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.

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