Character generation is as normal for Unknown Armies at cosmic level
points, except:
No avatar/Adept powers
Characters must select one of the professions listed in the different
Credentials. The skill/trainings lists there are good indicators of
what kind of skills you would expect such a profession to have.
The following 'special' skills are available, with Influence automatic:
1.Influence (Mind): Additional free skill at 15%. For every 15%, the
character receives 5 resource points at cell creation. The skill is
also used for Pulling Strings.
2.Atlantean Nanotech (Mind): You have been implanted with a nanotech
system (detailed in Equipment). The skill represents your control over
the system and thus the likelihood it will work. This skill must be
taken multiple times if multiple nanotech systems are desired.
3.Greater Psychic (Mind): May buy Greater Psychic disciplines (detailed
below). These disciplines may not exceed the level in this skill.
Background limitations: Must work for MKULTRA, Project Rasputin, or CAPS
4.Lesser Psychic (Soul): May buy Lesser Psychic disciplines; does not
act as a skill cap. Must be bought at 15%, cannot be increased or
decreased.
5.Psychic Link (Soul): May only be taken by Greater or Lesser Psychics.
Bought at 15%, cannot be increased or decreased. Adds 20% to attempts
to use psychic disciplines on the target of the link, who must be
specified when the skill is taken.
6.Psychic Sink (Soul): Any psychic power use around you is
automatically nullified on a successful roll. Any attempts to use
psychic powers on you are automatically nullified once skill reaches
50%.
7.Psychic Void (Soul): Attempts to use Read Aura, Telepathy, Empathy,
and Trance powers on you are nullified on a successful roll.
8. Ritualist (Mind): Characters must
choose their Tradition as in Forsaken Rites, pages 25-6, if a
copy is available; if not, treat the skill penumbra as covering all
types of ritualist. If using the Traditions from Forsaken Rites,
the characters gain a +5% to their skill when using any of the
specified ritual types.
9.Sixth Sense (Speed) The GM rolls your Sixth Sense skill when he is
about to ambush you. On a successful roll, you are aware of the ambush
before it happens.
10.Strong ESP (Mind): A successful roll allows a second Zener test on
an
ESP attempt. A skill of over 50% doubles the number of uses of Basic
ESP available to you per week.
11.Supernatural Focus (Soul): Makes the character count as a
Supernatural Focus; see the Forsaken Rites section.
See also the Pulling Strings section.