sees, pushing them to the ground and demanding they
tell him their names. If they stall, fight back or if he
thinks they are lying, he will punch them in the face until
they speak (or until they go unconscious).
Special Skills- Boxing (3), Wrestling (2).
Typical Attack- First a knockdown attack at STH (18)
+ AGY (9) +8 (skill) +1d20 vs. 30 (or 1d20 +5 vs. 0),
then he sits on top of them (a simultaneous wrestling
grab at STH (18) + INL (8) +WIL (15) +8 (skill) +1d20
vs. 50, or 1d20 vs. 1), then he punches them in the face
(alternating pain/stun attacks at 1d20 vs. 6 and strikes at
1d20 +10 vs. 0). He will ignore anyone else unless they
start to do real damage to him.

Timeline
Sunday, 5:15 pm, Jim is beaten up and robbed by some addicts.
Monday, 3:12 am, Jim leaves his shelter to go for a walk.
Monday, 3:14 am, Jim talks with Raul “Fisty” Durer, mentions
he is going to get a drink.
Monday, 3:18 am, Jim enters a local bar, is thrown out because
he doesn’t have any money.
Monday, 3:25 am, Jim tries to slice his wrists with glass from a
broken bottle.
Monday, 3:40 am, Achmed looks for Jim, can’t find him.
Monday, 5:15 am, Bartender is leaving for the night, sees Jim
unconscious, calls an ambulance.
Monday, 7:29 am, ambulance arrives, picks up Jim.
Monday, 7:33 am, Jim arrives in the ER, treated for blood loss.
Monday, 9:10 am, Jim wakes up, tries to pull out his IV, is
strapped down.
Tuesday, 2:12 pm, a psychiatrist interviews Jim (who is still
strapped down), diagnoses depression with psychosis, declares
him a danger to himself, admits him to the 21st floor.
Tuesday, 8:15 pm, Jim taken up to the 21st floor.
Wednesday, 8:25 am, a new plague strain arrives in the city.
Wednesday, 2:00 pm, 100 infected, 3 show symptoms.
Wednesday, 10:00 pm, 700 infected, 100 show symptoms, 5
dead.
Wednesday, 10:38 pm, CDC called for possible plague
situation.

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“My Freind Jim” 121

Wednesday, 2:05 am, Kai “Hammer” Vang admitted to the 21st
floor.
Wednesday, 3:00 am, ER overflows, all off-duty hospital
personnel called in, parking lot turned into triage unit.
Thursday, 8:00 am, 2500 infected, 900 show symptoms, 25
dead.
Thursday, 9:18 am, CDC orders quarantine, shuts down city
gates.
Thursday, 10:25 am, CDC helicopters fly over the city
announcing quarantine.
Thursday, 11:00 am, 4000 infected, 2000 show symptoms, 200
dead.
Thursday, 11:26 am, 21st floor staff ordered to leave the ward
unattended so they can help with the triage unit.
Thursday, 12:10 pm, PCs delivered to the hospital triage.
Thursday, 1:16 pm, Kai “Hammer” Vang starts beating up psych
ward patients.
Thursday, 1:36 pm, while being held down by Hammer, Jim
tells Hammer his real name.
Thursday, 2:12 pm, psych ward nurse discovers several patients
badly beaten, sends many downstairs for emergency treatment.
Thursday, 3:00 pm, 5000 infected, 4000 show symptoms, 1000
cured, 400 dead.
Thursday, 5:15 pm, Jim checks self out of the ER, tells a nurse
“someone up in that ward helped me remember who I was.”
Thursday, 6:50 pm, Jim calls his wife from a payphone, she
sends a cab to pick him up and take him home.
Thursday, 7:15 pm, Jim arrives home.
Friday, 12:00 am, 2000 infected, 1900 show symptoms, 6000
cured, 600 dead.
Friday, 6:16 am, PCs wake up in the hospital, cured.
Friday, 6:45 am, PCs discharged, talk to Achmed.
Sunday, 6:12 am, Kai “Hammer” Vang will be discharged.

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will remember Jim. He will remember that Jim came in,
wanted a drink but didn’t have any money. Jim screamed
at the bartender but left the bar when the bartender pulled
out a machete from behind the bar and threatened Jim
with it. Later, the bartender closed up and left through
the back door. In the small space behind the bar, he saw
Jim lying in a pool of blood, his wrists bloody, holding
a bloody piece of broken beer-bottle glass. Jim was still
breathing, so the bartender called an ambulance, told
them a wino was trying to commit suicide behind the
bar, and then left.
Hospital Staff- Armed with knowledge that an
ambulance was called, PCs should be able to figure out to
go to the nearest hospital. If they wait at the ambulance
bay they can talk to ambulance drivers as they come in
and out. The ambulance drivers will usually be in a rush,
but if the PCs are patient they can catch one who picked
up Jim as she takes a smoke break. She picks up a lot
of bloody homeless people, but if PCs press her she will
remember the incident. She will remember that the man
was unconscious, had no ID, seemed stable, and that she
recommended a psych eval when he got in the ER.

ER staff will be just as rushed. Some of them will be
quite rude, yelling at the PCs about “how many bloody
homeless people come in” and “how are they supposed to
help the PCs when the PCs don’t even have a full name.”
If the PCs can ask around long enough (and avoid getting
kicked out by an ER security guard) they will find a nurse
who remembers Jim. If she checks hospital records, she
can tell them the following: He was checked in Monday,
ay 7 AM, under the name John Doe. At 9 AM, he tried
to pull out his IV and had to be strapped down. The next
day at 8 PM he was admitted up to the emergency psych
ward. Shortly thereafter, the plague outbreak hit full
swing and nobody was making records of anything. She
remembers him being brought down on Thursday, in the
afternoon, having been badly beaten. They patched him
up and he said he wanted to go. A psychiatrist checked
him briefly and cleared him to leave. The nurse doesn’t
Fisty- Lately, Fisty has been hanging around the area remember anything he said except “someone up in that
near where Jim and Achmed were sleeping. Fisty sleeps ward helped me remember who I was.” He was officially
all day and is up late. If PCs walk around the area late at checked out, as John Doe, Thursday at 5 PM.
night they will meet him. If approached politely and dealt
with carefully, he will remember seeing Jim wandering Getting into the Psych Ward- The answer is in the
around, remember talking to Jim, and will remember Jim psych ward on the 21st floor, and PCs need to talk to the
saying that he was going to get a drink. The danger is patients in there to find out what happened. Visitors are
that Fisty will decide one of the PCs needs to be cleaned not allowed in the psych ward. PCs could try to break
out (Fisty believes his fist can unclog human digestive in using burglary skills, or impersonate staff members,
systems) and Fisty will attack one of the PCs. Some or convince psych staff that they are volunteers, press,
topics will make Fisty more excited, and if PCs notice or government inspectors. Many of the ward’s staff
and avoid those topics they may be okay.
members take bribes, and PCs can easily bribe their
way in. Another way to get in is to pretend to be crazy.
The Bar- At this point, the PCs should know that Jim PCs will not be admitted unless they can convince a
was out looking for a drink. If they can’t get the info out psychiatrist that they are “a danger to themselves and
of Fisty, they may wander the area randomly looking for others.” Once admitted they will be stripped, sedated
anywhere Jim might have gone. Either way, it shouldn’t and given electronic bracelets that can be used to shock
take the PCs long to find the “Red Rover” bar. This is a them. If PCs are in the ward as patients between 10pm
small dive bar that ignores city laws and stays open until and 6am, they have to worry about Doc Scripps (p.8).
nearly dawn. The patrons are mostly lonely alcoholics If PCs are unlucky, Doc Scripps will order a mental
sitting at the bar nursing beers. If PCs go late at night, the program for them, which he will later use to try to control
bartender working there (a son-in-law of the bar owner) the PCs and make the PCs his personal servants.

122 “My Friend Jim”

Talking to Patients- The people in the ward are not
merely mentally ill, they are people who have been
judged an immediate and serious threat to their own
lives or the lives of someone else. Almost everyone in
the ward is sedated to some degree, from those who have
been knocked unconscious, to those who are just a little
“out of it.” When PCs try to talk to people, the most
likely reaction is silence – the person is too depressed,
too sedated or is completely catatonic. The second most
likely reaction is a stream of psychotic gibberish that
has nothing to do with reality. The third most common
response is paranoia, fear or hatred: “who are you?”
“what do you want from me?” “who sent you?” “get
away from me or I’ll kill you.” After a few false starts,
let the PCs talk to someone who is depressed/sedated,
psychotic or paranoid enough to make communication
difficult, but not impossible. If PCs can deal with the
person’s problems they can get the person to recount
what happened.

capable of wireless communication), convince a nurse or
doctor to do it, or give Hammer uppers strong enough to
temporarily counteract the sedatives. Fortunately for the
PCs, Hammer remembers perfectly what Jim said and
has no reason not to tell the PCs. Unfortunately for PCs,
when Hammer is awake enough to answer questions,
he is almost awake enough to start beating people up.
Unless PCs are extremely precise with their control of
his meds, or act very quickly to sedate him after they get
the info they need, Hammer will attack the PCs. If PCs
tell him their names quickly and if they seem honest,
Hammer will not beat them.

Possible Outcomes

Contacting Jim- If PCs get Jim’s real name, which only
Hammer can give them, it will be easy to look him up
in an internet phone directory and give him a call. His
wife will most likely answer the phone and although she
will be wary, she can be convinced to put Jim on. Jim
The doctor and nurses were called down to help with the remembers everything that happened to him and will tell
triage, leaving the psych ward patients alone. There was PCs anything they don’t already know.
some minor chaos, but then Hammer’s sedation started
to wear off. He got up and started beating people up. He A Last Goodbye?- James remembers Achmed and
would grab people, hold them down, demand to know values their friendship. James still cares for Achmed but
their names, then when he didn’t like the answer he doesn’t want to see Achmed or talk to Achmed. James
would punch them until they were unconscious. A few is trying to rebuild a life and he doesn’t have the time or
patients tried to stop him, but Hammer was too big, too money to help Achmed. Rather than helplessly watch his
strong, and didn’t seem to feel pain. When Hammer did friend slowly killing himself with alcohol, James would
this to Jim, Jim said something to Hammer that made rather just try to forget about his friend, just like he once
him let Jim go. Nobody else heard what Jim said, only forgot about his life as James Martin when it was too
Hammer. When a nurse came back, she immediately much to bear. James knows this will hurt Achmed, but he
shocked Hammer into unconsciousness, sedated him doesn’t care. If pushed, James will promise to send some
heavily, and took the wounded people (including Jim) money to Achmed, but that isn’t what Achmed wants.
downstairs for medical treatment.
PCs will have to be very persuasive to convince James to
say a last goodbye to Achmed. If such goodbyes are said
Waking Hammer- A steady release implant was injected it will be sad but it will leave both James and Achmed
into Hammer’s arm. This implant keeps a steady level better people.
of sedative and antipsychotic drugs in Hammer’s system.
Right now, Hammer is so sedated he can’t possibly answer
questions. In order to get Jim’s name, Hammer has to be
revived. There are several ways to do this: remove or Use the following table to keep track of how many
hack into the implant (requires surgical tools or a device experience points each player gets.

Experience Points

Achmed Told Jim is OK (10 XP)
Jim Says Goodbye To Achmed (10 XP)
Personal Growth (5 XP)
Good Roleplaying (2 XP)
Clever Plan (1 to 5 XP)
Worked Well as Group (2 XP)
Worldview Success (2 XP)
Personal Ideal Success (2 XP)
A Psych Ward Patient Was Seriously
Injured (-3 XP/ea.)
Split Up Group (-5 XP)
Made the World a Worse Place (-1 to -5 XP)
Player Character Death (-10 XP)
Total:

Player:
Player:
Player:
Player:
______________ ______________ ______________ ______________

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“My Friend Jim” 123

Bride of Colin
This is an adventure suitable for level 2-5 characters.

Synopsis

Salmon will ask the PCs to try to get a hold of Tavin.
He will suggest that she may be somewhere near the
“high priest”, watching him or “his woman.” Since the
PCs are not Omniscients from Tavin’s time in the gang,
Salmon thinks the PCs might be able to get closer to her
and may even be able to corner her. He wants the PCs
to try to give her a care package (canned food, $100 in
cash, warm clothing) and to try to give her a message.
The message is that if she wants to go to any kind of
doctor or therapist, no matter who it is, the Omniscients
will pay the bill.

A group of Colins have been watching over Colin
McKray, founder of the Church of Colin, and his
girlfriend Dara Colin. The Colins have become enamored
with Dara and have decided to elevate her to the position
of self-replicating serial killer so she can become his
lover and wife. Colin has made contact with Dara Colin
Salmon will give the PCs one dose each of bloodhound
to try to win her over to his side. He could easily force
her or intimidate her, but he wants her to come willingly. powder (see p.130, main book) made specifically for
What Colin doesn’t know is that both Rev. McKray and Tavin.
Tavin Bean (paranoid homeless ex-Omniscient) were
separately eavesdropping on the conversation.

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Tavin Bean has left a note for a member of the
Omniscients, her first communication in quite a while.
The Omniscients hope this means that her mental health
is improving. She still considers Omniscients to be
enemies, yet non-Omniscients might be able to talk to
her. The Omniscients want to assemble a party of nonOmniscients to track her down and talk her into accepting
some help. They will use money to lure in street people
PCs and offer vital intelligence to members of Well and
Indie groups. Some PCs may be willing to join the group
because there might be some chance to gain information
about Colin.

NPCs

Dara Colin (Colinite and Lover to Colin McKray)
(see p.35 for full details)

Attributes- AWR 12, AGY 13, CHM 6, END 4, INL 6,
SPD 16, STH 9, WIL 3, BLD 2, BDY 2, INCY 5.
Special Skills- Knife Fighting (2), Knife Throwing (1).

Typical Attack- At range, she throws a dagger, making
a strike at INL (6) + AGY (13) +4 (skill) -1/ft. +1d20
vs. 25 (or 1d20 -1/ft. vs. 2). A successful strike does 2
bladed damage. In melee combat she makes extended
vital strikes at INL (6) + AGY (13) +5 (extended) +12
(skill) +1d20 vs. 35 (or 1d20 +1 vs. 0). A successful vital
strike does 3 bladed damage. As a reaction she makes a
Jump at SPD (16) + AGY (13) +8 (skill) (-10 if the last
PCs will be brought to the townhouse of an Omniscient
elder, Salmon Bronner. Salmon was one of the original action was extended) vs. 25 (or 1d20 +12 -10 if extended
sense-tech-geeks that became the Omniscients. In many vs. 0).
ways he is still just a geek: he has no sense of style, Recent History- Monday evening, while Rev. McKray
speaks awkwardly and is almost obese. He was one was watching a porno, Dara Colin went out on to the fire
of Tavin’s lovers (see p.79) and he still secretly blames escape to get some fresh air. She was grabbed by Colin,
himself for her leaving the Omniscients.
who was waiting there for her. After convincing her not
to scream, he let her go. He explained the proposition:
After greeting the PCs and offering them a glass of wine,
if she wanted she could come with him and become his
Salmon will show the PCs a hand-written note that reads
“You can stop sending your hunter-killer spies to try immortal, self-reproducing, serial-killer bride. He said
to catch me. Your master didn’t tell you, but you have that if she refused him, nothing would happen to her
failed to turn me into his bride and so he has chosen his (he’s usually not so honorable, but he knows it is the
high priest’s woman instead. Every night he is wooing only way to assure she actually wants to be with him).
her and I think she is almost believing she can be his She wasn’t sure he was actually Colin and wanted proof.
goddess. She’s an idiot and doesn’t understand his mind He asked her to meet her the following evening. Dara
like I do. Once he’s made her his bride I’m sure he will was too stressed out to leave the house and she told Rev.
turn his attention to punishing you for failing to break McKray she was sick and needed to stay home. She
my will.”
stayed home all day, drinking beer and worrying. The
next evening, after Rev. McKray went to bed, Colin met
Salmon knows about Dara’s delusional belief that she with her again, in a different body, and offering a baked
was born and bred to be “Colin’s Bride,” a companion baby-heart as a gift (she was too scared to eat any of
who would reproduce along with Colin. Salmon’s it). This time he convinced her he was actually Colin,
guess is that “high priest” refers to the Church of Colin. but she wasn’t sure about his proposal. He talked to her
Salmon will admit that Tavin’s beliefs have always been for some time, and then left, promising to visit her the
part truth and part delusion and that there may or may not following evening.
be real Colin activity going on.

124 “Bride of Colin”

Colin Barley (Reproducing Serial Killer)

(see p.367, main book for full details)
Attributes- AGY 5, AWR 14, CHM 17, INL 19, WIL 15,
all else varies by body, see below.
Combat Skills- Assassin: Armed (3), Knife Fighting (4),
Knife Throwing (2), Razormouth (2), Shiv (3), Street
Fighting: Armed (2).
Typical Attack- Colin typically makes a vital strike with
a knife. If he has time he makes an Invisible Aim (from
Shiv, gives +4 to next action). Then he makes his vital
strike with INL (19) + AGY (5) +4 (from invisible aim)
+20 (from 4 levels in Knife Fighting) + 1d20 vs. 35 (or
1d20 + 13 vs. 0). He typically doesn’t dodge, but makes
a simultaneous vital strike at INL (19) + AGY (5) + WIL
(15) +20 (skill) + 1d20 vs. 55 (or 1d20 +4 vs. 0).
Recent History- The original Colin in this strain (the
elderly woman) was one of many Colins who would
drop by every once in a while to see how Rev. McKray
was doing. Like most of those Colins, he knew about
Dara Colin and regarded her suspiciously, thinking she
was in danger of passing the line from worshipping to
emulating Colin (at which point she’d have to be killed).
This Colin made it his business to watch Dara Colin
and see what she was really up to. While watching
her, he developed a bit of a crush on her. He came up
with the idea that he might be able to make her his selfreproducing bride. When he found a mental installer, he
made several copies of himself (when Colin has a good
idea, he makes copies of himself before acting on it so
the idea can live on if he is killed in the execution). His
copies worked together to create a plan to woo Dara.
They would wait until she went out on her fire escape (as
she did often) and offer her a choice.
Bodies- This strain of Colin currently occupies 5
bodies:
Body 1: A small elderly woman, mostly white, with
a hunched back, big ears and a big nose. END 2, SPD
3, STH 4, BLD 3, BDY 1, INCY 1. Weapons: Pepper
Spray canister (on successful blinding attack victim is
partially blinded and must make hard save vs. distracting
pain), Kitchen Knife (2 bladed, 1 in 20 chance of
breaking each attack). Daily Routine: Lives across the
street from Rev. McKray’s apartment building. Every
evening she wanders around the area of Colin McKray’s
apartment, calling “here kitty-kitty” and feeding pieces
of raw chicken to stray cats.
Body 2: Thirty-something male, handsome, big
mustache, Hispanic-Arabic mix with dark skin, wearing
a suit and tie. END 8, SPD 10, STH 9, BLD 4, BDY 4,
INCY 4. Weapons: 2 combat knives (2 bladed damage).
Daily Routine: Lives in a midtown highrise near the
hole. Every day, around noon, he walks down Broadway
to a downtown office building. He returns at about 8,
stopping often to smile at and chat with prostitutes he
sees on the way.
Body 3: Teen girl, dressed like a prostitute (bikini
top, miniskirt, fishnet stockings, high-heels). She has

a crew cut, tattoos on her face and arms (thick, wavy
lines), sharpened teeth and spiked arm bands. END 8,
SPD 8, STH 8, BLD 4, BDY 3, INCY 6. Weapons: Boot
Blades (1 blunt 2 bladed damage kick), Shiv (1 bladed
damage, pierces as 3). Daily Routine: Works nights on a
street corner near wherever Rev. McKray has his shrine.
When Johns approach her, she sends most of them away,
but occasionally she takes one to an abandoned building
and kills him.
Body 4: Tall, broad shouldered, mostly black,
homeless man, with long hair and a long salt-and-pepper
beard, wearing dirty old overalls and a quilt wrapped
around his shoulders. END 8, SPD 10, STH 15, BLD
3, BDY 5, INCY 3. Equipment: Shiv (1 bladed damage,
pierces as 3). Daily Routine: He searches through
dumpsters for food, moving back and forth between
wherever Rev. McKray is and the apartment where Dara
is. He mumbles to himself and when people try to talk to
him he yells at them incoherently.
Body 5: 14 year old boy with braces, slurs his
speech when he talks. Hair dyed green. Wears a black
sweater and bluejeans. END 13, SPD 11, STH 6, BLD
5, BDY 2, INCY 5. Weapons: 2 throwing daggers (FR
1 ft., MR 20 ft., 2 bladed damage) with Drake Deliriant
Poison (in 5 rounds, unconsciousness (20), vomiting
(20), stupor (30), cardiac arrest (20)). Daily Routine:
Lives with shut-in parents in an apartment in Rev.
McKray’s building. He spends a lot of time racing a
radio-controlled car around the apartment building or
around the neighborhood.

Tavin Bean (Homeless Paranoid Ex-Omniscient)

(see p.296, main book for full details, see also “The
True Story of Tavin Bean,” p.79 for more details)
Attributes- AWR 18, AGY 13, CHM 6, END 8, INL 14,
SPD 14, STH 6, WIL 4, BLD 4, BDY 1, INCY 4.
Special Abilities- Tavin has the following implants:
Internal Psychic Sensor, Spectrum Retinas, Bloodhound
Smell, 360 Sight, 3D Hearing. Tavin has the skill
Sensory Integration (3).
Typical Attack- If she is ever cornered by enemies (she
hasn’t been, yet) Tavin will screech and claw wildly at
her opponents’ faces (pain/stun attacks at AGY (13) +
INL (14) vs. 25 or 1d20 vs. 2, simultaneous pain/stun
attacks at 1d20 vs. 14). As soon as they flinch enough to
let her past she will run away.
Recent History- Tavin has been on a quest to discover
what her nemesis, Colin, is up to. She has been spying
on Rev. McKray, the head of the Church of Colin, off
and on for some time. She was lucky enough to be close
enough (in an abandoned building across the street) to
hear Colin trying to talk Dara Colin into marrying him.
In Tavin’s belief system, this means Tavin has resisted
brainwashing for so long that Colin has moved on to
his ‘second choice’ bride. She wrote a note for the
Omniscients (to taunt them with their failure) and then
went back to watching Dara.

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“Bride of Colin” 125

Rev. Colin McKray (Head of the Church of Colin)
(see p.33 for full details)
Attributes- AGY 5, AWR 13, CHM 15, END 8, INL 7,
SPD 10, STH 11, WIL 4, BLD 4, BDY 4, INCY 2
Special Equipment- Phonebook Armor (AR 5, PR 2
blunt and 2 bladed, -2 AGY penalty already figured in).
Recent History- Rev. McKray recently overheard his
girlfriend being propositioned by Colin. He doesn’t
want to do anything that will make Colin mad at him, but
he doesn’t want to lose his girlfriend either. So far, he
has kept his mouth shut and pretended he doesn’t know
anything.

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This is how events will proceed without PC intervention:

one person is a thirty-something worker whose husband
was killed by a Colin. She comes by every evening to
scream at Rev. McKray. She can tell the PCs about the
young woman who was always at Rev. McKray’s side
until a few days ago.
If PCs strike up a conversation with Rev. McKray, he
will gladly tell them everything he knows about Colin.
If they ask about Dara, he will be very suspicious and
want to know why they want to know. If they can get
him to talk, he will be very wary and when certain people
walk past he will suddenly shut up or change the subject.
If the PCs turn to look at the people, Rev. McKray will
scream “blasphemer” at them to try to distract them and
get them to look at him.
If the PCs wait and tail Rev. McKray, he will lead them
to his apartment where Dara has locked herself up since
her first meeting with Colin.

Monday, 11 PM - Colin meets for the first time with Dara,
Rev. McKray’s Secret- Rev. McKray has an ability to
asks her to be his bride. Dara doesn’t believe him.
tell who is a Colin and who isn’t. He has kept this ability
Tuesday, 1 AM- Colin meets with Dara again (in a different secret from everyone, especially Colin. Rev. McKray
body). Tavin and Rev. McKray are both eavesdropping.
knows that starting yesterday morning, Dara has claimed
to be sick and has been staying at home. Last night,
Tuesday, 5 AM – Tavin leaves a note on Salmon’s door.
when he was asleep, Dara got out of bed and went on to
Wednesday, 11 AM – The Omniscients start calling in
the fire escape. Rev. McKray woke up and eavesdropped
favors.
on her meeting with Colin. Rev. McKray knows that
Wednesday, 6 PM – The PCs meet with Salmon.
Colin wants to steal his girlfriend. Rev. McKray doesn’t
Wednesday, 12 PM – Colin meets with Dara again. Tavin want to lose his girlfriend, especially as she may tell
watches. Dara is almost convinced but asks for time to Colin things about their private conversations that may
anger Colin. Rev. McKray is willing to do anything
think about it.
in his power to keep Colin from stealing his girlfriend,
Thursday, 2 AM – Colin meets with Dara again. Dara says short of anything that would make Colin his enemy. If
she will become Colin’s bride. Colin takes her away to a he thinks the PCs can help him keep his girlfriend he will
mental installer to start reproducing her.
tell them everything that is going on and will give them
detailed descriptions of his “handlers” (the Colins who
watch over him and Dara). If the PCs seem like they
are about to make his involvement public, Rev. McKray
will attack the only way he knows how: by provoking the
Finding Dara- If PCs ask around, they will hear that a PCs into beating him up and then screaming for Colin’s
lot of people stand around the street corner worshipping mercy so that Colin will follow and attack the PCs.
Colin. If the PCs ask anyone who has studied Colin, they
will be able to tell them that there is a man named Rev. Cornering Tavin- Tavin has been watching Rev.
Colin McKray who originated the church and who seems McKray for some time. She has avoided Broadway (it is
to be the highest regarded by Colin (as evidenced by the too crowded), but has spent some time in the abandoned
deaths of his enemies and competitors). They may report floors of buildings overlooking Rev. McKray’s shrines.
seeing him on the street with a young woman. They She spends the daytime sleeping, hidden in abandoned
don’t know exactly where he is, but they will say that places. She spends her evenings watching Rev. McKray
he is often seen preaching on Broadway or other major or Dara. After midnight she scrounges for food in city
avenues in Midtown. A moderate City Knowledge roll dumpsters.
will let PCs remember seeing someone on Broadway in
Midtown preaching about Colin.
If PCs use the bloodhound powder and are in the
neighborhood, they will catch faint whiffs of places
If the PCs walk around Broadway in Midtown, from 6 she has been. If they go to Rev. McKray’s apartment
to 10 at night, they will see Rev. McKray. Rev. McKray building, there is a good chance they will be able to smell
will be at a makeshift shrine (spray painted prayers to that Tavin has been in an abandoned building across the
Colin, offerings and Colin memorabilia), preaching and street. If they investigate, they will smell her smell
handing out flyers (see the flyer on p.34). Many passers- on the fire escape and in abandoned apartments in the
by stop to curse or spit at him. A few stick around several building, especially in one that has a boarded-up window
minutes to have screaming matches with him. At least overlooking Rev. McKray’s fire escape.

126 “Bride of Colin”

If PCs come at night, they will find Tavin watching
Rev. McKray’s apartment. Remember, Tavin can hear
tiny noises (3D hearing), can see people through walls
(internal psychic sensor), can smell people coming
(bloodhound smell) and can not be snuck-up on (360
sight). Tavin typically rolls 50 + 1d20 to notice prowlers.
If PCs wait in the building hoping to surprise Tavin, she
will see them and not come in. If they approach the
building while she is in it, she will look to escape. If she
finds the building surrounded, she will attempt to hide
from her pursuers and wait for someone to leave a door
or fire-escape unattended. Saying something like “we
just want to talk” or “we’re not here to hurt you” will
not ease Tavin’s apprehension at all. The only thing that
will ease her apprehension is if she observed the PCs
attacking someone she knows to be a Colin. Still, she
won’t completely trust the PCs.
If the PCs try to grab her, she will fight them with her
last breath, screeching and clawing. If the PCs have her
absolutely cornered, they might be able to get her to talk.
She has no real reason not to tell what she knows. She
will tell the PCs what she overheard the Colin telling
Dara. As she talks, though, she will lace in several things
that aren’t true, including her own belief that she was
once meant to be Colin’s bride and that Colin has been
trying to breed a bride since the 1940s. Dara must be, in
Tavin’s opinion, an ‘inferior bloodline.’ Tavin will say
enough untrue things that the PCs will have a hard time
figuring out what the truth is. Tavin also knows where
the Colins that have been meeting with Dara have their
mental installer.

Wiping Out the Colins- There are only 5 Colins who
share the crush on Dara. No other strains of Colin have
any idea of a plan to marry Dara and many don’t even
know who Dara is. If the PCs can kill these 5 Colins,
the wedding is off. Rev. McKray can give descriptions
of the five Colins he has been seeing around a lot lately.
Tavin Bean can give PCs the location of the mental
installer, this is also the location where these 5 Colins
meet to coordinate the wooing of Dara. PCs will be most
likely to live if they can track down the Colins, one at a
time, and make surprise attacks against them.
Wedding Bells- If Dara says yes, and the PCs can’t
stop Colin from taking her off, there will now be a new
self-reproducing entity in the city. Dara’s ascension to
self-reproduction is not a bad thing for the city. She is
not as clever or as ruthless as Colin is, and every time he
reproduces her he is wasting a body and mental-installer
time. Hampered by her, the new married-Colin strain
may go extinct. Rev. McKray will go on worshipping
Colin, pretending nothing has ever happened. He will
be unhappy at loosing his girlfriend, but he’s an asshole
and most PCs won’t care if he’s happy or not. Dara’s
suffering is probably the worst thing that will happen as
the result of the PCs’ failure or inaction. Although not
an innocent, Dara is not actually evil, just emotionally
disturbed. And she may be forced to do horrible things
and live with a person she is afraid of.

Message For Tavin- If Tavin sees PCs kill a Colin, she
will wonder if the PCs are Colins who killed one of their
own just to try to trick Tavin. If Tavin observes PCs
sabotage Colin’s wedding, though, this will probably
convince her that the PCs aren’t currently under the
control of Colin. Unfortunately, if the PCs stop the
wedding, then Tavin will believe that she is once again
Dissuading Dara- Dara Colin is very confused and the target of Colin’s affections.
unhappy. Growing up, she protected herself by making
people think she was a killer or potential killer, yet she Tavin has a psychic sensory implant, and if any PC tries
doesn’t have the desire or personality to be a serial killer. to use a manipulative psychic skill anywhere near her,
The idea of being self-reproducing both appeals to her she will panic. She will do anything to get away from the
and scares her. She doesn’t know if she would feel PC (including throwing herself out of a window) and she
“immortal” like Colin does. She is scared of Colin and will not trust the PCs again no matter what they do.
although she knows she can pretend to love him, she isn’t
sure if she wants to do it for eternity. He says nothing How Tavin takes the PCs’ message and care package
bad will happen to her if she refuses him, but she doesn’t depends on how much she trusts the PCs. If the PCs have
really believe that. She thinks there’s a good chance that done nothing to gain her trust, she will reject the package
if she says no she will be tortured and killed. In the end, and ignore the message. If she thinks the PCs might
without intervention by the PCs, Dara will marry Colin be okay, she will probably take the package and keep
because she is afraid not to. If Colin knew this about a few items she has screened for poisons and electronic
her, he wouldn’t want anything to do with her, but all he devices. If the PCs really gain her trust, she will consider
sees is the ‘I’m crazy and I love to knife people’ image the offer to pay for a therapist. She is lonely and would
like someone to talk to, and if she can choose anyone
she projects.
in the city she thinks she may be able to find a therapist
Any time the PCs talk to Dara, she will assume they are free from Colin influence. The best case scenario is that
Colins here to test her. If Dara comes to believe the PCs Tavin sees a therapist a few times, benefits a bit, and then
are not Colins she will be afraid to talk to them for fear of decides that the therapist has been taken over by Colin
upsetting Colin. If PCs can relieve Dara of her fear that and never comes back. This may seem like a failure, but
Colin will kill her, or if they give her something greater every bit of human contact helps Tavin from descending
into even worse mental illness and increases the chance
to fear, she will turn down Colin’s proposal.
that she will someday learn to live with humans again.

Possible Outcomes

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“Bride of Colin” 127

Experience Points
Tavin Accepts Care Package (5 XP)
Tavin Accepts Free Therapy Offer (10 XP)
A Colin Is Killed (5 XP/ea.)
Colin’s Mental Installer Destroyed or
Taken Away (10 XP)
Wedding Prevented (10 XP)
Personal Growth (5 XP)
Good Roleplaying (2 XP)
Clever Plan (1 to 5 XP)
Worked Well as Group (2 XP)
Worldview Success (2 XP)
Personal Ideal Success (2 XP)
Tavin is Killed or Driven More Insane
(-20 XP)
Dara is Killed (-5 XP)
Split Up Group (-5 XP)
Made the World a Worse Place
(-1 to -5 XP)
Player Character Death (-10 XP)
Total:

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Player:
______________

Player:
______________

Player:
______________

Player:
______________

Kenton “Lord Jesus” Sanders
(Crazy Psychic Jesus Impersonator), p.114

Adriel Theophania
(Leader of the Lumens), p.53

Pander “Magoomba” Paine
(Dangerous, Psychotic Crazy With Cracks), p.61

Andrea Popall
(Roofer Founder and Intra-Gang Marshall), p.76

Mama Yaga
(Crazy Poison Seller), p.63

Dale “The Animal Man” Torrick
(Wild Inhuman Looking Dysmorph), p.18

Morris “Monkeywrench” Tenaka
(Violent Homeless Political Radical), p.58

Clay Hodgson
(Secret Ex-Colin Retired From Killing), p.38

Ray “Scratchman” Hall
(Homeless Crazy With Poisoned Fingernails), p.114

Gauri “The Colin Eater” Brahmbhatt
(Self-Reproducing Colin Hunter), p.40

Peter “Shotgun Pete” Lawry
(Psychic-Paranoid Drake Associate), p.65

Rev. Colin McKray
(Head of the Church of Colin), p.33

Norman “The Suit Guy” Padilla
(Weekend God-Killer Rampager and Champion Street
Fighter), p.6

Dara Colin
(Colinite and Lover to Colin McKray), p.35
Imogene “The Dead Woman” Barrett
(Dysmorph and Fetishist Who Plays Dead), p.15
Deborah Newman
(Bleeder Profiler and Serial Killer Enslaver), p.69
Wes “Doc Scrips” Marshall
(City Hospital Psychiatrist Who Takes Advantage
of Patients), p.8
Kim Tate
(Brilliant and Reclusive Sense-Clip Artist), p.49

128 NPC Index

Shad “Ugly” Martin
(Self-Appointed King and Protector of Ugly People),
p.62
Typical Disorganized Serial Killer, p.23
Typical Ex-Animalist Psychotic, p.68
Typical Lumen Team, p.53
Typical Organized Serial Killer, p.22
Typical Plastic Antisocial, p.29
Typical Spree Killer, p.27

Random Madrugada Encounter Table
001- Addict: Needing Money- An addict in full throes of
withdrawal, out looking for any means to get money
022 for drugs.
Addict: On A Mission- This is an addict who finally
found some money for drugs and is now searching
023- the streets trying to find a dealer who is still awake.
As the addict starts withdrawal, he or she may be
040 willing to pound on the doors of known dealers to
wake them up, despite the risk of angering them and
being beaten or killed.
Alzheimer’s Patient- An elderly person who escaped
from his or her caregiver (either a residential nursing
041- home or a loved ones’ apartment). The patient is
confused, not sure where he or she is or what’s going
053 on. The patient may think he or she recognizes the
PC’s and may think he or she is in the middle of
doing something with the PCs.
Arsonist- Usually a young man, carrying some
sort of propellant (typically gasoline) in a gym
054- bag. Usually looking for an abandoned building
059 (free from squatters) to burn down without hurting
anyone. Will be wary of being watched or followed.
May have an erection at the thought of setting a fire.
Bad Trip- Someone who did some hallucinogenic
060- drug and is having a bad reaction. The person is
hyper, has frightening hallucinations and delusions
074 and may fear he or she is crazy or will never ‘come
down.’
Badly Injured- The PCs will see some person
lying on the ground in a pool of blood. The person
075- is unconscious or semi-conscious, and has been
084 attacked, robbed and left for dead. If PCs give
immediate medical care or get the victim to a
hospital, he or she may live.
Burglars- A skilled thief and a lookout. The thief
085- will try to break into apartments and homes while the
092 owners are sleeping. The lookout will give a signal
if anyone comes too close.
093- Can’t Sleep- An ordinary city resident, who is having
trouble sleeping, is bored of his or her apartment and
117 is out wandering around.

118122

123146

147151

Crime Scene- Some person was murdered in such a
way that it looks like the work of a serial killer. The
Night Shift is there and has cordoned off the area.
The body is still there: a Night Shift photographer
and forensic examiner will go over the body before it
can go to the morgue. One or more amateur profilers
are there, trying to talk their way into the crime
scene.
Darkness- All the street lights on this block are out,
there aren’t any lights on in any of the buildings and
if there is a moon then there is a cloud in front of it.
PCs without flashlights or nightvision will have to
move slowly if they don’t want to trip over a pothole
or debris.
Dead Body- A recently murdered person. There is
a 1 in 20 chance the body still has some valuables
on it (use random pocket contents table, p.455 main
book).

Disorganized Serial Killer- Driven by internal
stresses, the disorganized killer is wandering the
152- streets desperately looking for someone to murder
155 and rape. The disorganized killer rarely has a plan
beyond surprise-attacking the victim with some
heavy object. See p.23 for more.
Drunk Roller- A single criminal (usually a thief or
addict) looking for drunk people on their way home
156- after the bars have closed. The drunks are usually
166 knocked over (if they don’t fall down first), rolled
over on to their stomachs and their pockets rifled
through. Some rollers will steal shoes and clothing.
Drunk Young People- A group of 2d4 friends who
167- stayed up all night drinking and, now that they ran
185 out of money, are headed home. Because their
inhibitions are lowered, they may be dangerous.
Fetishist- The fetishist has been driven out by an
uncontrollable sexual impulse that he fears and hates.
The fetishist is (on 1d100) 01-10: Clothing Fetishist
(looking to break into an apartment and steal shoes
186- or underwear), 11-23: Voyeur (looking to climb a fire
escape and peer in a window), 24-36: Exhibitionist
195 (looking to flash genitalia at a random person),
37-42: Sadist (looking for a prostitute willing to be
hurt or berated), 43-63: Masochist (looking for a
prostitute willing to play sadist), 64-00 Porn Addict
(walking to an all-night porn shop).
Fire- A building is on fire, most likely the work of a
196- late night arsonist or a drunk who fell asleep with a
200 lit cigarette. Looters and residents are running in and
out grabbing valuables.
God Killer Rampager- Someone high on god killer,
201- in a complete rage, trying to destroy anything that
215 displeases him or her. See p.424 of the main book
for a full description.

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Graveyard Shift Worker- A worker on his or her
216- way to a job at a factory or fast food place. Will
be wearing either a fast food uniform or old work
238 clothes and will typically have some sort of selfdefense weapon at the ready.
Homeless Loner- A street person who doesn’t like
239- being around other people and so chooses after
midnight as a time to go scrounging in the city’s
258 dumpsters. He or she will avoid talking to PCs and
may even ignore them or run away from them.
Hunter- There is a 50% chance the hunter had a
259- victim and is searching for him/her/it. Otherwise,
261 the hunter is looking for someone to hunt based on
his or her personal criteria.
Insomniac- 1d4 young members of the Insomniac
family who can’t sleep, either because they’re on
sibosin or because they are charred. They’re out
262- wandering the streets out of boredom and they are
275 open to any opportunity for excitement or making
money. If they are young and immature and the PCs
look weak, they may decide to try practicing their
psychic attacks on the PCs.

Encounter Table 129

276- Jogger- Hoping to get some exercise at the time of
day one is least likely to run into anyone. The jogger
295 is mostly a shut-in who will avoid street dwellers.

Loser Rapist- He has been driven onto the streets at
296- night to rape someone in order to prove to himself
that he is not a loser. He has no plan, he’s just
303 looking for a lone victim he can grab. See p.26 for
more.

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Manic Person- He or she can’t sleep, will talk
rapidly and incessantly, may be interested in risky
304- activities (e.g. gambling, overspending, promiscuous
320 sex, fistfights) and will have odd ideas (usually
inflated notions of the importance of whatever he or
she is doing).
Night Shift Patrol- A group of 1d4 Night Shift
321- officers on foot patrol, out looking for any criminals
336 they can beat up. They are sleepy and bored and will
likely be talking or joking loudly with each other.
Night Walker- A single Night Walker, doing a show.
An after midnight show is especially hard for Night
Walkers: although there is less competition there are
337- also less potential viewers and less going on. The
341 majority of viewers will be shut-ins who can’t sleep
or foreigners who stumbled onto the site. The Night
Walker will be desperate to get into an interesting
situation.

Open Establishment: Fast Food Restaurant- A
cheap, 24 hour fast good place. There will probably
483- be 2 employees and one or two people sitting by
521 themselves at little plastic tables eating or drinking.
Bland music plays softly on the PA. The restaurant
is very bright inside.
Open Establishment: Health Club- Through
the front windows one can see people working on
522- treadmills and stair-steppers working under bright
541 lights. There are only 1d4 people in the club and
half of them are homeless people who pay for a
membership so they can shower here.
Open Establishment: Liquor Store- An All-night
542- liquor store. There is one employee (usually a
relative of the owner) who is tired and bored. The
575 employee and the liquor are typically behind bulletproof glass.
Open Establishment: Mini-Mart- A little chain
store selling food, alcohol, cigarettes, toiletries,
576- coffee, porno mags, over the counter drugs and
611 New York souvenirs. One tired employee is either
behind bullet proof glass or has a stun baton behind
the counter.

Nightcrawler John- A John out looking for Sex
342- Workers with no place to stay the night. The johns
357 usually offer a place to stay the night in exchange
for sex.

Open Establishment: Night Club- Although the
peak time was hours ago, there are still 2d6 people,
612- high on uppers, still paying for drinks and either
dancing on the main floor or having retired to one of
638 the back rooms. The DJ has gone home – the music
is on a pre-set playlist on a computer, and there is
one bartender.

Open Establishment: 12 Step Meeting- A handprinted sign in a shop window lists the type of
meeting. Inside are a few people battling off their
358- late night cravings with talk and stale coffee in paper
376 cups. This might be a meeting for narcotics addicts,
alcoholics, compulsive gamblers, sexaholics or even
‘rageaholics.’ There is a 1 in 20 chance there are
stale doughnuts left.

Open Establishment: Porn Shop- Selling data
disks full of porn, sex toys and printed magazines,
with coin-operated full-immersion VR machines
639- in the back. There are 1d4 customers, browsing
665 slowly and keeping to themselves. The person at
the counter may have some “specialty stuff” behind
the counter for those interested in more than what’s
on the shelves.

Open Establishment: Bail Bonds- The sign says
377- open, the lights are on, a minimum wage employee
395 is sleeping on a cot inside. If the PCs hit a buzzer the
employee will unlock the door and let them in.
Open Establishment: Bar- Most bars close at 3
396- AM (although some stay open longer, breaking
the law, as long as they are making money). The
431 people in the bar have been drinking all night and
are staggering drunk.

Personal Crisis- An otherwise normal non-shut-in is
having some stressful personal crisis and can’t sleep.
The crisis could be a break-up, a death of a friend
666- or family member, financial troubles, legal troubles,
etc. The person is stressed out and unhappy and
689 feels he or she is near a ‘breaking point’ but doesn’t
know what will happen when that point is reached.
The person will seem a little distracted and odd, but
otherwise normal.

Open Establishment: Brothel- If it has any sign,
it will likely say ‘massage parlor’ or ‘strip club.’
432- Inside, a few bored prostitutes and one big bouncer
454 wait for some random john with a late night craving
to come in. The prostitutes are often immigrants and
may be afraid to leave the brothel.

Plague Victim- Feverish, delusional and contagious.
Has a disease with Disease Contraction Rating 15
690- (being coughed at) and 25 (body fluid contact),
694 Disease Progression Rating 30, Disease Progression
Speed 8 hours, causes fever and delusions at 2x and
death at 4x.

Open Establishment: Coffee Shop- A small 24
hour coffee shop, usually part of a chain. A single
455- minimum-wage employee works behind the counter.
There are only one or two customers in the shop,
482 most likely graveyard shift workers stopping by to
get a cup of coffee on their way to work. Bathrooms
are for customers only.

Prostitute- Walking the streets or hanging out on a
street corner, dressed in revealing clothes, starting
695- to lose hope of getting another john for the night.
There is a 1 in 6 chance the prostitute has no place
717 to stay and will go home with anyone who will let
him or her sleep there. The prostitute is (on 1d100)
01-25: pre-teen, 26-55: male, 56-00: female.

130 Encounter Table

Psychotic- A person who has been driven into
complete and total senselessness, either by a
psychiatric disorder, drug use, a blow to the head or
718- unbearable stresses. The psychotic person will act
and react randomly and unpredictably. He or she
728 feels little pain or fear and is much stronger than he
or she would be while sane (average 14 STH, can
make simultaneous strikes at no minuses). Will often
scream nonsense at nobody in particular.
729- Pushers- 1d4 members of the drug lord organization,
hanging out on a street corner waiting for late night
746 addicts to come by.
Raving Schizophrenic- A homeless schizophrenic
going through an especially bad period. The
schizophrenic is having an argument with voices in
747- his or her head and may have odd movements. If the
765 schizophrenic notices the PCs, there is a good chance
the schizophrenic will think the PCs have something
to do with what is going on and may yell at, spit on
or attack the PCs.
Revenge Posse- A group of 2d6 gang members out
for revenge for some crime they just found out was
766- committed against one of their own. They are likely
778 looking for a specific person, though they will settle
for someone belonging to the same group as the
perpetrator.
779- Runner- Racing up the street, on his or her way to
deliver some urgent message or deliver some vital
785 black market product.
Running Scared- A person who is being hunted.
They might be the target of a hunter or serial killer.
They might have done something to raise the ire of a
786- gang or the drug lords. Either way, they’re running
796 for their lives. They spend most of their time hiding
and crouching in shadows or in abandoned buildings.
If they see the PCs and know they aren’t one of the
hunters, they might try to get the PCs to get help.
Sat Jumper- A lone Sat Jumper, on the way to or
headed back from the SRC for a jump. If on his or
797- her way there, the Sat Jumper will not want to be
810 delayed. If on the way home, the Sat Jumper will be
exhausted, coming down from uppers and will just
want to get into bed.
Security Guard- An on-duty security guard
making the rounds. He or she has to walk around
811- a property or properties a set number of times and
835 get rid of trespassers and potential robbers. Chances
are he or she is bored and wouldn’t mind a bit of
conversation.
Shut-In: Lost or Stranded- This is a shut-in who
had to leave his or her apartment for some reason (a
836- doctor’s visit, a trip out of the city, a funeral, etc.)
and now has found himself or herself alone at night
847 and far from home. The shut-in will be looking for
the nearest subway entrance and will be very afraid
of the PCs.
Shut-In: Sick- A sick or injured shut-in trying
848- to walk and ride the subway to the nearest open
emergency room. PCs with medical skills may be
859 able to help the person out, though he or she will be
wary of accepting any help.

Shut-In: Suicidal- A shut-in who has grown tired of
living in fear and has decided to end his or her own
860- life by walking outside in the ‘deathtrap’ of the city
streets. The shut-in will likely survive the night and
866 will probably go home and go to sleep when the sun
comes up, and may feel a little more empowered the
next day.
867- Shut-In: Young Explorer- A frightened, adolescent
shut-in, sneaking out of his or her apartment to see
886 what the city is really like.
Stunned Attack Victim- An ordinary city dweller
887- with a head injury (typically the result of an attack
892 during a robbery) walking the streets confused, not
sure where he or she is or what is happening.
Tagger- A young graffiti artist spraying his or
893- her name, recording important events or creating
artwork. If the tagger is tagging a building that
908 might have security or is in someone else’s turf, the
tagger will be ready to run if anyone comes near.
Temporarily Homeless- Someone who normally
has a safe place to stay (could be a street person,
indie or well) has found himself or herself suddenly
homeless because of some accident, unexpected
909- personal problem or being stranded in the city while
traveling. The person does not expect to be homeless
921 for long. Rather than risk going to sleep and possibly
being robbed or murdered, the person is going to try
to stay up all night. He or she is probably drinking
a cup of coffee and sitting on a pile or personal
belongings.
Uppers User- This is someone who has been
using illegal uppers (amphetamines, god killer,
922- hummingbird, maxin, mauler, slave) but not enough
942 to put them in a psychotic or rampaging state. They
behave much like a person who is manic and may do
things they would be afraid to do while sober.
War Party: Victorious- A group of gang members,
returning from a battle in which they were mostly
943- victorious. They are laughing and congratulating
955 each other even though they may have some injuries.
They feel unbeatable and will not back down from
any fight.

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War Party: Wounded- A group of gang members
956- who were in some sort of altercation. One is
seriously wounded, the rest have minor injuries.
968 They are heading for the closest medical care, careful
not to run into any enemies.
969- Wild Dog Pack- 2d4 hungry wild dogs. Will attack
lone humans, especially if those humans look sick
987 or injured.
Wild Hunt- The Dragons’ huge, random rampage on
a wild tour of the city. The “Ominous Thunderclap”
988- will come first, howling and throwing percussion
993 grenades. Then comes the hunt itself: a tight phalanx
of Dragons which twists and turns randomly,
destroying anything it comes into contact with.
Wino Killer- A serial killer who picks on the weakest
and most poorly protected victims available: drunk
994- homeless people who fell asleep on the streets. They
000 prowl around looking for sleeping winos, make sure
they’re really out cold and then kill them (usually by
bashing their heads in or by setting them on fire).

Encounter Table 131

Boyfriend/Girlfriend Hidden Flaw Table
01-30: None
31-70: One

Number of Flaws
71-80: Two
81-90: Three

91-95: Four
96-00: Five

PC Has
Male Female
‘Perv
Lover Lover
Bait’

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01-05

06-08

09-12

13-14

15-16

17-22

01-01

02-04

05-08

09-12

13-18

19-21

01-04

Abusive- When the lover is feeling insecure about the relationship (or about something
else in his or her life) the lover will find something the PC has done wrong (it could be
a little thing) and become violent about it. Afterwards, the lover usually apologizes and
makes excuses. The PC may be so shocked that someone he or she trusts is doing this that
the PC may not fight back. First warnings: bad moods, a short temper, tendency to snap
at the PC about little things, trouble expressing anger constructively.

05-05

Alcoholic- The lover is physically and psychologically addicted to alcohol. The worse
things get for the lover, the more the lover will drink. First warnings: the lover keeps a lot
of liquor around, will use any excuse to “party” (get drunk), when the PC is not around
the lover will “forget” to do important chores, errands or duties.

06-07

Antisocial- The lover has no empathy for other humans and no sense of moral
responsibilities for his or her actions. The lover is a natural liar and is very charming. The
lover does not love the PC, is only pretending to in order to get something from the PC
(e.g. money, sex, drugs, etc.) and will leave the PC without notice when the lover either
exhausts the PC’s supplies or gets bored.

08-09

Bipolar- The lover has an undiagnosed chemical imbalance and experiences states of
mania followed by profound depression. At first, these cycles only happen every few
months, and usually in reaction to some stress. If untreated, the cycles will grow more
common and more intense. While manic, the lover is in danger of doing something
stupid (over-spending, gambling, having an affair, pissing off the wrong people). While
depressed (and especially as depression starts to lift) there is some danger of suicide. First
warnings: The lover says he or she gets depressed a lot, has a lot of unfinished projects or
outstanding debts.

10-12

Borderline- The lover suffers from a personality disorder (see p.105). The lover has an
intense fear of abandonment (and will sometimes act violently or self-destructively to
avoid abandonment), bad temper and strong mood swings. The lover has a black-andwhite view of people, either hating or idealizing them. All the lover’s relationships are
intense and rocky. Stress will trigger paranoid thoughts in the lover. First warnings: the
lover will start off idealizing the PC, claiming the PC is perfect in every way and showing
incredible devotion to the PC.

13-17

Cheater- As soon as the sexual aspects of a new relationship start to taper off, the lover
will start having affairs. The lover will try to keep the affairs secret but will not do a very
good job. The people the lover is having affairs with may decide the PC is in an “enemy”
and may harass or even attack the PC. First warning: the lover stays out late, spends a lot
of money and the PC receives odd phone calls (hang-ups with no video).

23-26

22-22

18-23

Child Molester- The lover has a secret desire to molest children. First warnings: the
lover may be attracted to a PC with children, will want to assume a role as care-giver right
away, will volunteer with children, often has trouble achieving sexual satisfaction with
the PC.

27-29

23-25

24-25

Debt- The lover is in a huge amount of debt, both to credit card companies and loan
sharks. First warnings: the lover always needs more money and gets many phone calls
from credit card agencies and loan sharks.

132 Boyfriend/Girlfriend Flaw

30-32

33-35

36-38

39-41

26-30

37-34

35-37

38-40

26-26

Dependent- The lover is afraid to make decisions by himself or herself and as the
relationship progresses the lover will become dependent on the PC for everything. The
lover will try to talk the PC into getting a cell phone and then will call the PC for help on
every little decision. The lover has poor self-worth and no ambitions. First warnings: the
PC may notice the lover calling friends or family for advice very often.

27-28

Depression- The lover has an undiagnosed chemical imbalance that causes him or her to
experience severe bouts of depression with the possibility of suicide. Without treatment,
these bouts will grow more frequent and severe. First warnings: the lover has a pessimistic
attitude, gives up easily, complains of sleep problems.

29-30

Drug Addict- The lover has a drug problem that he or she is keeping secret. The lover will
probably admit to doing some drugs right away, but will portray it as a once-in-a-while,
just-for-fun kind of thing. As the drug problem gets worse, the lover will experience
health and financial problems and may get in trouble with pushers, loan sharks or other
addicts. First warnings: strange shifts in mood, always broke, commonly ‘sick,’ hangs
around with a lot of creepy people.

31-35

Dysmorph- The lover has just started seeking out the surgeries that will someday turn
him or her grotesque. The lover will be open about wanting surgery, but will downplay
the severity of the surgery (e.g. ‘I just want to get my nose made a tiny bit smaller’). First
warnings: the lover complains about his or her appearance and is ashamed to go to public
places, doesn’t believe it when the PC says he or she looks fine.

42-46

41-41

38-42

Fetishist- The lover can not achieve complete satisfaction without engaging in some
fetish. Depending on the fetish, the lover may try to engage in it while the PC is not
around or may try to talk the PC into participating. The fetish is (on 1d100): 01-09: Blood
Sports, 10-18: Coprophilia/Sexurophilia, 19-27: Exhibitionism, 28-36: Foot Fetishism,
37-45: Hypoxyphilia, 46-54: Infantilism, 55-63: Necrophilia, 64-76: Transvestic
Fetishism, 77-90: Underwear Fetishism, 91-00: Zoophilia. First warnings: the lover has
an odd collection of items or media clips. The lover has trouble achieving climax during
normal intercourse.

47-49

42-44

43-47

Jealous- The lover flies into a rage at any suggestion that the PC is flirting with or thinking
about another potential lover. Even looking at someone the lover thinks the PC might find
attractive can trigger a rage. First warnings: saying things which betray an insecurity
about the relationship, avoiding introducing the PC to attractive friends.

50-52

45-46

48-51

Married- The lover is already in a serious, committed relationship that he or she will keep
secret from the PC. When the PC finds out, the lover will try to portray himself or herself
as ‘trapped’ in the relationship and will promise to leave the spouse as soon as possible. If
the spouse finds out, he or she may become an enemy of the PC. First warnings: the lover
never spends too much time with the PC, never takes the PC home, is reluctant to move in
with the PC, doesn’t introduce the PC to any of his or her friends.

53-55

47-50

52-53

Neurotic- The lover has phobias, odd rituals and emotional instability that will make
living with the lover difficult for the PC. The lover gets frightened or worried easily and
is nearly disabled by anxiety. First warnings: lover often seems nervous for no apparent
reason.

56-59

51-53

54-55

Old Enemies- The lover has made some powerful enemies (the government, a gang,
Colin, the drug lords, a corp, etc.) First warnings: the lover moves around a lot, seems
worried or paranoid, often gives a false name, avoids old associates.

60-63

54-57

56-57

Parasite- As the relationship becomes more and more stable, the lover starts wanting the
PC to do more and more for the lover. The lover will not work, will not try to get on public
assistance and will want the PC to support him or her. The lover will not join a gang and
will depend on the PC for protection. First warnings: the lover complains often about his
or her job or the paperwork for public assistance, rarely pays for anything, shows little
ambition and has no realistic plans for the future.

64-68

58-58

58-64

Porn Addict- The lover has a secret dependence on pornography, including porn which
is illegal and which the PC would find disgusting or immoral. First warnings: the lover
often doesn’t respond to normal sexual stimuli, the lover has areas in his or her home or
computer that the lover keeps locked, the lover spends many hours a day on the internet.

Boyfriend/Girlfriend Flaw

A
P
P
E
N
D
I
C
E
S

133

69-71

72-76

77-77

A
P
P
E
N
D
I
C
E
S

78-81

82-83

84-86

87-89

59-61

62-65

66-70

71-71

72-78

79-82

83-86

65-66

Schizophrenic- The lover has an undiagnosed chemical imbalance that will cause periods
of paranoia, odd movements and/or disorganized thought. If untreated, these states will
grow worse and more common. First warning: the lover often believes odd things, tells
stories about his or her past that don’t make much sense, and has trouble judging the
motivations of others.

67-68

Self-Destructive- The lover has compulsive behaviors that damage his or her life. The
lover is (on 1d100) 01-25: a compulsive liar; 26-50: picks fights; 51-75: addicted to
gambling; 76-00: does unnecessarily dangerous things for no reason. First warnings: the
lover takes a lot of risks and seems to have little fear of consequences.

69-69

Sexual Neurotic- The lover was either taught that sex is bad or was sexually abused. The
lover will want to have a normal sex-life but will have trouble doing so. The lover will
often be unable to experience pleasure in bed (and may even experience pain), will be
unable to communicate with the PC about sex, and will display unexpected emotions after
sex (e.g. crying or getting angry at the PC). First warnings: the lover is reluctant to move
the relationship to a sexual stage, seems nervous whenever things start getting hot.

70-75

Sexual Sadist- The lover has trouble achieving sexual satisfaction if he or she doesn’t
cause pain to or humiliate the PC. First warnings: the lover will want the PC to admit to
any kinks, will encourage ‘playing games’ or ‘experimenting’ during sex. The lover will
start small (a playful slap or joking insult) and will build on it.

76-77

Shallow- The lover wants the PC because of what the PC can do for him or her, either in
terms of monetary support, physical protection or helping the lover’s image. As soon as
the PC stops being of some benefit to the lover, the lover will turn cold, drop the pretense
of love, and demand that things change or the relationship is over. First warnings: the
lover’s professions of love are stereotyped and only come when the PC starts to openly
doubt the relationship. The lover is pre-occupied with the lover making a good impression
on the lover’s friends and colleagues.

78-79

Stupid In-Laws- The lover has relatives (or close friends) who are stupid, irresponsible
and dangerous and the lover keeps using his or her time and money to help them. First
warnings: the lover’s relatives come over a lot to borrow money or food or sleep on the
couch. The lover often seems more interested in what’s going on in their lives than in the
PC’s.

80-81

Traumatized- The lover had something really horrible that happened to him or her that
the lover refuses to talk about or deal with. The effects of this trauma will come out in
all facets of the lover’s life: the lover will have nightmares, trouble sleeping, will either
over-eat or under-eat, will have irrational phobias, will often seem distant or spacey, will
get upset over little things and will be depressed a lot. First warnings: the lover may seem
‘jumpy’ for no apparent reason.

90-91

87-93

82-83

Undermining- The lover has low self-esteem and, in order to make the relationship feel
more secure, the lover needs to lower the PC’s self-esteem as well. The lover sabotages
the PC when the PC is about to accomplish something, points out the PC’s flaws at any
opportunity, and may even make up flaws to torment the PC with. First warnings: The
lover may have been first attracted to the PC when the PC wasn’t feeling too good about
himself or herself. The lover is happiest and most loving when the PC is at his or her
worst. The lover shows signs of low self-esteem (social anxiety, poor ambition, trouble
standing up for self) and may ask the PC questions like “do you think you’re better than
me?”

92-95

94-96

84-90

Venereal Disease: Annoying- The lover has an annoying STD that the lover is unaware
of. If the PC and lover have unprotected intercourse, the PC may catch it (see p.53, main
book). First warnings: rashes on the lover’s genitals, odd smells from the genital area.

96-98

97-99

91-96

Venereal Disease: Deadly- The lover has a deadly STD that the lover is unaware of. If
the PC and lover have unprotected intercourse, the PC may catch it (see p.53, main book).
First warnings: the lover is pale, is often tired, looses weight, gets sick a lot.

97-00

Serial Criminal- When the PC is away or asleep, the lover goes out and commits violent
crimes (rape, arson, murder) for his or her own personal gratification. If caught by the PC,
the lover may try to kill the PC. First warnings: bad temper, speaks routinely of violent
fantasies (e.g. ‘I’d love to smash that guy’s head in’), may have a hidden collection of
violent porn or trophies from past crimes.

99-00

00-00

134 Boyfriend/Girlfriend Flaw

Random NPC Psychology Table
Indie Well Street
01-11
12-44
45-67
68-00

01-18
19-73
74-91
92-00

01-31
32-77
78-92
93-00

01-03 01-03 01-05
04-05 04-06 06-09
06-09 07-09 10-13
10-13 10-13 14-16
14-17 14-16 17-19
18-20 17-20 20-23
21-28 21-24 24-26
29-32 25-28 27-29
33-35 29-30 30-34
36-38 31-34 35-38
39-41 35-38 39-42
42-43 39-41 43-47
44-46 42-46 48-50
47-51 47-51 51-53
52-55 52-55 54-57
56-60 56-58 58-60
61-63 59-61 61-65
64-65
66-69
70-72
73-76

62-65
66-68
69-72
73-75

66-69
70-72
73-76
77-79

77-80 76-80 80-83
81-85 81-83 84-86
86-88 84-88 87-90
89-94 89-92 91-92
95-97 93-97 93-96
98-00 98-00 97-00

Social Skills
Sophisticated socialite
Satisfactory social skills
Shy, awkward or oblivious
Completely disabled in social
situations
Personality
Arrogant, wants to be worshipped.
Brave, grandiose, wants to control
everything.
Caring, self-sacrificing, prone to
feeling betrayed.
Clever, insightful, funny, rude,
disregards rules.
Crude, thick skinned, needs space,
likes solving problems.
Dramatic, manipulative, needs
attention.
Feels worthless, fears/avoids social
situations.
Gambler, likes intense experiences,
not critical or thoughtful.
Hard working, believes in rules and
traditions, judgmental.
Idealistic, helpful, impulsive,
charming.
Immature, easily excited, optimistic,
self-doubting.
Impulsive, charming, no sense of
moral responsibility.
Intolerant, hateful, simplistic view of
reality.
Lazy, easily frustrated, blames others
for failures.
No self-confidence, avoids making
decisions.
Paranoid, angry, defensive.
Patronizing, egalitarian, easily
confused, unable to say ‘no.’
Perfectionistic, stubborn, inflexible.
Pessimistic, gloomy, feels inadequate.
Quiet, serious, principled, vengeful.
Resentful, argumentative,
undependable.
Short attention-span, gossip, difficulty
being serious.
Shows little emotions, prefers to be
alone.
Spontaneous, competitive, braggart.
Uncomfortable around others, strange
ideas and beliefs.
Unstable identity, self-destructive,
moody.
Withdrawn, thoughtful, precise,
logical.

01-21
22-22
23-25
26-28
29-31
32-36
37-39
40-42
43-45
46-48
49-52
53-53
54-55
56-59
60-63
64-66
67-67
68-70
71-72
73-76
77-78
79-81
82-83
84-87
88-90
91-94
95-96
97-99
00-00

01-25
26-27
28-29
30-33
34-36
37-38
39-42
43-44
45-47
48-50
51-53
54-55
56-57
58-60
61-63
64-66
67-67
68-70
71-71
72-75
76-77
78-80
81-82
83-86
87-89
90-93
94-95
96-98
99-00

01-23
24-27
28-29
30-32
33-35
36-38
39-40
41-43
44-46
47-48
49-51
52-54
55-57
58-59
60-63
64-66
67-67
68-69
70-71
72-75
76-78
79-80
81-83
84-86
87-88
89-93
94-95
96-97
98-00

01-07
08-13
14-16
17-18
19-23
24-25
26-32
33-37
38-42
43-48
49-54
55-61
62-66
67-69
70-75
76-82
83-88
89-91
92-94
95-00

01-07
08-13
14-16
17-19
20-26
27-28
29-34
35-39
40-44
45-48
49-53
54-59
60-64
65-68
69-74
75-81
82-86
87-90
91-94
95-00

01-06
07-12
13-16
17-22
23-27
28-29
30-34
35-39
40-45
46-50
51-55
56-60
61-65
66-69
70-73
74-80
81-85
86-90
91-95
96-00

Bad Habits
No Bad Habits
Being ‘Grossed Out’
Cruel Jokes/Insults
Daydreaming
Gambling
Giving Up
Goofing Off/Procrastinating
Ignoring/Forgetting About Problems
Letting Self Be Distracted
Losing Temper
Lying/Making Up Stories
Not Eating Enough
Overeating
Poor Hygiene
Porn or Promiscuous Sex
Risky Behavior
Setting Fires
Smoking
Spacing Out
Speaking Impulsively
Staying Up Too Late
Stealing Stuff
Thinking/Speaking in Absolutes
Worrying About Being Embarrassed
Worrying About Health Problems
Worrying About Physical Danger
Worrying About Sex
Worrying About Social Situations
Worrying About Society/Humanity
Hates
Hates Arrogant People
Hates Bullies
Hates Censorship
Hates Dirt/Ugliness
Hates Disloyalty
Hates Everyone
Hates Heartlessness
Hates Hypocrites
Hates Inconsiderate People
Hates Injustice
Hates Intolerance
Hates Lies/Liars
Hates Loudmouths
Hates Nonconformists
Hates Powerful People
Hates Stupid People
Hates Suck-Ups/Conformists
Hates Thieves/Parasites
Hates Weak People
Hates Whiners

A
P
P
E
N
D
I
C
E
S

Random NPC Psychology 135

01-03 01-03
04-08 04-07
09-10 08-10
11-16 11-15
17-21 16-20
22-25 21-24

A
P
P
E
N
D
I
C
E
S

26-29 25-28
30-35 29-33
36-38
39-47
48-50
51-54

34-37
38-45
46-50
51-54

55-59
60-63
64-67
68-71

55-59
60-63
64-66
67-70

72-77 71-75
78-79 76-80
80-85 81-86
86-90 87-91
91-93 92-94
94-97 95-97
98-00 98-00
01-02
03-04
05-06
07-07
08-10
11-11
12-14
15-15
16-17
18-19

01-02
03-04
05-06
07-07
08-10
11-11
12-14
15-15
16-17
18-19

Soft Spot
01-04 Always Likes/Trusts/Helps Attractive
People
05-08 Always Likes/Trusts/Helps Charming
People
09-12 Always Likes/Trusts/Helps Creative
People
13-17 Always Likes/Trusts/Helps Disabled
People
18-22 Always Likes/Trusts/Helps Elderly
People
23-27 Always Likes/Trusts/Helps Funny
People
28-30 Always Likes/Trusts/Helps Hard
Workers
31-35 Always Likes/Trusts/Helps Honest
People
36-40 Always Likes/Trusts/Helps Idealists
41-48 Always Likes/Trusts/Helps Kids
49-53 Always Likes/Trusts/Helps Leaders
54-57 Always Likes/Trusts/Helps
Nonconformists
58-63 Always Likes/Trusts/Helps Optimists
64-67 Always Likes/Trusts/Helps Parents
68-70 Always Likes/Trusts/Helps Pessimists
71-73 Always Likes/Trusts/Helps Pet
Owners
74-78 Always Likes/Trusts/Helps Polite
People
79-81 Always Likes/Trusts/Helps Poor
People
82-86 Always Likes/Trusts/Helps Principled
People
87-90 Always Likes/Trusts/Helps Religious
People
91-94 Always Likes/Trusts/Helps Risk
Takers
95-97 Always Likes/Trusts/Helps Stupid
People
98-00 Always Likes/Trusts/Helps Worriers
Personal Ideals (roll 3 times)
01-02 Charismatic Leader
03-04 Clever Ideas
05-06 Compassionate Do-Gooder
07-09 Consumed Artist
10-11 Cool Under Pressure
12-12 Crazy Daredevil
13-15 Dependable Friend
16-17 Driven Overachiever
18-19 Efficiently Organized
20-21 Humble Clown

20-21
22-23
24-25
26-27
28-29
30-31
32-33
34-35
36-37
38-39
40-41
42-43
44-45
46-47
48-49
50-51
52-53
54-56
57-57
58-60
61-62
63-64
65-66
67-68
69-70
71-72
73-74
75-76
77-78
79-80
81-82
83-83
84-85
86-87
88-89
90-91
92-94
95-96
97-98
99-00

20-21
22-23
24-25
26-27
28-29
30-31
32-33
34-35
36-37
38-39
40-40
41-42
43-44
45-46
47-48
49-50
51-52
53-54
55-56
57-58
59-60
61-62
63-64
65-66
67-68
69-71
72-74
75-76
77-78
79-80
81-82
83-84
85-85
86-87
88-89
90-92
93-94
95-96
97-98
99-00

01-03
04-06
07-09
10-12
13-16

01-03
04-06
07-08
09-11
12-15

136 Random NPC Psychology

22-23 Improvement Seeker
24-25 Indispensable Skill
26-27 Insightful Observer
28-29 Interesting Life
30-31 Inviolable Will
32-33 Knuckle-Down
34-35 Ladder Climber
36-37 Line Drawer
38-39 Lying Manipulator
40-41 Mature Wisdom
42-43 Mysterious Stranger
44-44 Mystery Solver
45-46 Neutral Mediator
47-48 Obsessed Perfectionist
49-50 One-Of-The-Crowd
51-53 Outrageous Loudmouth
54-54 Philosophically Enlightened
55-56 Pleasantly Nice
57-59 Principled Optimist
60-61 Proud to be Different
62-63 Proven Right
64-65 Radical Values
66-67 Rational Skeptic
68-69 Respectfully Polite
70-71 Revolutionary Hero
72-73 Righteous Warrior
74-75 Scary Evil
76-77 Secret Knower
78-78 Self-Controlled
79-81 Selfless Martyr
82-83 Self-Sufficient
84-85 Sex Object
86-86 Simply Content
87-88 Spiritually Pure
89-90 Streetsmart Cynic
91-92 Unflinchingly Honest
93-94 Vengeful Bastard
95-96 Vigilantly Prepared
97-98 Well Balanced
99-00 Witty Banterer
Worldviews (roll 3 times)
01-02 Absolutist
03-05 Animalist
06-08 Buddhist
09-11 Common Sense
12-15 Darwinistic

17-20
21-24
25-27
28-30
31-32
33-35
36-37
38-40
41-43
44-45
46-49
50-52
53-55
56-57
58-61
62-64
65-68
69-69
70-72
73-76
77-78
79-82
83-85
86-88
89-91
92-94
95-97
98-00
01-61
62-62
63-66
67-74
75-75
76-79
80-85
86-86
87-89
90-92
93-93

16-19
20-22
23-25
26-28
29-30
31-34
35-37
38-39
40-42
43-45
46-47
48-51
52-54
55-57
58-60
61-63
64-65
66-67
68-70
71-74
75-77
78-80
81-83
84-87
88-91
92-94
95-97
98-00
01-66
67-67
68-69
70-72
73-74
75-78
79-81
82-83
84-87
88-91
92-93

94-94 94-95
95-95 96-96
96-97 97-98
98-98 99-99
99-00 00-00

16-18 Distraction
19-22 Egocentric
23-25 Fanatic
26-28 Fate
29-31 Game Theory
32-34 Goth Poetry
35-37 Hedonistic
38-40 Holistic
41-43 Humor
44-46 Intellectual
47-49 Introspective
50-52 Justice
53-55 Moderate
56-58 Nietzschean
59-61 Paranoid
62-64 Pessimistic
65-67 Ponderer
68-69 Postmodern
70-72 Relativist
73-75 Responsibility
76-78 Revolutionary
79-82 Scared
83-85 Scientific
86-89 Social
90-92 Spiritual
93-94 Superstitious
95-97 Taoist
98-00 Utilitarian
Neurological Issues
01-69 No Problems
70-71 Schizophrenic: Under Control
72-72 Schizophrenic: Mild Problems
73-74 Schizophrenic: Severe Problems
75-77 Depressed: Under Control
78-80 Depressed: Mild Problems
81-81 Depressed: Severe Problems
82-85 Bipolar: Under Control
86-87 Bipolar: Mild Problems
88-90 Bipolar: Severe Problems
91-93 Obsessive Compulsive Disorder:
Under Control
94-95 Obsessive Compulsive Disorder: Mild
Problems
96-96 Obsessive Compulsive Disorder:
Severe Problems
97-98 Brain Damage: Under Control
99-99 Brain Damage: Mild Problems
00-00 Brain Damage: Severe Problems

Religion
01-26 01-30 01-37 Atheist/Agnostic/NonDenominational/Non-Religious
27-46 31-48 38-50 Christian: Roman Catholic
47-61 49-60 51-60 Muslim
62-67 61-68 61-68 Christian: Protestant
68-71 69-74 69-74 Jewish
72-75 75-78 75-78 Hindu
76-80 79-82 79-83 Buddhist
81-82 83-85 84-84 Christian: Evangelical/Born Again
83-86 86-88 85-87 Neo-Aboriginal
87-88 89-90 88-89 Cult Member
89-91 91-92 90-91 Christian: Other
92-93 93-94 92-93 Sikh
94-95 95-95 94-94 Christian: Orthodox (Greek/African/
Russian)
96-96 96-96 95-95 Christian: Mormon
97-97 97-97 96-97 Wicca
98-98 98-98 98-98 Shinto
99-99 99-99 99-99 Jain
00-00 00-00 00-00 Baha’i
Politics
01-75 01-72 01-64 Not Interested/No Particular Ideology
76-77 73-74 65-66 Moderate Anarchist
78-79 75-76 67-68 Extreme Anarchist
80-80 77-78 69-71 Moderate Libertarian
81-81 79-79 72-73 Extreme Libertarian
82-83 80-81 74-76 Moderate Socialist
84-85 82-82 77-78 Extreme Socialist
86-86 83-83 79-79 Moderate Fascist
87-87 84-84 80-80 Extreme Fascist
88-88 85-85 81-81 Moderate Oligarchist
89-89 86-87 82-83 Extreme Oligarchist

C
I
T
Y
O
F
M
A
D
N
E
S
S

90-90 88-88 84-86 Moderate Utopianist
91-91 89-90 87-88 Extreme Utopianist
92-93 91-92 89-90 Believes in Destruction of Corps
94-94 93-93 91-91 Believes in Destruction of Gated
Communities
95-95 94-95 92-94 Believes in Destruction of Drug Laws
96-96 96-96 95-96 Believes in Destruction of Tech Laws
97-98 97-98 97-97 Believes in Destruction of Prisons
99-99 99-99 98-99 Believes in Abolition of VR
00-00 00-00 00-00 Believes in Abolition of Modern Tech

Random NPC Psychology

137

A
P
P
E
N
D
I
C
E
S

138 Map

A
P
P
E
N
D
I
C
E
S

Map 139

Index
Addiction

A
P
P
E
N
D
I
C
E
S

8, 10, 11, 16, 21,
30, 50, 51, 66,
68, 72, 73, 78,
87, 89, 102, 104,
108
Body Modification
14, 17, 28, 64,
92, 103
Children
5, 12, 19, 27, 55,
75
Colin
25, 29, 109, 115,
124
Corporations
5, 12, 21, 57
Crazies
7, 59, 60, 64, 68,
82, 84, 112, 117
Discrimination
see Prejudice
Drugs (Pharmaceuticals) 7, 8, 10, 100,
110
Drugs (Street)
5, 15, 24, 26,
56,71
Ethnic Groups
12, 44, 45, 46,
47
Fetishes
11, 14, 15, 16,
18, 21, 22, 26,
27, 70, 90, 107,
111, 129
Freedom Wars
10, 41, 45, 47
Gangs
12, 13, 55, 64,
67, 78
Gated Communities
5, 7, 10, 12, 21,
55, 111
Genetic Engineering
19, 21, 46, 70
God Killer
6, 24, 26, 37, 66,
75, 89
Government
7, 19, 28, 57, 59
Homelessness
6, 7, 53, 60, 64,
66, 112
Homosexuality
12, 41, 44
Immigrants
12, 44, 45, 46,
47
Internet
15, 16, 17, 28,
30, 47, 57, 59,
83, 104
Law
7, 12, 17, 53, 57,
Law Enforcement
6, 22, 28, 32, 53,
58, 74

140 Index

Life Skills
Mental Programs
Mentally-Ill Homeless
People
Personality Disorders
Police
Poison
Prejudice
Psychic Phenomenon
Psychopharmaceuticals
Public Assistance
Red Light District
Science
Self-Worth
Sex Industry
Shut-Ins
Social Services
Street People
Terrorism
Trauma

Virtual Reality

Welfare

85, 86, 87, 89,
98, 99, 111
5, 7, 8, 28, 54,
73, 96, 108
see Crazies
22, 26, 28, 31,
73,105, 135
see Law
Enforcement
23, 26, 63, 64,
109, 110, 114
12, 20, 21, 23,
67, 70
9, 29, 53, 65,
109.110,
111,
114
see Drugs (Pharmaceuticals)
see Welfare
11, 14, 28, 33,
64, 82, 139
9, 11
14, 26, 48, 70,
85, 90, 92, 94,
96, 98, 100, 102
10, 11, 14, 16,
64, 67, 82, 103,
104
10, 32, 49, 59,
78, 83, 131
7, 8, 42, 57, 84,
100, 112
7, 21, 60, 64, 66,
112
57, 82, 89
5, 17, 22, 66, 67,
71, 72, 85, 98,
104, 109, 111,
115
10, 11, 15, 16,
17, 25, 30, 49,
55, 59, 90, 104,
106, 109, 111
8, 42

Psychological Profile Sheet for _______________________


TRAUMAS
- Amount Distracted ____

Current Trauma ____
Gaining Trauma
Helplessness
Major Life Change
Near-Death Experience
Torture
Worthlessness

Abiding Trauma
Save vs. Insomnia (WIL+1d20 vs. Trauma x 10)
Save vs. Nausea (WIL+1d20 vs. Trauma x 10)
Save vs. Jitters (WIL+1d20 vs. Trauma x 10)
Save vs. Flashbacks (WIL+1d20 vs. Trauma x 10)

-Trauma x 5 to saves vs. Psych Addiction
-Trauma x 5 to saves vs. Cravings

= Conscious Trauma ____
Trauma History

____________________________________
____________________________________
____________________________________
____________________________________
____________________________________

DISTRACTIONS
Blocking
Depression
Dissociation

OOOOO
OOOOO
OOOOO

Drugs
Fanaticism
Fantasy

OOOOO
OOOOO
OOOOO

Fetishes
OOOOO
Mania
OOOOO
Randomness OOOOO

Risk
Self-Hatred
Worrying

OOOOO
OOOOO
OOOOO

Notes: _________________________________________________________________________________
_________________________________________________________________________________
_________________________________________________________________________________

SELF-WORTH
Current Self-Worth:

O O O O O
O O O O O
-5 -4 -3 -2 -1 0 1 2 3 4 5
Likes
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Low Self-Worth Effects:
save vs. self-destructive behavior (WIL+1d20 vs. 10)
roll to treat others as inferiors (CHM + 1d20 vs. 10)
roll to treat others as equals (CHM + 1d20 vs. 20)

Dislikes
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Minus Two Self-Worth: -4 to CHM and WIL rolls
Minus Three Self-Worth: -8 to CHM and WIL rolls
Minus Four Self-Worth: -12 to CHM and WIL rolls
Minus Five Self-Worth: -16 to CHM and WIL rolls

PSYCHOLOGICAL SAVES

____ to save vs. anger
____ to save vs. cravings ____ to save vs. hallucenations/delusions
____ to save vs. fear ____ to save vs. insomnia ____ to save vs. pain ____ to save vs. sadness/dysphoria
CHM Based Skills
OOOOOO Persuading People
OOOOOO Recognizing Emotions
OOOOOO Lying
OOOOOO Flirting
OOOOOO Politeness/Manners
OOOOOO Basic Institutions


LIFE SKILLS

INL Based Skills
OOOOOO Personal Grooming
OOOOOO Recognizing Illness
OOOOOO Remembering People
OOOOOO Basic Ethics
OOOOOO Reality Checking
OOOOOO Space/Time Awareness

WIL Based Skills
OOOOOO Resist Expressing Emotions
OOOOOO Resist Mild Pain
OOOOOO Healthy Eating
OOOOOO Resist Sexual Impulses
OOOOOO Resist Following Orders
OOOOOO Bladder Control

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