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)

ProlesContents1/64

1 CHARACTER

1.1 Statistics

1.2 Gender

1.3 Age

1.4 Homeland

1.5 Character’s personality

1.6 Mind

1.7 Empathy

1.8 Fanaticisms

1.9 Hit Points

1.10 Moving

1.11 Skills

2 TESTS

2.1 Success tests

2.2 Combat tests

2.3 Skill checks

2.4 Battles

2.5 Experience

3 THE ABRASIVE WORLD OF FINAL TIMES

3.1 The history of the final times

3.2 Organizations and other such things

3.3 Aliens

3.4 Cults

3.5 Gangs

3.6 Demons

3.7 Secret societies

3.8 Criminal leagues

3.9 Mega corporations

3.10 Other stalkers

3.11 Organizations

3.12 Animals

3.13 Mutants and chaos spawn

4 BERLIN

4.1 Visions of Berlin

4.2 City blocks of Berlin

4.3 Berlin surroundings

4.4 Encounters in Berlin

4.5 Berlin personages

5 OTHER PLACES

5.1 Places

5.2 Chaos circles

6 SATAN AND GOD

6.1 Satan’s henchmen

6.2 God’s henchmen

6.3 Death (meiosis)

7 STUFF

7.1 Clothing

7.2 Weapons

7.3 Ammunition

7.4 Vehicles

7.5 Explosives

7.6 Miscellaneous equipment

7.7 Body parts

7.8 Wrong substances

7.9 Services

7.10 Cybernetics

7.11 Status

7.12 Apartments

7.13 Flights

8 SPELLS

8.1 Spiritual energy

8.2 Learning a spell

8.3 Casting a spell

ProlesCharacter1/64

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.)

1CHARACTER

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

1.1Statistics

Character is composed of four basic statistics.

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

StatisticShort

ConstitutionCON

DexterityDEX

IntelligenceINT

WillpowerWIL

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.

1.2Gender

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).

1.3Age

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

1.4Homeland

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

D20Country

1Columbian Kingdom

2Holy land of the Primal Ooze

3Bulgarian Oligarchy

4Albania

5Democratic world of France

6Commie society of China

7Indian Theocracy

8Pornocracy of Thailand

9Liberal-Democratic state of Morocco

10Monarchy of Jamaica

11United States of America

12Dutch Conservative Netherlands

13Fundamental Society of Poland

14Czech Federation

15Iranian Theocracy

16South African Dictatorship

17Dynasties of Egypt

18Republic of Mexico

19Myanmar Communist Dictatorship

20Russian Communist Dictatorship

1.5Character’s personality

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

1.6Mind

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

MindDescription

20Serious inquisitor

15-19Zealot

11-14Conservative personality

10Clear

5-9Minor emotional problems

1-5Major emotional problems

0psychotic

1.6.1Mind 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.

ExampleDifficulty

Friend dies+10

Personal loss+5

Serious injury0

First contact with alien0

Bad acid trip0

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).

1.6.2Raising Mind

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

ExampleDifficulty

Touch of the Holy Spirit+5

Good Acid trip0

Swallowing a spirit in astral form*

Over a pointrise 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).

Successfultherapy (psychoanalysis-skilltest) can raise or lower Mind. This however requires psychedelic drugs and therapy sessions.

1.7Empathy

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

LevelDescription

20Beaming with innocence

15-19Entirely too social

11-14Slightly disturbing will for living

10Takes humans like other machines

5-9Reserved person

1-5Depressed and quiet

0Hates everyone, self included

1.7.1Lowering 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.

DescriptionDifficulty

Hazing+5

Betrayed/Shamed+5

Victim of incest0

Rape victim0

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)

1.7.2Raising 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.

DescriptionDifficulty

Someone helps+5

Finds a friend0

Becomes a believer0

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 onepoint (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.

1.8Fanaticisms

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

1Altruism/ Humanism

2Anarchism/Hooliganism

3Atheism/Agnostism

4Egoism/Solipsism

5Elitism

6Teism/Gnostisism/Probabilism

7Fatalism

8Feminism/Chauvinism

9Hedonism/Eudaemonism

10Secularism

11Fascism/Racism

12Idealism/Positivism

13Communism/Stalinism

14Conservatism/Fundamentalism

15Liberalism

16Materialism/Capitalism

17Naturalism

18Nihilism/Realism

19Perfektionism/Neopessimism

20Throw 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

1.9Hit Points

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

Targets armor pointsare reduced from the incoming damage.

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

1.9.1Injuries

  • 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.
  • Movement

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

1.11Skills

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:

SkillCostSTATDescription

Acrobatics40DEX Movements of the body.

Acting40WILSkill of performing dramatic roles.

Anthropology70INTHuman cultures, evolution, races.

Appraising10INTKnowledge of the value of loot.

Archaeology70INTKnowledge of ancient cultures.

Art (style)30WILMechanics of making art.

Assault rifles 40DEXUse and care of assault rifles.

Astrology50INTTelling the future from the starts. (It’s true)

Astronomy70INTKnowledge of the space above.

Biology70INTLiving beings and their bodily functions.

Boating40DEXSkill of steering boats.

Bows30DEXUse and care of bows and crossbows.

Brawl20DEXSkill of hand-to-hand fighting.

Chemistry70INTKnowledge of the properties of matter.

Chirurgy70INTModern mechanical treatment (e.g. surgery)

Climbing20DEXSkill of climbing.

Computers40INTAbility to use a computer.

Cooking10WILSkill of preparing good food.

Cyberlink60INTOperating the cyberdeck.

Cybernetics60INTKnowledge of cybernetics.

Database20INTA Skill concerning the methods of searching different databases

Demonology60INTKnowledge of demons.

Diagnosis70INTRecognizing symptoms.

Dianetics40WILAbility to stand life.

Disguise10INTAbility to alter ones appearance and manner.

Dodge30DEXAbility to dodge attacks.

Driving30DEXSteering motorized vehicles.

Economy40INTSkilled at making more money.

Electronic security30INTBypassing electronic security.

Electronics40INTKnowledge of electronic gadgets.

Explosives50INTKnowledge and application of explosives.

First aid30INTSkill at treating injured people.

Forgery40INTSkill of forging documents.

Gambling30INTAbility to cheat (win) in games of chance.

Geology60INTKnowledge of rocks and geological phenomena.

Gunsmith60DEXKnowledge and production of firearms.

Handguns20DEXUse and care of handguns.

Heavy machinery40DEXAbility to control massive machinery.

Heavy weapons50DEXUse and care of mortars, cannons, bazookas and other heavy weapons

Hiding20DEXSkill of hiding ones person well.

High Mathematics70INTQuite advanced mathematical techniques.

History60INTKnowledge of written history.

Locksmith40DEXSkill at picking, repairing mechanical locks.

Machine pistols40DEXUse and care of machine pistols.

Mana100(WIL)Mana skill rank is used to count Spiritual Energy (rank x d6 + WILL modifier).

Mechanics30INTKnowledge concerning things of mechanical nature.

Media30WILInterviews, performing and stuff.

Meditation40WILFor recovering spiritual energy.

Melee30DEXAbility to use melee weapons.

Music (instrument)30INTAbility to play an instrument.

Occultism50INTKnowledge of forbidden arts.

Oratory10WILSkill of public speaking.

Other language40INTLanguages. Everybody speaks his native, usually German.

Parapsychology50INTKnowledge of matters spiritual in nature.

Pathology50INTKnowledge of different maladies and communicable diseases.

Perception20INTtrained skill of perceptibility and alertness

Persuasion30WILAbility to persuade the target with sweet, sweet words.

Pharmacy60INTKnowledge and manufacture of medicals

Physics70INTKnowledge of secular and fringe physics

Pilot60DEXSkill of steering flying machines.

Programming50INTKnowledge and application of programming languages.

Psychoanalysis60INTUnderstanding of inner workings of man’s soul.

Psychology60INTKnowledge of human behaviour.

Read/write10INTAbility to read and write.

Riding30DEXSkill of controlling the steed.

Rifles30DEXUse and care of rifles.

Screwing20WILPractised ability and knowledge of advanced techniques of coitus.

Seduction20WILKnowledge of enchanting behaviour.

Sensor analysis20INTUse of radars and other sensory equipment

Shotguns30DEXUse and care of shotguns.

Sign language30INT’speaking’ the sign language.

Sleight of hand30DEXPick pocketing and stuff like that.

Sports30DEXAbility to perform on track and field.

Stalking20DEXSneaking, hiding and shadowing.

Streetwise30INTconnections and knowledge of underground and criminal elements.

Swimming20DEXAbility at not sinking.

Teaching20WILAbility to make someone believe you.

Theology60INTKnowledge of religions and their practices.

Throwing20DEXFrom knives to grenades.

Torture30WILQuestionable practices of persuasion.

Wrestling30DEXAbility to rub the other one down.

Zen40INTAbility of getting over suffering.

1.11.1Forbidden 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.

SkillCostDescription

Ambidexterity100Both-handedness

Anaerobic200Does not need oxygen.

Autarchy200Does not need sustenance.

Bioluminescence 100An appendage starts glowing.

Chameleon100Ability to change colour.

Eidetic memory20099% visual memory.

Entamoebism200Ability to grow false appendages.

High pain threshold200Works as 1 point of armour.

Hygroscopic100Does not need water.

Immunity 200Immunity to diseases/poisons

Infrasight100Can see infrared.

Over-empathic200Telepathic communication.

Potency100No recovery time from orgasm.

Real sense200+5 to perception tests

Resistance 200Ability to withstand cold/heat.

Self-amputation300Ability to remove own appendages at will.

Superplasticism200Ability to stretch limbs to twice the original length.

Toughness200+D6 Hit points

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

ProlesTests1/64

2TESTS

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

2.1Success 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.

2.2Opposition 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)

2.3Skill 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:

DifficultyLevel

Routine+10

Easy+5

Normal difficulty0

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.
  • Battles
  • Initiative

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

2.4.2Thrown weapons, firearms and bows

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

RangeTo hitDamage Mod.VisibilityTo hit

Point blank ( 2m)+4+450-100%0

Short (3-10m)+1+110-49%-2

Medium (11m-100%)001-9%-6

Long (100%-200%)-2-20%-10

2.4.3Automatic, multishotand burst weapons

Automatic weapons are indicated with an asterisk “*” in the weapons list Initiative. Automatic fire takes number of bullets declared by the shooter, up to the maximum salvo of the gun (which is shown in brackets next to the asterisk). Skill test is rolled normally, but the number of hitstarget gets is the amount of points that the skill roll is under the required score to hit.

Guns indicated with two asterisks “**” in the weapons listInitiative can be used to fire more than once in a round, as most of them have more than one barrel. Separate skill test is made for each firing. Maximum range width is 90 degrees if shot at different targets.

Guns with burst fire always fires 6 shotsand target takes d6 hits with successfulfire skill test. Either burst fire weapons’ ammo round contains 6 bullets or pressing a trigger always releases this amount of bullets. Burst fire capability is mentioned as “(b” in weapons list Special.

In all cases, armor protects separatedly against each hit.

2.4.4Melee/unarmed combat

Melee- and unarmed combat utilises a combat test if opponent tries to block or dodge the attack.

Each 5 kgs of weight carried reduces dodge by 1 point.

Using two melee weapons. Both hands have -1 penalty to hit, in addition to left hand penalty of -3. Take separate initiatives for both weapons with –1 modifier for both.

2.4.5Critical hit

Critical hit results when to hit roll is exactly the required amount or when the skill is over 20, on result 20 or over. Damage from critical hit is multiplied by two. Critical hits also damage target’s armor protection by 1 point.

2.4.6Subduing

Character has to make a targeted hit with blunt weapon to head with -5 penalty. In addition to normal damage the target has to test his CON reduced by the damage taken. Helmets provide +10 bonus to the test. If the test fails, target falls unconscious for damage amount number of rounds.

2.5Experience

Game master rewards players with experience points which can be used for various things detailed below.

2.5.1Beginning experience

Starting characters get (2d20+WIL modifier)x10 points of experience.

2.5.2Buying skills

Skills are bought with the cost of the skill.You can buy a skill over and over again, getting a cumulative +1 bonus to your skill checks.

2.5.3Raising statistics

Raising a statistic takes its value times 10 experience points.

2.5.4Enlightment

With Mind times 10 experience characters can have or get rid of desired fanaticism.

Enlightenment is nice, so it also raises empathy by one.

2.5.5Experience amounts

Recommendable amount of experience per adventure is around 30 points, depending of course what characters experience. Successful tests ~5, killing ~10, decent roleplaying ~15, finishing a goal ~20, religious awakening ~25, running Amok ~50, dying ~100.

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3THE ABRASIVE WORLD OF FINAL TIMES

The insanity of the living world has reached the point where citizens of the world have become indecent. They have abandoned all honesty. No-one cares about the drained junkies, freaks, commies, pygmies, nerds, mutants, cultists, ghouls, lycanthropes or whores - or in other words – normal citizens. God and Devil reject mortals if they can. Their insensible motives drive the least of the souls to ends of hellishness, to a state in which all is lost. Year is 2007, you are in Berlin and things are truly not well. Hell has opened, there is betrayal and lusting going on, suffering and meanness can be found, and horrors and unrest are sawn everywhere. Citizens live only to survive for tomorrow, caring a little, questioning nothing, and just trying to continue their former routines, sensibilities dimming and suffering alone in their personal hells.

The violent upheaval which was the result of the alien races so obnoxiously appearing, has made the entire concept of holiness to disappear. Nothing is true and everything is allowed. Truth only serves the strongest.