KULT 2070

by M. Holbrook and A. Spindler

Dedicated to the Seal Breakers

Andrew Pearce - Hitman
(Steve - "You're all mad!")

Blade - Paladins gang member and passion mage
(Theo - "Nameless has been around here, hasn't he?")

Daren Jacobson - Schoolkid and computer hacker
(James - "What's the matter, it's only my pet dog.")

Jon Mayers - Ex-army sergeant and security officer at Nakamura Trading
(Adam - "Just because I use an incinerator doesn't mean I'm a pyromaniac.")

Juan Fernando - Male escort, death dancer and twin of Nameless
(Matt - "I was only trying to be friendly.")

Nameless - Awakened human and former Paladins gang member
(Miles - "You may encounter some minor difficulties")

Simeon Wilson - Plain clothes policeman and seraphim
(Dougal - "No, of course the bullet missed me, I wouldn't be here otherwise.")

Timothy - Streetkid and Envoy of Nameless
(Nicola - "I just found it lying around, honest.")
Authors' Comments

This is intended as a further source of information for players and gamesmasters of Kult, and presumes access to and familiarity with both the role-playing game Kult and the sourcebook Legions of Darkness.

In a game with so much potential for time-travel, the authors found themselves staging adventures which passed through many different time frames. While adventures set in the past were easy as the rules covered appropriate weapons and skills, the false history of the illusion can be found in history books and the true history easily extrapolated, the future presented greater difficulty. What advances in technology have been made, what groups have risen to or fallen from power, what has happened to the illusion - all these questions and more needed to be answered.

Presented here is a brief timeline of the next 75 years including the shattering of three of the seven seals and the resulting effects, future weapons, armour, vehicles and character types as well as several new, powerful groups and organisations. These have been laid out to follow the order of the original rule book where possible to allow cross-referencing, and unless otherwise stated the rules are identical to those in the standard Kult rule book. This is intended as an easy guide for those wishing to run campaigns which may time-travel to the near future or even to run complete Kult campaigns in the near future. However, it is only a guide, so please feel free to alter whatever you wish.

The author's wish to point out that any similarity between characters and events here and real people and events in the future is entirely accidental - after all, there is no way we could really know what is going to happen, is there?

Timeline

"I am often asked when it all began. Many would say it was either with the disappearance of the Demiurge or the shattering of the first seal. For me it began in March 1996 when a young hispanic lad joined our gang. In reality, however, it began in 1978 with the birth of a pair of twins, one destined to become the envoy of a forgotten deity, the other fated to be awakened before he turned nineteen. If you have time I will tell you the tale, afterall, what is time but another facet of the illusion....."
Blade, Paladins gang member and passion mage

25th November 1978 - A pair of newborn twins were abandoned, one on the steps of a hospital, the other on the steps of a house belonging to a researcher at the Bergstrom Institute, run by Malkuth. This latter child was taken to the institute and was used for research into how to cause awakening.

29th March 1996 - The child, one of the Institutes best successes, was released onto the streets of New York after mindwiping to see if this new environment would cause further steps towards awakening. He ended up with a local gang called the Paladins who called him "Nameless".

10th December 1996 - ICP Corp performed the first human trials of prototype military cybernetics on unwilling victims.

2nd March 1997 - Nameless, already a formidable dream mage, was recruited as part of an FBI team to investigate a series of disappearances and was accompanied by a close gang friend "Blade". The trail led to ICP Corp and the Church of Eternal Hope and Fulfillment both of which were being controlled by a powerful vampire.

15th May 1997 - After a titanic struggle the vampire was driven off gaining the gratitude of the Corp and the Church which had a formidable military division. Tiphareth, impressed with the performance of Malkuth's servant sent a security officer from her company to assist and they were also joined by a lonely young computer hacker called Daren and a police officer named Simeon who was wanted by the mafia.

30th May 1997 - While in Argentina they met Juan Fernando, Nameless's identical twin who accompanied them as a helicopter pilot.

27th June 1997 - Nameless and company traced a missing friend to a tower block in central New York owned by a satanic cult who were trying to summon the true form of Gamaliel useing the power of one of the seven seals which was situated on the top floor. The building was seized by a combined force of FBI troops, Church soldiers and gang members and Nameless interupted and perverted the ritual shattering the first seal and destroying Gamaliel. The backlash from the seal awakened Nameless, while the final remnants of Gamaliel fused with Blade and turned him into a passion mage. The entire event was blotted out in the minds of most of the human race for several years, and the power of passion magic was weakened. Nameless left the group to work on ways to tear down the illusion.

18th October 1997 - While in London the group are joined by a hit-man hired by Nameless, and Nameless's envoy, a streetkid called Timothy. Simeon is killed by an assassin and becomes a seraphim trapped in an empty paradise as a result of his high mental balance, Nameless, however, summons him back to the illusion in this form.

13th December 1997 - Nameless arranges a martial arts tournament at the site of the second seal and gets Juan Martinez, the incarnate of Hareb-Serap to participate. Unknown to the incarnate, the power of the seal was such that all who die there, died the true death, so when he fell, defeated in unarmed combat by Timothy and Juan Fernando, by this point the envoy of Shiva Nataraja, Hareb-Serap was destroyed and the force of this cracked the second seal. The forces of the Death Angels and Archons united to try and destroy the forces of the awakened, Tiphareth and Malkuth, striking first against Nameless's old gang. However, the gang repulsed them using a combination of magic and superior weaponry courtesy of ICP Corp and as the battle intensified their numbers were swollen by the forces of the Church Army, many of whom gradually took to wearing gang colours, and their dead comrades in the form of seraphim.

27th January 1998 - Nameless's old friends struck once more under his guidance, this time at Togarini in the temple caves at Djeraba where the third seal was located. With difficulty they penetrated the caves and defeated Togarini's incarnate, limiting the power of death magic. His dying body fell against the third seal and rent it assunder. The forces of the awakened and their allies retreated to their enclaves, moving them into alternate realities connected to the illusion, and prepared for a long siege.

14th Febuary 1998 - The beginning of the so-called "Demon Wars". The shattering of the three seals had substantially weakened the illusion such that a greatly increased number of people could see through it and found themselves in a world largely controlled by non-human creatures. The first response was within the Catholic church where the lictors found that the procedures they had set up to excommunicate enemies could just as easily be used against them. With the power of passion and death magic curtailed and greatly outnumbered they were forced to give up control especially when the Catholic Church was lent aid in the form of soldiers called "Paladins" by an evangelical American church. Having put their own house in order and mistakenly labelling all these beings "demons" they turned their attention to other organisations where the control by lictors and razides was stronger.
1998 - 2007 - Wars raged around the world as the greatly more numerous human Catholic forces fought the better equipped forces of the Archons, Death Angels and Astaroth. The worlds population was halved in a period of 6 years. During this period, called the "Dark Years", the Catholic forces fared badly in spite of aid from angelic beings, actually seraphim summoned by Nameless. Due to its usage by the forces of the Archons and Death Angels, the internet is dismantled by Catholic forces.

27th August 2007 - ICP finished work on the first Catholic Church force with military grade cybernetics. The improved combat ability was obvious and , in spite of psychological problems in some recipients, more and more soldiers were cyberised. Work began on genetic manipulation and cloning technology.

2007 - 2025 - With the improvements in technology the forces became fairly evenly matched. The war turned into a never-ending series of small-scale conflicts in what has since been named the "Great Game", and the global population fell to 1,100,000,000.

14th December 2025 - The first clone warrior troop is readied for action. These genetically engineered humans were vat grown to adult form over 15 months, intensively tutored over 5 years and cybernetically enhanced to form the ultimate warriors. In order to prevent development of a new species they were all made sterile and asexual, and as a by-product had no body hair.

2025 - 2032 - With a never-ending supply of clone warriors the war rapidly turned in the Church's favour and gradually each of their opponent's forces were destroyed in what were termed the "Clone Wars".

23rd March 2026 - Having finally found warriors strong enough to withstand the recoil, ICP released the first man-portable rail gun which used magnetic accelerator technology to achieve phenomenal muzzle velocity.

2nd April 2030 - ICP produced the first man-portable laser, initially these required a large power-pack but were miniaturised gradually over the following years.

14th September 2032 - The official end of the Demon Wars. The world, reduced to a population of 850,000,000, effectively became a theocracy under the Catholic Church. Although other forms of Christianity and established religions were allowed, including atheism, committees within the Catholic Church were responsible for the laws, economy and running of all countries. The only other group with a minority vote on these committees were the Paladins in recognition of their continual aid and bravery from the very beginning of the war. The struggle between the Archons, Awakened, Death Angels and Astaroth continued, at a slightly reduced pace, behind the scenes. However, the awakened and Malkuth who predominantly used human servants and had anticipated the events had been less affected by the war and consequently had gone from being underdogs to having a slight advantage. The creation of clone warriors slowed down to that required for bodyguards and elite forces.

26th November 2032 - The Vatican Edict is released outlawing abortion except that required to save the life of the mother. This extended to clone warriors such that mutant clones could not be terminated while being vat grown, although if found to be fertile they had to be rendered sterile surgically. The Edict sanctioned the termination of vampires, mages and all other "spawn of the devil" and specifically set up forces for this. The children of the night began to try and breed rapidly to prevent extermination. Rebuilding of the major cities was started.

2032 - 2055 - "The Cleansing" was achieved, the remaining mages and children of the night either were human enough and cunning enough to appear normal and avoid detection or learnt how to hide where no-one would bother them. The restoration of the cities was largely completed, but slum areas ruined by the wars remained.

30th November 2047 - So-called "thaumic-particles", given off by spirits and spells were discovered and new ways of detecting them and visualising them were researched.

24th June 2053 - The first hover-car was released, the technology subsequently being applied to lorries, bikes and even skate-boards.

2055 - 2070 - During this period called "The Restoration" further city improvements were made and the Church consolidated its position, in spite of attempts at destabilistion, such that its priests became both feared and respected everywhere.

2070 - The present day. The world population has risen to 1,500,000,000, most of whom live in large cities. The gap between the have's and have-not's, however is huge. The former live in high-rise appartments filled with technological gadgetry, the latter in the slums, lucky if they have enough food for their next meal. In spite of technology which can, unreliably at least, detect magic and spirits, children of the night and mages still exist. In spite of the Catholic Church's armed forces, the streets of all but the best areas can be dangerous at night, and few would willingly choose to enter the slums, which the Church avoids and often break through into Metropolis. Even in the restored areas, men and women follow the paths of darkness, the only difference over 75 years previously is that they are no longer controlled by non-human powers. In truth, little but the technology and the names of the powers and people has changed.

The Abilities

Abilities work exactly the same as under standard rules apart for four differences as follows:

1) Due to either survival of the fittest in slum areas or genetic manipulation and improved early training of the well-to-do, all characters have 110 ability points to distribute.

2) Clone warrior and cyborg characters have different levels at which the cost for each step becomes three points. See the clone warrior and cyborg rules for details.

3) Abilities may be altered by cybernetic implants. See the cyvbernetics section for details.

4) All characters have an additional ability statistic called Cyberisation (Cyb) which starts at 0 and increases as the charcter gains implants. After a new implant is fitted except during character generation a d20 roll should be made and if equal to or less than the cyberisation ability, the character's mental balance drops by 5 points. If the cyberisation ability becomes greater than the characters ego they cease to function normally and either become catatonic and die or can only perform simple robot-like actions.

Advantages and Disadvantages

All advantages and disadvantages from the original rules apply, however, very few people have the disadvantage rationalist in the year 2070. A few new advantages and disadvantages are also appropriate.

Diadvantages
Cybernetic intolerance (-15)
Your immune system tends to try to reject any cybernetic implant and your psychological profile is such that they react badly to artificial enhancements. Each cybernetic implant gives an additional +0.5 to your cyberisation statistic. In addition if the roll against your cyberisation ability fails following an implant, your mental balance falls by -10 rather than -5.

Advantages
Cybernetic tolerance (+15)
Your psychological profile and immune system are such that they have only minimal problems accepting and adapting to cybernetic enhancements. Each cybernetic implant increases your cyberisation statistic by 0.5 less than is normal for that implant, but never less than 0.5 for any implant.

Machine empathy (+15)
You have a gift when it comes to useing and mending hi-tech gadgets and expend only half the number of experience points to learn computers, electronics, motor mechanics and security systems skills. In addition, you also learn these skills twice as fast as normal individuals.

Skills

New Skills

We felt little need to add new skills as most things are already covered in existing skills. For interest, both cyberisation and genetic engineering should be treated as an academic medical specializations, and hoverboarding as a new agility based skill. If you feel new skills are required, then feel free to add them.

Skill Points

As already stated, education is better in 2070, and for those living on the streets, life is much tougher, so characters start with 180 skill points, unless they are clone warriors or cyborgs when they only have 150 or 165 respectively. All these figures are, of course further modified by starting mental balance as in the standard rules.

1995 to 2070 and back again

For campaigns with 2070AD characters set in the year 2070 all skills should innately be used as is (although it is notable that all vehicles except hoverboards now have autopilots of skill 10, so few bother to learn how to drive). However, for split time adventures charcters from the wrong time zone (whether from 1995 in the year 2070 or vice versa) will be at -5 effect with the following skills due to differences in technology :-

Bugging Burglary Computers
Drive vehicle Electronics Forensics
Information retrieval Motor mechanics Piloting
Radio communications Seamanship Security systems

A note on computer skills

As there no longer exists any worldwide computer network because of the risks this would pose to security, all hacking has to be done by physical entry onto the building site and either useing an on site computer or plugging in a portable computer into the system. Cybernetics has not yet progressed to the stage of total man-computer interfaces, and as such hacking is still done through computer keyboards rather than direct brain interface. It is also of note that most door locks cannot be opened through a buildings computerised security, although any alarms opening them may set off can be suppressed.

In order to prevent computer hacking becoming a long series of rolls which turns role-play into rule-play, we suggest the following system which will necessitate at maximum 3 rolls on the part of the player and a further 3 on the part of the GM. The player starts off by making a computer effect roll modified by infiltration software which is compared against the table below, the effect levels necessary for each level being determined by the GM beforehand. If an active alert is triggered then the computer will attempt a trace (trace effect versus PC computer effect modified by concealment software which if succesful will pinpoint the point of entry into the system), the computer if it succeeds in its trace may then virus the attacking computer (virus effect versus computer software anti-virus effect with no benefits from computer skill which if successful will virus and disable the computer being used to hack with) while standard security teams are sent to capture or kill the intruder.

Level Hacking effect
0 Sets off an active alarm immediately.
1 Sets off a passive alarm, if the hacker does not leave the system within d5 minutes (the hacker will know he has set off a passive alarm, but not how long he has), this will be upgraded to an acive alarm. In the interim the hacker has access to the most peripheral files only (e.g., basic wordprocessor and database programs, non-confidential telephone directories).
2 The hacker has access to the most peripheral files only (e.g., basic wordprocessor and database programs, non-confidential telephone directories). If they wish to access the next level up, they will set off a passive alarm (they will be aware that this will happen if they attempt it).
3 The hacker has access as level 2 but also basic security and semi-confidential information such as basic floorplans, outside security cameras, alarms on doors to cloakrooms, stores and low-level offices, low level personnel files and internal non-confidential memos. If they wish to access the next level up, they will set off a passive alarm (they will be aware that this will happen if they attempt it).
4 The hacker has access as level 3 but also to intermediate security and confidential information such as internal cameras, plans of building security, alarms on all doors apart from the most sensitive areas, basic financial information, policy dosuments and high level personnel files. Note, that many document files of this level and above will need to be decrypted before they can be read. If they wish to access the next level up, they will set off a passive alarm (they will be aware that this will happen if they attempt it).
5 The hacker has access as level 4 but can access all computerised security features and top secret files. The hacker will find no evidence of any higher levels.
6 Total access, including to files which are so secret they do not officially exist and security to parts of the building which are hidden and totally unlisted. For most buildings and organisations, there will not even be a level 6 to access.
Living Standard and Equipment

"What do you mean, you don't sell flamethrowers? Do you expect me to use some poxy little pistol or something?"
- Jon Mayers, ex-army sergeant and security officer at Nakamura Trading

Living Standard

The dollar is now used as the unit of global currency, and due to a recent revaluation, one dollar will buy roughly the equivalent of what one dollar would buy you in 1995 (Some may feel we say this just to prevent us from typing out whole new lists of costs. However, we feel it makes gamesmastering and playing easier and increases enjoyment of the game if both the players and the GM can actually easily equate with the value of currency that is being used.).

Therefore, the living standards are the same as given in the main rule book. However, few people have level 3, 4 or 5 due to the polarisation of society. Those in the slums will be level 1 or 2, while the better off will be level 6 or higher. It is also of note that relatively few of this second group of people live in houses in 2070, instead they use apartments and condos. Only the very rich who can afford adequate security on their own tend to live in houses, or the very poor who inhabit the remaining houses in the war-wrecked slum zones.

Equipment

Licenses

Licenses are required for all guns, but are available to any registered member of the population (i.e., those not living in the slums) for all pistols and rifles except automatic weapons and rail guns. Licenses for the latter are only available to armed forces, priests and licensed bodyguards. Licenses for military grade gel and ceramic armour are also required and are also only available to these groups.

Weapons

Modern versions of all the guns in the standard rules are available at the same price. 1995 versions in good condition will fetch about triple this amount due to the interest from collectors. Several new weapons technologies have, however, appeared.

Laser weapons use a high intensity light beam to cause damage, and will damage anything that is not invulnerable to both light and heat (although will be at -5 effect to anything invulnerable to one of these), armour also defends against lasers differently (the new LA value for armour gives effect reduction). Gamma-lasers use high energy radiation and anti-laser armour only works at half effectiveness (round down) against them and effect all who are not invulnerable to radiation, unfortunately they drain power cells at twice the rate of standard lasers and cost more.

Rail guns use magnetic acceleration technology to achieve phenomenal muzzle velocity (>1000m/s, roll a second effect for hydrostatic shock) and range, but also have massive recoil in spite of the best available recoil reduction and few apart from cyborgs and clone warriors can handle them. The pistols come in single or triple barrel versions, the latter being able to be set to fire from just one barrel or all three barrels simultaneously, while rifles only come in single barrel versions. All can be purchased as full automatics, and this function can also be toggled off if desired. As the strength and agility required is to counteract recoil rather than wield the gun, they are dependant on the firing mode used rather than the gun type. Triple barrel rail pistols are presumed to either hit or miss with all three barrels in the same body area, therefore three effect rolls are made for basic damage and a further three for hydrostatic shock, although the second two of each are at -3 effect as thay are slightly off-centre. If triple barrel pistols are used against small targets such as rats or ropes, only one bullet or one burst hits, but the user is at +3 to hit.

Advances in technology have also affected melee weapons, and for considerable expense monomolecularly edged bladed weapons and certain impact weapons weighted with depleted uranium can be purchased. The latter, of course, are quite difficult to wield.

Ammunition

Several advances in ammunition have also been made, mainly as a result of the attempts to try and eliminate the children of the night. Silver and copper tipped ammunition is commonly available, as are incendiary bullets, and, as a result of painstaking research into resins, even wood tips. Of course none of these special ammo types can incorporate the options teflon coating or full metal jacket. Also available are rounds with depleted uranium cores which give +1 effect and lowers armour absorption by two and are compatible in combination with all other ammunition types.

Sights

Smart gun technology has become available both through a direct cybernetic link or via a wearable eyepiece. This allows a direct view along the barrel with a heads up display of current ammunition type, ammunition remaining and crosshairs. This effectively doubles ranges and gives +2 to gun skill for the wearable type or +4 for a direct cybernetic link. Options can be purchased to give night sight, IR vision or thaumic radiation pickup. Standar thaumic sights to pick up spirits can also be purchased for rifles and pistols.

Armour

Several new types of armour have come into being since 1995. Kevlar 2 represents an improved form of Kevlar, while form-fitting gel armour is nearly undetectable under clothing and gives reasonable protection. Reflec armour is used to protect against laser fire and can be worn over other armour or laminated on to battle armour, but is very conspicuous. Military gel armour is a much improved form of standard gel armour but is not available to the general public, as is battle armour which consists of overlapping ceramic and hi-tech plastic plates over an environmental body suit with air filters and a reserve oxygen supply, as well as heads up displays and communication equipment in the helmet. The latter sort is rarely used as an agility and strength of 18 or more is needed to function properly in it (-1 to all skills for each point of each less), and the wearer looks barely human, however it is mechanically assisted so only half its weight actually counts towards load capacity.

While it is possible to wear multiple layers of armour if one can carry the weight, apart from reflec armour which acts fully in addition to other armour, there is a decreasing return. For each defense type, the wearer gains full benefit from the best armour type, only half the benefit of the second best of the armour types worn (round down), a third of the third best of the armour types (round down) and so on.

Another issue is that of armour integrity to combat radiation, bacterial or chemical attacks. If the wearer sustains (or would have sustained if had not been wearing other armour beneath the environmentally sealed armour) a scratch or light wound from a sharp weapon, bullet or explosion or a light or serious wound from a blunt weapon then the intrgrity is compromised until a slap-patch is applied over the breach and the armour is at -4 for bacterial and chemical attacks and -2 for radiation attacks for each such breach. If a serious or fatal wound from a sharp weapon, bullet or explosion or a fatal wound from a blunt weapon is sustained (or would have been sustained if not for additional armour worn beneath the sealed armour) the armour integrity is compromised till formal repairs are made and the armour is at -4 against radiation and -8 against bacterial and chemical attacks for each such breach to a minimum of 0.

If the wearer of armour sustains a serious or fatal wound from an explosion or heavy weapon other than an incinerator in spite of armour (or would have sustained such a wound if they had not been wearing other armour beneath the layer of armour under consideration) then that armour is damaged and loses 1 point of armour from all armour defence values (other than ABC - see above for alterations to this) for a serious wound or 2 points for a fatal wound in the areas damaged until the armour is repaired. It is possible for multiple layers of armour to be damaged in this way by a single attack if the effect is high enough.

Vehicles

Virtually all "ground" vehicles in 2070 are hover-vehicles, even hover-boards have replaced skate boards.

Other equipment

Most other equipment is as listed in the main rules, although will be more powerful as will be the devices to detect and counteract them. Presume all ranges for bugs and communication equipment is increased by a factor of 10. Also note the alteration in cost and availability of laser cutters and active camouflage suits and the addition of thaumic detectors which can sometimes detect direction towards a spirit or active spell in a range of 500m (80% chance up to 100m decreasing by 5% every 50 metres, halve chance for small effects).

There have been many advances in computer equipment since 1995. Basic, advanced and portable computers are the 2070 equivalents of the 1995 ones but are about 100 times faster and more powerful. Hacker computers represent the ultimate in portable personal computers and are used by hackers on physical infiltration missions, they are highly expensive but hacking on anything less would give a -5 effect. Infiltration, concealment and antivirus software used for hacking is given as a cost per skill or skill bonus point as is virus and decrypter software (attempting decryption without a computer gives -10 to effect). The basic software package combines a wordprocessor, database, spreadsheet and graphics program, while the passive spy program is as listed in the main rules.

EQUIPMENT (Additions and alterations)

Guns
Weapon ava cal mag length wt cost
Laser pistol 4 - 10* 30cm 0.9kg 3800
Laser rifle 4 - 10* 120cm 3.0kg 12000
Gamma-laser pistol 6 - 5* 30cm 0.9kg 8000

Weapon ava cal mag length wt cost
Gamma-laser rifle 6 - 5* 120cm 3.0kg 25000
Rail pistol - single barrel 5 9mm 15 35cm 2.0kg 2500
Rail pistol - triple barrel 5 9mm 15 35cm 4.0kg 4000
Auto rail pistol - single barrel 5 9mm 15/30 40cm 2.6kg 4700
Auto rail pistol - triple barrel 6 9mm 15/30 40cm 5.2kg 6800
Rail rifle 5 9mm 15 100cm 7.8kg 7600
Auto rail rifle 6 9mm 30 110cm 9.2kg 9000
*Represents shots per power cell rather than ammunition

Other weapons
Weapon ava length wt cost
Depleted uranium chain 4 80 6.0 5000
Depleted uranium nunchaku 4 2x40 4.0 3500
Monomolecular ceramic knife 3 20 0.3 600
Monomolecular dagger 1 40 0.5 500
Monomolecular katana 2 100 1.2 1000
Monomolecular sabre 2 70 1.4 600
Monomolecular shuriken 1 5 0.1 500
Monomolecular throwing knife 1 15 0.2 500

Ammunition
Ammunition type Extra cost/100 rounds
Copper coated +100
Depleted uranium core +1000
Incendiary +50
Silver coated +400
Wood resin coated +600
Sights
Sight type ava wt cost
Smart gun adaptation - cyberlinked 3 0.2 1200
Smart gun adaptation - wearable with eyepiece 3 0.3 3000
IR vision for smart gun* 4 - +300
Night vision for smartgun* 4 - +600
Thaumic vision for smartgun* 5 - +1200
Thaumic sight 3 0.3 1200
* Must be bought as an option at time of smartgun adaptation, use highest ava only

Armour
Armour type ava wt cost
Battle armour 6 25.0 20000
Gel armour (form fitting - normal) 1 4.0 4000
Gel armour (form fitting - military) 6 6.0 12000
Kevlar 2 coverall 1 10.0 2250
Kevlar 2 helmet 1 0.5 150
Kevlar 2 vest 1 3.0 750
Reflec coverall 1 2.0 700
Reflec lamination for battle armour 3 +1.0 3000

Vehicles
Vehicle type (crew/passengers) cost
Hoverboard (1/0) 600
Hovercar - sedan (1/4) 10,000
Hovercar - sports (1/1) 50,000
Hovercycle (1/1) 8,500
Hovervan (1/7 or 1/2 +cargo) 17,000

Computer Equuipment
Equipment ava cost
Hacker portable computer 5 15000
Basic software package 0 200
Antivirus software 0* skill x skill x 3
Concealment software 1* skill x skill x 30
Infiltration software 3* skill x skill x 100
Virus software 2* skill x skill x 60
* plus skill divided by 5 (10 for antivirus) rounded down to a maximum of 6

Other Equipment
Equipment ava cost
Camouflage suit, active 3 6000
Laser cutter 2 1000
Thaumic detector 5 12000

Cybernetics

"No, I most definitely neither need nor want THAT cybernetically enhanced, thankyou!"
- Juan Fernando, male escort and death dancer

Cybernetics are mechanical physical enhancements which are actually implanted into the human body. This can be done either overtly, where the fact that a mechanical augmentation has been made is obvious to onlookers, or covertly, where the presence of the augmentation can only be detected by detailed medical scans. The former obviously affect the persons appearance, while the latter cost more. Both, however, can affect the person psychologically by increasing their cyberisation ability (c.f., abilities section) by the amount listed (cyb). Overt cybernetics also lower the users comeliness by the amount listed (com). Two prices are also given for overt and concealed cybernetics with seperate availabilities (ava).

Many characters may start with some cybernetic implants, the amount is not determined by their background or living standard, but the type of character played. The following table lists the maximum starting cyberisation statistic, the maximum starting value of cybernetic implants and any limitations on the type of implants.

Character Type Max. starting Cyb Max implant value Limitations
Child of the night 0 0
Clone warrior 6 100,000* Concealed only
Cyborg 10 50,000* Overt only
Human 2 20,000*
Lost one 0 0
* May also be used for plastic surgery (c.f., ability enhancements below)

Weaponry Implants

A number of weaponry implants are available for the more combat orientated. Cyberlinks consist of electronics to directly link the brain with a smartgun via receivers in the palm which will even work through armour. The ammunition transport system is designed to transport ammunition at high speed from in body depots to a gun via a plug-in hand port which is otherwise concealed, and most environmentally sealable armour have special sealable ports to enable this without compromising environmental integrity. It is of note that while a single transport system can be linked to any number of depots, it will only go to one hand which must be the one holding the grip of the gun. Ammunition depots are the stores for this system, and normal individuals can have a single intra-abdominal store for 300 rounds. Larger individuals can have additional stores sited in the thighs which can contain 200 rounds each, however the cost is still the same as the procedure to implant them is more complex. All ammunition depots can be reloaded through concealed superficial ports in 8 actions per depot, and each contains four seperate ammo banks which can be loaded with different ammunition types and swapped between by thought command.

Cyberknives, guns and lasers represent weaponry implanted into the forearm which are deployed through the palm of the hand with the hand uplifted, and can be concealed. A single arm can contain only one of these or an ammunition transport system, apart from the cybergun where the transport system connects to the gun rather than the palm. The cyberknife is a 30cm monomolecularly edged ceramic knife, while the cybergun is equivalent to a Llama Omni which must be connected to an ammunition depot via an ammunition transport system (modified to 2070 with 1.5x range) and the cyberlaser is a laserpistol with a single power cell which can be changed through a forearm slot in 3 actions. In concealed form all of these are entirely made of ceramic and plastics and the palm port is concealed when not in use.

Armour Implants

Two types of armour can be implanted beneath the skin, the first sort is an impact resistant polymer for combat protection (FA=6, MEL=6, LA=1) while the second is strongly heat resistant (FIR=6, LA=4). Both can, of course, be implanted simultaneously. If exterior armour is also worn, the armour types combine with deminishing returns as mentioned previously. It is of note, that implanted armour like implanted weapons and ammunition does not count towards load limits.

Sense Enhancements

Currently only two of the senses, namely vision and hearing can be cybernetically enhanced. Visual systems to give the user infra-red, ultra-violet, thaumic or night vision are commonly available, as are enhancements giving variable magnification up to x25 and glare protection which prevents blindness from bright lights whether sudden or continuous. Hearing can be enhanced up to tenfold when desired with an auditory amplifier, and radio received and directly transmitted to the brain as an auditory signal, with the frequency changeable by thought. A further auditory enhancement combined with a high frquency transmitter usually implanted in the forehead gives the user a radar like extra sense up to 100m such that they can operate normally in total darkness, although the transmission does tend to disturb animals and confuse bats. Of course, this last option, can only be used if both forehead and both ears are uncovered, and can be switched on and off at will.

Ability Enhancements

All physical statistics namely strength, agility, constitution and comeliness can be enhanced. Comeliness enhancement is the easiest and cheapest, as it is done by plastic surgery rather than cybernetics, and as such does not increase the cyberisation statistic, the first point costs $1000, the second $2000, the next $4000, then $8000 and so on, the maximum being a twenty point increase over the characters starting comeliness.

Strength can be enhanced by artificial tendons, artificial muscle implants and even hydraulic muscle assistors, while agility is increased by cybernetic joints, artificial nerve and reflex relays and artificial fast twitch muscle. Constitution, on the other hand is increased by bone strengthening, cardiac boosters, oxygen extractors and artificial slow twitch muscle. All three of these abilities can be enhanced seperately at three grade to +2, +4 and +6 respectively. If a total of +6 or more is added in overt enhancements to these abilities 2 limbs have been virtually replaced with artifical limbs (arms if mainly strength, legs if mainly agility and constitution), and at +10 or more all 4 limbs have been replaced. Damage to artificial limbs still gives the same negative modifiers, but only half the endurance loss and does not count towards increasing body damage towards fatal wounds, the limb also has an innate armour rating (FA=6, MEL=8, FIR=8, LA=4). However, such wounds do not heal naturally and have to be repaired by someone with appropriate tools and cybernetics skill (scratch takes 15 minutes and costs $20 in parts and $10 in labour, light wound takes 1 hour and costs $60 in parts and $40 in labour, serious wound takes 3 hours and costs $180 in parts and $120 in labour, fatal wound takes 10 hours and costs $600 in parts and $400 in labour).

Miscellaneous Cybernetic Systems

A number of other cybernetic systems exist. Toxin and disease neutralisers filter the blood system at several critical points and halve the roll for constitution loss by such attacks as well as giving a 5 point bonus to the prevention of or recovery from wound infections. Wound repairers consist of a control unit which secretes various antibiotics and cell growth stimulating factors in response to trauma, effectively halving recovery time and cleaning the wound. Recovery enhancers break down lactic acid and other metabolic poisons as well as increasing the rate of release of glucose into the circulation when required, halving the rate of endurance loss and doubling the rate of endurance recovery. Finally, boosters act by releasing amounts of adrenalin and other similar synthetic agents into the system in response to thought command, giving +5 initiative and +1 action/round for 3 rounds. Unfortunately, boosters cause immense strain on the cardiac system while active (10 point endurance loss per round, not modifiable by recovery enhancers), and studies have shown the dangers of repeated use such that all are programmed to operate a maximum of once per hour and three times within 24 hours.

CYBERNETICS TABLE
Enhancement Cyb Com Cost- overt (ava) Cost-conceal (ava)
WEAPONRY
Ammunition depot 1.0 2 2000 (2) 6000 (2)
Ammunition transport system 1.5 2 1500 (3) 8000 (3)
Cybergun 2.0 2 1500 (3) 8500 (3)
Cyberknife 1.0 1 1000 (3) 5000 (3)
Cyberlaser 2.0 2 5000 (4) 12000 (4)
Cybergamma-laser 2.0 2 9500 (6) 17000 (6)
Cyberlink for gun 1.0 1 2000 (2) 8000 (2)

Enhancement Cyb Com Cost- overt (ava) Cost-conceal (ava)
ARMOUR
Combat armour 4.0 3 5000 (3) 13000 (4)
Heat armour 3.0 3 5000 (4) 13000 (5)
SENSE - VISUAL
Anti-glare visual protection 0.5 1* 2000 (4) 8000 (4)
Infra-red vision 0.5 1* 2000 (4) 8000 (4)
Night vision 0.5 1* 2000 (4) 8000 (4)
Thaumic vision 0.5 1* 4000 (5) 12000 (5)
Ultra-violet vision 0.5 1* 2000 (4) 8000 (4)
Visual magnification 0.5 1* 1500 (3) 7000 (3)
* To maximum of 2 comeliness modification for all overt vision enhancements
SENSE - AUDITORY
Auditory amplification 0.5 1 1500 (3) 7000 (3)
Hypersonic radar 1.5 2 8000 (5) 20000 (5)
Radio pickup 0.5 1 1000 (3) 7000 (3)
ABILITY
Agility I (+2) 2.0 2 5000 (3) 16000 (4)
Agility II (+4) 4.0 3 10000 (4) 30000 (5)
Agility III (+6) 6.0 4 18000 (5) 47000 (6)
Constitution I (+2) 2.0 2 4000 (3) 14000 (4)
Constitution II (+4) 4.0 3 8000 (4) 25000 (5)
Constitution III (+6) 6.0 4 13000 (5) 40000 (6)
Strength I (+2) 2.0 2 3000 (3) 12000 (4)
Strength II (+4) 4.0 3 5000 (3) 20000 (4)
Enhancement Cyb Com Cost- overt (ava) Cost-conceal (ava)
ABILITY (continued)
Strength III (+6) 6.0 4 9000 (4) 32000 (5)
MISCELLANEOUS
Booster 2.5 1 8000 (4) 13000 (4)
Recovery enhancer 1.5 1 6000 (4) 10000 (4)
Toxin and disease neutraliser 1.0 1 6000 (4) 11000 (4)
Wound repairer 1.5 1 7500 (4) 12500 (4)
Beyond Humanity

Presented here are three additional character types to be used alongside those for children of the night, namely lost ones, clone warriors and cyborgs. GMs and players are encouraged to allow and use non-human player charcters in Kult 2070AD adventures, especially clone warriors and cyborgs. It should be noted though that children of the night who have survived the purge will tend not to have inhuman appearnaces as this makes them all too obvious to Church forces.

While a character obviously cannot be both a child of the night and a lost one, and a clone warrior is highly unlikely to choose to become a cyborg, there is technically no reason why, for instance a clone warrior cannot become a child of the night. However, it is strongly suggested that players should not be allowed to combine two or more of these character types for reasons of game balance (of course, evil-minded gamesmasters should feel free to combine these if they so desire to create interesting non-player characters).

Clone Warriors

"Considering the fact that the average clone warrior is 140Kg of combat trained genetic engineering kitted out with the latest in cybernetic implants and weaponry, I wish those that would hunt them good luck. I suspect they are going to need it."
- Andrew Pearce, Hitman

Clone warriors represent the ultimate result of genetic engineering to create warriors capable of winning the Demon Wars for the Catholic Church. While production has been scaled down, some are still made for elite forces and bodyguards both for the Church itself and commercially to help fund further genetic research. Most clone warriors are 200cm, 140Kg, totally hairless and asexual muscular humans. However, since the Vatican Edict prevented termination of mutant clones a few non-standard warriors exist and are usually sold commercially at a slightly reduced rate. It is always ensured that all clone warriors are rendered sterile, but other than this they are entitled to the same rights and obliged to follow the same laws as any other human.

These beings are grown to full adult size in vats over a period of fifteen months. For the next five years they undergo extremely intensive training and teaching before being either sold or going to work for the church. Unfortunately, the extreme muscle development tends to cause cardiac hypertrophy and the average life expectancy is only 25 years following removal from the vat. Their limited education also means they only start with 150 skill points. However, the level at which abilities cost three points per step is different to normal humans and is above 22 for agility, strength and constitution, above 18 for comeliness, ego and charisma, above 14 for perception and above 10 for education.

All clone warriors have certain set advantages and disadvantages, although additional ones may also be allocated in character creation. They all are asexual (curse, -10) and have a very short life span (curse, -10), they are designed to be aggressive (touchy, -5) mainly due to high testosterone levels (sexual neurosis - mild satyriasis, -5. Note, this can cause major psychological problems as they are asexual) and willing to follow orders even at considerable risks to their own lives (death wish, -10), many people also fear and despise them (persecuted -10). They are, however, designed to be at their physical peak (body awareness, +20), able to continue fighting even when badly injured (endure pain, +15) and be heavily implanted with cybernetics (cybernetic tolerance, +15).

Before allocating ability and skill points all clone warriors should roll a d20. On a roll of 19 or 20 the clone is a mutant and a further roll should be made to see what type of mutation or mutations are present with further rolls for each mutation to determine its precise nature. When this has been determined and the standard clone warrior advantages and disadvantages allocated the character should then be developed as normal.
Mutation type
If the character is a mutant clone roll one d20 and consult the chart below to determine the general nature of the mutation.
1-7 Clone has an unusual build (roll two d20 on build mutation chart)
8-12 Clone has hair (roll d20 on hair mutation chart)
13-15 Clone possesses male genitalia (roll d20 on genitalia mutation chart)
16-17 Clone has different abilities (roll d20 on ability mutation chart)
18 Reroll twice ignoring duplicates and rolls of 18-20
19 Reroll three times ignoring duplicates and rolls of 18-20
20 Clone possesses all four mutation types (roll d20 on each chart)

Hair mutation chart (roll d20)
Head hair Body hair Facial hair
Standard None None None
1-7 Scanty None None
8-11 Normal None None
12-14 Normal Scanty None
15-16 Normal Scanty Scanty
17-18 Normal Normal Scanty
19 Normal Normal Normal
20 Hirsute Hirsute Hirsute

Genitalia mutation chart (roll d20)

When present, clone warriors' genitalia are male due to the high levels of testosterone in their bodies, but the affected clones are universally sterile, although only rarely impotent. The 10 point curse "asexual" is replaced with the 5 point curse "sterile" and the clone gains an extra 5 point sexual neurosis of the player's or GM's choice.

Genitalia
Standard No visible genitalia, asexual
1-10 Very small male external genitalia (as per a newborn baby)
11-15 Small male external genitalia
16-18 Average sized adult male genitalia
19 Well-endowed - larger than average adult male genitalia
20 Very well-endowed - noticably so, even in loose clothing
Abilities mutation chart (roll d20)

This chart gives the values above which each ability step costs three ability or experience points, body mass index (BMI) to enable calculation of weight and life expectancy (LE) in years from emergence from the vat.

Agl Str Con Com Ego Cha Per Edu BMI LE
Stand. 22 22 22 18 18 18 14 10 36 25
1-3 26 26 26 18 18 16 10 4 44 16
4-8 24 24 24 18 18 18 12 6 40 20
9-14 20 20 20 18 18 18 16 14 32 33
15-16 18 18 18 18 18 18 18 18 28 40
17-18 16 16 16 18 21 18 18 21 24 48
19 12 12 12 18 26 18 20 26 20 55
20* 21 21 21 21 18 21 13 8 34 30
* Roll d10+10 on the genitalia mutation chart. If the clone has already made a roll on that chart, take the higher of the two results.

Build mutation chart (roll d20 twice once for height and once for BMI)
Height BMI
Standard 2. 00m +/- 0
1 2. 30m +6
2-4 2. 20m +4
5-10 2. 10m +2
11-16 1. 90m -2
17-19 1. 80m -4*
20 1. 70m -6*
*To a minimum of 18

To calculate weight in kilograms from the height in metres and the BMI use the following formula :
Weight (kg) = Height (m) x Height (m) x BMI
Cyborgs

"I have hacked my way into too many supposedly impregnable computer systems to trust any piece of machinery sufficiently to have it hard-wired into my body. However, there are many who do and are even proud of the fact."
- Daren Jacobson, schoolkid and computer hacker

Cyborgs whose origins stem back to the first cybernetic warriors used during the Demon Wars, represent a subgroup of people who either because they were born with physical deformities or because they had a love of technological gadgetry have replaced much of their body with cybernetic implants. They prefer overt rather than concealed cybernetics, indeed, few would have the following fitted unless forced to do so on pain of death.

Cyborg characters, like clone warriors have different levels at which abilities cost three points per step to normal humans and is above 16 for agility, strength and constitution, above 18 for comeliness, perception, education and charism and above 24 for ego. They also may possess more starting cybernetics than initial characters (see the equipment section for details), but must have sufficient comeliness that the overt cybernetics do not reduce this below 3 when the character is created. A cyborg will only ever choose to have overt cybernetics. All cyborgs start with the advantage cybernetic tolerance (+15) but the shock their appearances cause means they have the disadvantages persecuted (-10) and animal enmity (-5) in addition to any other advantages or disadvantages. Due to the time spent having cybernetic surgery and their reliance on mechanical devices, they only start with 165 skill points. Otherwise, character generation is per normal.

The Lost Ones

"I lay there, my life blood seeping into the ground around me, everything getting darker, colder and more distant. I felt the light touch of a hand against my chest, surely a pickpocket releaving me of my money even before my life had fled this body. Then the pain started to ease and my eyes opened to reveal the face of a concerned young man. I looked down to see the blood on my shirt, the cut fabric but my body unscarred, and looked back in time to see him unfurl two white feathered wings and fly off over the city."
- Jon Mayers, ex-army sergeant and security officer at Nakamura Trading

For every action ther is an equal and opposite reaction, and just as there are those destined to answer the call of darkness, others still serve the cause of light. Only partially human these are those few angelic beings who became trapped in human form when the Demiurge disappeared or upon entering this world after years of wandering in empty paradises. Many have been captured and forced to serve various masters, but a few remain free often lost, bemused and mirroring only a fraction of their former glory, becoming like the humans they live among and often unaware of their true nature. A very few, however, are humans of high positive mental balance, who after their death have been summoned back by powerful allies to continue their work, and retain all memories of their previous life.

As with Children of the Night, these creatures use powers and limitations, and powers must be bought with points from limitations or disadvantages rather than skill points. Unlike Children of the Night, however, powers increase mental balance, and the final mental balance must be +25 or greater. The mental balance may never drop below +25 for any reason. Not all disadvantages are available to a Lost One, although they may have any advantage and all have magical intuition and enhanced awareness. This generally means that a Lost One will have few skills, instead relying on their powers. If they are to be used as player characters, the player and gamesmaster must come up with a suitable background for the character.

Although angelic rather than human, their fall and entrapment in many ways mirrored that of humanity, and other than their powers and limitations they behave and act as normal humans of a similar mental balance although they often have little idea about how to perform "sinful" actions. As they have fallen, they can develop a dark shadow as their mental balance rises and can eventually become awakened into their true form, which in some senses is more powerful than their original form as they will have gained their autonomy.

DISADVANTAGES

Not all disadvantages are available to Lost Ones, below are listed those which are suitable, the details of which can be found in the main rule book. As with other characters these lower the mental balance by the amount listed. Virtually all of these beings have a mental constriction on their past existence.

Cybernetic intolerance (15)
Depression (15)
Fanaticism (10)
Forgotten (10)
Haunted (10)
Maimed (15)
Mania (15)
Manic-depressive (20)
Mental compulsion (5/10/15) - cleanliness, clothing, mantras, memorisation, numeromania, pettifogger
Mental constriction (10)
Mistaken identity (5/15)
Mortal enemy (15)
Paranoia (15)
Phobia (5/10/15) - claustrophobia, skotophobia, rupophobia, monophobia, technophobia, troglophobia
Sexual neurosis (5/10/15) - fear and avoidance
Sexually tantalizing (10)
Wanted (5/10/15) - cults, death angels, lictors etc.

LIMITATIONS

The following limitations are available and lower mental balance by the amount shown. Details can be found in the main rule book where not specified.
Needs compassion (10) - Needs love and compassion (not necessarily sexual) to survive. For each day the character does not come into contact with someone who genuinely cares for them for a period of one hour they lose 1 point of constitution. Lost constitution can be regained at 1 point per 6 hours spent in the company of someone suitable.
Scared of unholy symbols (10) - As scared of holy symbols but affected by satanic symbols and the like.
Sensitive to darkness (15) - Requires light to survive although it need not be natural, loses 10 points of endurance per minute in total darkness and 1 point per minute in dim light (e.g., moonlight or torchlight).
Sensitive to electricity (10)
Sensitive to fire (10)
Symbol bondage (10)
Unhuman appearance (10) - As per Children of the Night but the abnormal appearance may be feathered wings, a halo or that their body continually radiates light.

POWERS

Powers must be bought with points from disadvantages and limitations rather than skills. Powers raise mental balance by the amount listed and details can be found in the main rule book where not listed.

Confront darkness (15) - Allows direct will battles with creatures of darkness including all creatures of death, death magicians, anyone who has a pact with the powers of darkness and anyone with a mental balance of -200 or less. Both opponents make 3 actions at the start of each combat phase whatever the normal number of actions and initiative. Each action consists of an ego throw which is compared with the opponents, the difference in effect being used to calculate damage to the loser( scratch=1-8, light wound=9-15, serious wound=16-19, fatal wound=20+ ). If one opponent wins all three attacks in a combat phase they may elect to end the combat, else both opponents are locked in till one dies, although they may both be affected by outside influences.
Controlled shape change (5) - May turn from a normal human form into that of one with white feathered wings at will. This is uually combined with the power flight, although flight is only available in the winged form.
Enhanced senses (10)
Eternal youth (10) - In certain cases this may be as a young child.
Fast reactions (15)
Flight (10) - Must have the limitation of unhuman appearance (wings) or controlled shape change. Enables flight at the rate of agilityx4m per round. Flying costs 2 endurance per minute while climbing, 1 per minute while actively flying and 1 per ten minutes while gliding. Gliding, however, halves flying speed and requires suitable thermals to ride.
Healing (15) - Touching an injured or ill person while willing them to heal acts as first aid with a skill of 40 and only takes 1 action. Wounds are automatically clean following this, and an ongoing infection behaves as if treated by a doctor with the correct antibiotics. It will also enable a second roll against poisons and diseases, the most favourable result being used. This cannot be used on the character performing the healing and if used on an opiate addict will precipitate them into a physical withdrawl syndrome.
Increased ability (15)
Infinite endurance (10)
Invulnerable to electricity (10)
Invulnerable to fire (10)
Invulnerable to poisons and disease (15) - Total immunity to all poisons and diseases including those of magical origin.
Invulnerable to radioactivity (10)
Invunerable to weapons (10/15)
Neutralise fear (10) - On speaking words of reassurance and making physical contact can give someone a second ego throw to cancel fear. This can only be used once per person per episode of fear and may not be used on the person performing the neutralisation.
Persuasive voice (10) - As commanding voice but can only be used to persuade people to commit good acts or stop doing evil ones.
Protective skin (10)
Regeneration (10)
Resistance to influence (10) - Use double normal ego to resist commanding voices, seduction, interrogation, diplomacy and all other methods of psychological inflence. Influences which cannot normally be resisted can be resisted by rolling under normal ego/2.
Telekinesis (10)
Telepathy (15)

ADVANTAGES

Lost ones must have the advantages magical intuition (cost=20) and enhanced awareness (cost=10). All other advantages are possible and increase mental balance by the normal amount. Advantages must be bought with points which would otherwise be used for skills and the final mental balance must be greater than +25.

SKILLS

All skills other than death magic are possible for a Lost One character, however, combat skills, burglary and the like would be unusual.

Meeting with Terror

"Aaaaaaaaaarrrggghhhhhhh!!!!"
- Unknown

Terror in Kult 2070 is dealt with as in the main rules with one slight exception. Due to the breaking of three of the seven seals, reality is now much more tenuous and all characters have an additional 20% chance to see through the illusion when shocked in addition to modifiers for schizophrenia, enhanced awareness and mental balance.
Weapons and Armour

"I agree, the ICP X-200 rail rifle is a fantastic piece of technology, but personally I prefer a sniper rifle which doesn't shatter my wrist and dislocate my shoulder every time I use it."
- Andrew Pearce, Hitman

Presented below are tables detailing the statistics for all the new weapons and armour types previously mentioned in the same format as those in the origional rules. It should be noted that due to advances in technology 2070 equivalents of 1995 guns are at 1.5x range (round down to nearest 5m).

PROJECTILE WEAPONS
Weapon MF Scr Lw Sw Fw RN Load S/A
Laser pistol 4 1-5 6-10 11-16 17+ 90m 2*** 4/7
Laser rifle 4 1-4 5-8 9-14 15+ 250m 2*** 6/9
Gamma-laser pistol**** 4 1-5 6-10 11-16 17+ 90m 2*** 4/7
Gamma-laser rifle**** 4 1-4 5-8 9-14 15+ 250m 2*** 6/9
Rail pistol - 1 barrel* 3 1-2 3-6 7-11 12+ 70m 2 18/17
Rail pistol - 3 barrel* 3 1-2** 3-6** 7-11** 12+** 70m 2 22/21
Auto rail pistol - 1 barrel* - 1-2 3-6 7-11 12+ 70m 2 20/19
Auto rail pistol - 3 barrel* - 1-2** 3-6** 7-11** 12+** 70m 2 24/23
Rail rifle* 2 1 2-4 5-8 9+ 200m 2 22/21
Auto rail rifle* - 1 2-4 5-8 9+ 200m 2 26/25
* Does additional hydrostatic shock damage (roll each effect twice).
**Roll 3 effects, the second and third at -3 (plus a second 3 for hydrostatic shock).
***Loading time is to change power cell.
****Halve (rounding down) effectiveness of anti-laser armour
MELEE WEAPONS
Weapon Scr Lw Sw Fw RN S/A
Depleted uranium chain 1-6 7-10 11-14 15+ - 16/16
Depleted uranium nunchaku 1-5 6-12 13-15 16+ - 16/15
Monomolecular ceramic knife 1-8 9-15 16-18 19+ - 8/7
Monomolecular dagger 1-8 9-14 15-17 18+ - 8/8
Monomolecular katana 1-3 4-7 8-12 13+ - 10/10
Monomolecular sabre 1-4 5-8 9-14 15+ - 10/9
Monomolecular shuriken 1-12 13-16 17-19 20 5m 5/12
Monomolecular throwing knife 1-11 12-15 16-19 20 5m 6/12
ARMOUR
Armour FA MEL FIR LA ABC Covers
Army helmet 10 10 5 3 0 Head
Battle armour (military) 15 15 12 7 15 All body
Bullet proof vest 8 8 8 3 0 Chest and abdomen
Combat suit 2 2 5 1 0 All body except head
Fabric (heavy) 2 1 2 0 0 Varies
Gel (form fitted - normal) 7 7 6 3 0 All body except head
Gel (form fitted - military) 11 10 8 4 0 All body except head
Kevlar 10 5 5 3 0 Varies
Kevlar 2 11 8 7 4 0 Varies
Leather 3 5 5 1 0 Varies
Protection suit 0 0 15 3 15 All body
Reflec 0 0 3(+3*) 8(+8*) 0 Varies*
Riot suit 8 8 8 3 0 All body except head
*May be worn over other armour or laminated onto battle armour

Wounds and Healing

Walk in treatment centre now offer rapid treatment of most injuries. With five minutes treatment per wound, any non-fatal wound can be downgraded one level in severity, and scratches totally cured. In terms of risk of infection, any wound so treated may be classified as having been cleaned, first aid and medicine applied and treated with antibiotics. Cost for this treatment is $50 per scratch, $200 per light wound and $1000 per serious wound. More basic treatment which only halves healing time and cleans and first aids the wound costs $20, $60 and $200 respectively. Unfortunately, in spite of medical advances, fatal wounds are still fatal.
Vehicles

"Don't worry, I'm sure I can work out how to fly this thing before we crash."
- Juan Fernando, male escort and death dancer

The following represent general statistics for 2070 vehicle types. The GM should feel free to alter these slightly for different models if they so desire. Note, that other than hoverboards all these vehicles usually have autopilot with a skill rating of 10, although they can be manually overriden if desired.

Vehicle (crew/passengers) Top speed Acceleration Manoeuv. Armour
Hoverboard (1/0) 70 0 +6 0
Hoverbus (1/40) 200 -2 -2 7
Hovercar - sedan (1/4) 270 +2 +2 4
Hovercar - sports (1/1) 400 +6 +4 4
Hovercycle (1/1) 340 +6 +5 4
Hoverlorry (1/2 +cargo) 220 -1 -1 8
Hovervan (1/7*) 250 +1 +1 5
Jet hydrofoil (1/80) 100 +5 +3 10
VTOL shuttle (1/80) 5000 +8 +6 15
* or 1/2 plus carge
Magic

"Ooops!"
- Last words of an unknown death mage

Two major additional issues affect magic in Kult 2070. Firstly, due to the destruction of three of the death angels, all passion and death magic is at -5 effect. Secondly, there is the risk of thaumic detection. All mages while casting a spell can be detected by thaumic detectors as a major magical effect, and as a minor effect for a number of hours afterwards equal to the lore rating of the spell, reduced by one hour per point of effect over the minimum required to achieve the desired goal. People who are controlled or physically altered by a spell can be detected as a minor effect while the spell is active while spirits and people possessed by them show up as a major effect. 1