Proles - Elisa



Proles

Dysangelium

Indecent Proletarian Sci-Fi Roleplaying Game

Author: Briza von der Lagerbauer (1.2.2002)

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

1 CHARACTER 3

1.1 Statistics 3

1.2 Gender 4

1.3 Age 4

1.4 Homeland 4

1.5 Character’s personality 4

1.6 Mind 4

1.7 Empathy 5

1.8 Fanaticisms 6

1.9 Hit Points 7

1.10 Moving 7

1.11 Skills 7

2 TESTS 10

2.1 Success tests 10

2.2 Combat tests 10

2.3 Skill checks 10

2.4 Battles 10

2.5 Experience 11

3 THE ABRASIVE WORLD OF FINAL TIMES 12

3.1 The history of the final times 12

3.2 Organizations and other such things 13

3.3 Aliens 14

3.4 Cults 15

3.5 Gangs 17

3.6 Demons 19

3.7 Secret societies 20

3.8 Criminal leagues 21

3.9 Mega corporations 21

3.10 Other stalkers 22

3.11 Organizations 23

3.12 Animals 23

3.13 Mutants and chaos spawn 24

4 BERLIN 27

4.1 Visions of Berlin 27

4.2 City blocks of Berlin 30

4.3 Berlin surroundings 32

4.4 Encounters in Berlin 33

4.5 Berlin personages 33

5 OTHER PLACES 37

5.1 Places 37

5.2 Chaos circles 38

6 SATAN AND GOD 40

6.1 Satan’s henchmen 40

6.2 God’s henchmen 40

6.3 Death (meiosis) 41

7 STUFF 43

7.1 Clothing 43

7.2 Weapons 44

7.3 Ammunition 45

7.4 Vehicles 46

7.5 Explosives 47

7.6 Miscellaneous equipment 47

7.7 Body parts 49

7.8 Wrong substances 49

7.9 Services 52

7.10 Cybernetics 53

7.11 Status 55

7.12 Apartments 56

7.13 Flights 56

8 SPELLS 57

8.1 Spiritual energy 57

8.2 Learning a spell 57

8.3 Casting a spell 57

Foreword:

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

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

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

If you are offended by the following content, write us a letter. I’m sure we’ll find it extremely hilarious.)

1. CHARACTER

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

1. Statistics

Character is composed of four basic statistics.

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

Statistic Short

Constitution CON

Dexterity DEX

Intelligence INT

Willpower WIL

Constitution

Reflects character’s health, stamina and strength.

Dexterity

How dexterous, fast and agile the character is.

Intelligence

Intuition, memory and logical capacity.

Willpower

Self-control, courage and presence.

2. Gender

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

3. Age

Characters usually start actively raising hell when 2D6+15 years of age.

4. Homeland

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

D20 Country

1 Columbian Kingdom

2 Holy land of the Primal Ooze

3 Bulgarian Oligarchy

4 Albania

5 Democratic world of France

6 Commie society of China

7 Indian Theocracy

8 Pornocracy of Thailand

9 Liberal-Democratic state of Morocco

10 Monarchy of Jamaica

11 United States of America

12 Dutch Conservative Netherlands

13 Fundamental Society of Poland

14 Czech Federation

15 Iranian Theocracy

16 South African Dictatorship

17 Dynasties of Egypt

18 Republic of Mexico

19 Myanmar Communist Dictatorship

20 Russian Communist Dictatorship

5. Character’s personality

In Proles, describing the character’s personality can be a difficult prospect. Personality is composed of Mind, Empathy and Fanaticisms.

6. Mind

Mind is character’s state of mind and clarity or cloudiness of thought. Starting level is 3D6+WIL modifier.

Mind Description

20 Serious inquisitor

15-19 Zealot

11-14 Conservative personality

10 Clear

5-9 Minor emotional problems

1-5 Major emotional problems

0 psychotic

1. Mind reduction

Below are some examples of things that can lead to Mind reduction. Test Zen skill. If the test fails, Mind is lowered one point. If the test fails by over 5, Mind is lowered by 2 points.

Example Difficulty

Friend dies +10

Personal loss +5

Serious injury 0

First contact with alien 0

Bad acid trip 0

Meeting a demon -5

Dying -10

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

2. Raising Mind

Below are things that may raise the Mind. Make a Zen skill test. If test fails, mind is raised by one point, if it fails by more than 5 points Mind is raised by two points.

Example Difficulty

Touch of the Holy Spirit +5

Good Acid trip 0

Swallowing a spirit in astral form *

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

Successful therapy (psychoanalysis-skill test) can raise or lower Mind. This however requires psychedelic drugs and therapy sessions.

7. Empathy

Empathy is character’s sociability; openness and ability to sense emotions. Starting level is 3D6+INT modifier.

Level Description

20 Beaming with innocence

15-19 Entirely too social

11-14 Slightly disturbing will for living

10 Takes humans like other machines

5-9 Reserved person

1-5 Depressed and quiet

0 Hates everyone, self included

1. Lowering Empathy

Below are some examples of things that can lead to lowered empathy. Test Dianetics(skill). If the test fails, Empathy is lowered one point. If the test fails by over 5, Empathy is lowered by 2 points.

Description Difficulty

Hazing +5

Betrayed/Shamed +5

Victim of incest 0

Rape victim 0

Torture -5

Cybernetics [Cybernetics]

If Empathy is lowered for more than one point, there are often hysterics, character begins running amok for 1D6 minutes. Recovering from hysteria is often felt as psychologically unfettering and as such, can raise the Mind by one point (chance 1/6)

2. Raising Empathy

Below are some things that may raise Empathy. Make a Dianetics skill check, if it fails empathy is raised by one point, if failed by more than 5 points, Empathy is lowered by 2.

Description Difficulty

Someone helps +5

Finds a friend 0

Becomes a believer 0

Screwing *

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

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

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

8. Fanaticisms

Character begins his life with D6 fanaticisms. Always when character has to make a decision about something that is associated with one of his fanaticisms, he has to test against his demonology skill. If he fails, he has to behave as ordained by the stupid fanaticism. Beings that have Willpower of 20 and any fanaticism are called saints.

Common Fanaticisms:

D20: Fanaticism

1 Altruism/ Humanism

2 Anarchism/Hooliganism

3 Atheism/Agnostism

4 Egoism/Solipsism

5 Elitism

6 Teism/Gnostisism/Probabilism

7 Fatalism

8 Feminism/Chauvinism

9 Hedonism/Eudaemonism

10 Secularism

11 Fascism/Racism

12 Idealism/Positivism

13 Communism/Stalinism

14 Conservatism/Fundamentalism

15 Liberalism

16 Materialism/Capitalism

17 Naturalism

18 Nihilism/Realism

19 Perfektionism/Neopessimism

20 Throw again twice

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

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

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

9. Hit Points

Character can take his constitution score in damage (=Hit Points). When Hit Points fall to zero or below, character dies.

Targets armor points are reduced from the incoming damage.

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

1. Injuries

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

• Characters suffer d6 points of damage for each 3 meters fallen.

• Normal acids do d3 points of damage per round for d6 rounds after contact.

• Characters can hold their breath for 2d6 + CON modifier rounds. After that character suffers d6 points of damage every d6 rounds. This damage can “subdue” character.

• Small fires, like torches cause d3 points of damage. If character is engulfed by fire, he will get d6 points of damage per round for d6 rounds. Burned in bonfire causes 2d6 damage per round.

• Most poisons will kill character in d6 rounds if he fails CON test.

10. Movement

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

11. Skills

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

Skill list :

Skill Cost STAT Description

Acrobatics 40 DEX Movements of the body.

Acting 40 WIL Skill of performing dramatic roles.

Anthropology 70 INT Human cultures, evolution, races.

Appraising 10 INT Knowledge of the value of loot.

Archaeology 70 INT Knowledge of ancient cultures.

Art (style) 30 WIL Mechanics of making art.

Assault rifles 40 DEX Use and care of assault rifles.

Astrology 50 INT Telling the future from the starts. (It’s true)

Astronomy 70 INT Knowledge of the space above.

Biology 70 INT Living beings and their bodily functions.

Boating 40 DEX Skill of steering boats.

Bows 30 DEX Use and care of bows and crossbows.

Brawl 20 DEX Skill of hand-to-hand fighting.

Chemistry 70 INT Knowledge of the properties of matter.

Chirurgy 70 INT Modern mechanical treatment (e.g. surgery)

Climbing 20 DEX Skill of climbing.

Computers 40 INT Ability to use a computer.

Cooking 10 WIL Skill of preparing good food.

Cyber link 60 INT Operating the cyberdeck.

Cybernetics 60 INT Knowledge of cybernetics.

Database 20 INT A Skill concerning the methods of searching different databases

Demonology 60 INT Knowledge of demons.

Diagnosis 70 INT Recognizing symptoms.

Dianetics 40 WIL Ability to stand life.

Disguise 10 INT Ability to alter ones appearance and manner.

Dodge 30 DEX Ability to dodge attacks.

Driving 30 DEX Steering motorized vehicles.

Economy 40 INT Skilled at making more money.

Electronic security 30 INT Bypassing electronic security.

Electronics 40 INT Knowledge of electronic gadgets.

Explosives 50 INT Knowledge and application of explosives.

First aid 30 INT Skill at treating injured people.

Forgery 40 INT Skill of forging documents.

Gambling 30 INT Ability to cheat (win) in games of chance.

Geology 60 INT Knowledge of rocks and geological phenomena.

Gunsmith 60 DEX Knowledge and production of firearms.

Handguns 20 DEX Use and care of handguns.

Heavy machinery 40 DEX Ability to control massive machinery.

Heavy weapons 50 DEX Use and care of mortars, cannons, bazookas and other heavy weapons

Hiding 20 DEX Skill of hiding ones person well.

High Mathematics 70 INT Quite advanced mathematical techniques.

History 60 INT Knowledge of written history.

Locksmith 40 DEX Skill at picking, repairing mechanical locks.

Machine pistols 40 DEX Use and care of machine pistols.

Mana 100 (WIL) Mana skill rank is used to count Spiritual Energy (rank x d6 + WILL modifier).

Mechanics 30 INT Knowledge concerning things of mechanical nature.

Media 30 WIL Interviews, performing and stuff.

Meditation 40 WIL For recovering spiritual energy.

Melee 30 DEX Ability to use melee weapons.

Music (instrument) 30 INT Ability to play an instrument.

Occultism 50 INT Knowledge of forbidden arts.

Oratory 10 WIL Skill of public speaking.

Other language 40 INT Languages. Everybody speaks his native, usually German.

Parapsychology 50 INT Knowledge of matters spiritual in nature.

Pathology 50 INT Knowledge of different maladies and communicable diseases.

Perception 20 INT trained skill of perceptibility and alertness

Persuasion 30 WIL Ability to persuade the target with sweet, sweet words.

Pharmacy 60 INT Knowledge and manufacture of medicals

Physics 70 INT Knowledge of secular and fringe physics

Pilot 60 DEX Skill of steering flying machines.

Programming 50 INT Knowledge and application of programming languages.

Psychoanalysis 60 INT Understanding of inner workings of man’s soul.

Psychology 60 INT Knowledge of human behaviour.

Read/write 10 INT Ability to read and write.

Riding 30 DEX Skill of controlling the steed.

Rifles 30 DEX Use and care of rifles.

Screwing 20 WIL Practised ability and knowledge of advanced techniques of coitus.

Seduction 20 WIL Knowledge of enchanting behaviour.

Sensor analysis 20 INT Use of radars and other sensory equipment

Shotguns 30 DEX Use and care of shotguns.

Sign language 30 INT ’speaking’ the sign language.

Sleight of hand 30 DEX Pick pocketing and stuff like that.

Sports 30 DEX Ability to perform on track and field.

Stalking 20 DEX Sneaking, hiding and shadowing.

Streetwise 30 INT connections and knowledge of underground and criminal elements.

Swimming 20 DEX Ability at not sinking.

Teaching 20 WIL Ability to make someone believe you.

Theology 60 INT Knowledge of religions and their practices.

Throwing 20 DEX From knives to grenades.

Torture 30 WIL Questionable practices of persuasion.

Wrestling 30 DEX Ability to rub the other one down.

Zen 40 INT Ability of getting over suffering.

1. Forbidden skills

Radiation and overall weirdness has built the human body to an unnatural direction. Characters may naturally buy forbidden skills. It is forbidden to use them in backward and conservative circles even when there is nothing strange about them.

Skill Cost Description

Ambidexterity 100 Both-handedness

Anaerobic 200 Does not need oxygen.

Autarchy 200 Does not need sustenance.

Bioluminescence 100 An appendage starts glowing.

Chameleon 100 Ability to change colour.

Eidetic memory 200 99% visual memory.

Entamoebism 200 Ability to grow false appendages.

High pain threshold 200 Works as 1 point of armour.

Hygroscopic 100 Does not need water.

Immunity 200 Immunity to diseases/poisons

Infrasight 100 Can see infrared.

Over-empathic 200 Telepathic communication.

Potency 100 No recovery time from orgasm.

Real sense 200 +5 to perception tests

Resistance 200 Ability to withstand cold/heat.

Self-amputation 300 Ability to remove own appendages at will.

Superplasticism 200 Ability to stretch limbs to twice the original length.

Toughness 200 +D6 Hit points

Buying forbidden skills may lead to mutation. Chance on D6: price 100=1, 200=1-2 and 300=1-3.

2. TESTS

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

1. Success tests

You add difficulty to ability/skill to be tested, and then throw D20; if the result is under or exactly the modified skill, it is successful.

If you wish to know how well you did, check by how many points you did. If you threw exactly the required roll, you succeeded critically.

In the case of tested skill being over 20, skill points over 20 are added to the roll and critical results on the roll of 20 or over.

2. Opposition tests

Both throw D20, the one who makes his roll by wider margin succeeds. If both fail, larger roll succeeds. Critical wins always. If both roll a critical, an astounding, but unnecessary display of skill forces all spectators to stand with their mouths open for one round (stun all spectators for 1 r)

3. Skill checks

Skill checks can be success- or combat tests. Value to be tested is the statistic associated with skill. If one does not have the skill, half the value. If the skill has been bought more than once, each time gives a cumulative bonus of +1 to skill.

Difficulty levels:

Difficulty Level

Routine +10

Easy +5

Normal difficulty 0

Difficult -5

Very difficult -10

Modifiers:

• Remember this: Each point of value over 10 gives +1 modifier to tests and every point less than 10 gives –1 modifier to tests.

• Modifiers are counted from the appropriate value, for example: CON score to damage modifier.

4. Battles

1. Initiative

Initiative:[DEX- modifier] + [weapon init.] + D20. Highest result goes first.

2. Thrown weapons, firearms and bows

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

Range To hit Damage Mod. Visibility To hit

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