Thursday, October 28, 2021

The Importance of Chaos

 

There is a certain kind of GMs who, upon first reading the Kult: Divinity Lost corebook, seem to be enraptured on the one hand, but also a bit disappointed by the lore presented within.

I've seen them come online and share their precarious mixture of confusion and frustration with the book's setting info, often enough to discern a certain pattern. Here's how their argument tends to go:

I find the descriptions very general and example-based, and while I get the idea - they want to leave a lot of room for interpretation and personalizing your own games - I feel a need to squeeze out a more concrete picture from all the fragmented and contradicting tidbits.

I need to create a coherent, holistic view of the background and lore in my mind, in order to be able to tell good stories in the setting. Sure, it should all stay mysterious to the players - at least in the beginning - but to me, the GM, things have to make sense.

There is such a thing as too vague, too open-ended, too much of a-thousand-snippets-but-never-a-complete-picture. I want there to be concrete rules for how things work in the world. I want exact statements about the Illusion and how it interacts with other dimensions and what the creatures there can and cannot do.

Especially as the game focuses so much on "What is Real?", there should be actual Truths for the players to pick up on.

To that, I say: Yes I get it.

But I'm afraid you are over-fixating on something that will not work in the game - simply because this was never what it was intended to do.

It is impossible for us to coax "exact statements" and "coherent truths" from the disjointed and contradictive lore. Or it might be possible, but it would be counter-productive in the end. This is very much on purpose.

Here's the thing: Yes, the game focuses on finding out about 'what is real' - but the intrinsic horror of it is that this question can never be fully answered. 

 


 

For one thing, in order to write down the exact rules of what the Illusion-Machinery does and how it works, you'd need to have a Demiurge-level intellect, and the vocabulary and syntax to express it... which we simply don't, so we can't. 

Consider, in addition, that the Machinery is not only vast and ancient and unspeakably complex, but also deteriorated and breaking down - which manifests in different ways at different locations and different times, and even for different people at the same location and time.

All this means that you cannot (meaningfully) follow a "physics engine" approach to the game's setting and lore.

Example: What happens when I See Through the Illusion at, say, a supermarket? How do I GM such a scene so it makes sense in the whole context of the metaphysical background?

Answer: you don't. It won't. 

Good news is, it doesn't have to.

Where one person may witness an infernal caricature of a supermarket where the employees are demons that prey on the unwitting customers, another might see the working poor as purgatides being tormented in customer-pleasing hells. Yet another may perceive all participants in the scene being ground up between the cogwheels of Yesod, or maddeningly haunted and driven by Limbo-spawned feverdreams of luxury and plenty for everyone - while stuffing themselves with rotten morsels and maggot-ridden refuse in 'reality'...

And then, when you come back the next day, and See Through the Illusion again, it might be something totally different you behold. But maybe not for your friend - who has been seeing different Truths beyond the Veil all along. So who is right? Which one of you is perceiving the actually real Reality? 


It's like that in the big scope of things, too.

We know some things, but there are large gaps (the heart of horror is the omission of information, after all), and there are countless contradictions that happily refuse our feeble attempts at resolving them.

You see, God is evil and not at all interested in loving mankind or guiding us to salvation. The idea of free will is a cruel joke and paradise is but a pipe dream, spoon-fed to us by the deceptive half-deity's depraved minions... But actually that doesn't matter anymore, since God is also dead (or at least gone), and so any Grand Designs of His are left discarded and abandoned... But that doesn't really change anything because the Archons and their servants are still maintaining our imprisonment, and so we are all still wandering, blind and crippled, through the derelict ruins of Metropolis, shackled by ties that we cannot even perceive... But that won't last for long because it's in our very nature to break free of any limitations placed upon our divine selves, and the Illusion is crumbling all on its own anyways... But that may never happen because Inferno is encroaching on our very souls to drag us to hell for eternal torture over sins both imagined and real, making a new prison even as the old one is failing... But that doesn't matter because Gaia ever intrudes into Elysium and seeks to corrode and mutate and decay everything... Except that doesn't matter either, since the Void of Achlys is also encroaching and will inevitably devour everything into its very own brand of oblivion... But then you got Limbo, and...

You get the idea.


To return to the question, then... Which Truths Are Really True?

Either of them? None of them? Only the ones we choose for ourselves?

Perhaps all of them.

Is this madness? Yes.

Or is it divine understanding? Also yes.


The ultimate horror is not found in how terrifying the objective metaphysical Reality out there is in its workings. (Like in the Cthulhu Mythos, for comparison)

The best horror in Kult is personal. How you react to the things you see and feel. What you discover inside yourself that makes you feel and see things in that particular way. And how you deal with that...

 

So the next time you are getting doubts about your GMing, feeling that maybe it's not enough when Seeing Through the Illusion that - 

"there are disgusting maggots everywhere and the person you're talking to has an inverted face"

and you're afraid that your players might demand to know "yeah? so? why is that?"...

Feel free to throw the question right back to them:

Why do you think that is? 

What do disgusting maggots mean to you(r PC)? Did you experience something like that in early childhood perhaps? What does an 'inverted face' mean? Do you think its symbolic maybe? Are you projecting that from your own twisted mind? Or is it external, some demonic imagery superimposed on your perceptions?

Can you discern the difference? And if so, could you live with the answers?

 


Finally, remember that there's never just one layer to the Truth. 

The Illusion is not like the Masquerade, or the Matrix, or even the Cthulhu Mythos to some degree, where you're either in on the secret behind-the-scenes stuff going on in the world, or not (yet) wise to how things really are.

It's layers and layers of lies. The worst of them are the ones we tell ourselves. But of course, there's no shortage of other beings in the cosmos who are more than willing to add their own spins to the narrative as well. 

The mentor who teaches you magic in order to enable you to break free of the lictors' control is really looking to enslave you to himself. 

The dream wanderer who helps you overcome that sorcerous would-be despot is actually a psyphago trying to lure you into its nightmare prison where it collects human offerings to a Dream Prince it seeks to appease.

The nepharite that offers you assistance in the form a pact in order to get out of that wants to make you believe it is an angel, so you'll become its prophet and spread a subtly perverted gospel that may drag countless other souls into a vicious circle of sin, self-loathing, and eternal torment in its own private hell...


Allowing for a large amount of unbridled chaos in your setting presentations as a GM can give you something that's much better than the feeble promises of consistency and reliability. It gives you the power to keep your players guessing, uncertain, unsettled, surprised, constantly needing to adapt... and you know what that adds up to, right? 

You're keeping them scared!

 

That said, sometimes too much of a good thing may be detrimental as well. Check out this other article I wrote, for a contrasting argument, if you ever feel like you overdid it on the chaos factor, and would like to steer things back to a little bit more structure and coherency.



 

Thursday, September 30, 2021

Triptychs of Terror, pt.1 - Enwildened Gods of Gaia

 

Eshkorezh 

Reaper of the Crimson Harvest, Herald of the New Spring

When Malkuth forged Elysium and implemented the Sentinels in order to contain the imprisoned humans, she also made them wards against the likes of Eshkorezh. Trapped in the borderlands of Gaia ever since, he has sought entrance into our reality for millennia.

Only recently, no longer staid by the waning powers of the Glass Ziggurat, he has found the first hidden rifts. Winding pathways, narrow canyons, and parched mining pits grant him access. He is drawn to approach human settlements, and always reveals himself to their dwellers as soon as possible. At first he appears as a distant silhouette against the evening sky, then he thunderously whispers to them in their dreams, and finally he makes the beasts of the field bleat and bray his name. Only then does he ultimately emerge in person from the oddly purplish fog that has risen to envelop the entire village.

The sacrifices he demands are horrifying to even contemplate, but those who give them willingly are permitted to form cults and start worshipping the primal deity. Those who do not, he promises to reap in crimson and screams. His faithful then water the ground with the tears of orphans left in the wake of his harvest, as he tells them it is to make winter depart and allow a new spring to arise.

Few of them realize, however, that on Eshkorezh's original homeworld, "spring" entailed such terrifying sights as gigantic barbed tentacles bursting from the ground and ravaging the landscape to make compost for the growth of their future pollen. Swarms of savage ferocci awakening from hibernation, famished and ravenous for fresh prey after the stale darkness of their caves. The purple sky crying fiery rain unto the hills wreathed in sulphurous acidic fog.

Eshkorezh seeks to restitute the glory of these events. They are some of the precious few memories he has managed to retain from his previous existence as one of that world's inner circle of elite hierophants. His world, as well as his entire race, is now forever lost of course. But he can yet indulge in nostalgic reenactment - and he is determined to do it to his fullest ability.


What the god wants:

Spread the word of the Crimson Harvest and the New Spring (the crops will not believe it, but they must be told). Trap a group of adults outside in bad weather. Save a child from catastrophe (but only the child). Plant the alien seeds he gives you in an acre that hasn't borne fruit in three years. Steal something valuable and leave traces that lead into the wilderness. Sabotage a dam or clog a major drain pipe or inundation canal. Set a church, a barn, or a gas station on fire. Bring an orphan to the woods and abandon it there. Kill a cave bear at new moon and live in its den, eating only its carcass and the vermin it attracts, until the moon is new again. Collapse a highway bridge (or tunnel), killing at least seven people in the process. Give Eshkorezh your most recently born child.


What the god offers:

Your crops shall be plentiful. Your cattle shall breed strong and numerous. Curse someone with infertility. Slay or beset with plague all the animals of a farmstead. Cause a fog to rise that makes a traveller become lost and never return. Send a ferocco after someone you hate. Make a river or well dry up or become poisonous. Summon a thunderstorm that sends everyone in a village or small town running to hide in their dwellings. Summon rainfalls to cause high water destroying the fields and gardens. Tear up the earth in large jagged cracks, to topple their towers and rend apart their roads.



Yllu'chandra

Creeper of the Mawed Peaks, The Shrieks That Echo from the Caves


Originally an azghoul who managed to escape Metropolis some time after the Fall of Humankind, Yllu'chandra has been distorted and changed by her extended exile in Gaia. Already a mangled and tortured creature under the Reign of Humanity, the corrupting influence of the Hungering Wilderness has further transformed her body and mind - in ways that have made her both more powerful and more ruined.

[You can use the stats for an azghoul as a basis to represent her, adding the modifications described below.]

Her armor-parasite, already irreversibly wedded to her flesh by the unholy ritual sciences of Awakened Mankind, has fully melded with her body in the most grotesque and disgusting ways. Pustules and running sores disfigure both her exposed skin and the metal and ceramic plates covering it. 

Some of her limbs have become fully biomechanical, the artificial parts of her having attained an unnatural sort of life of their own even as her organic parts fell to rot and mutation. Her helmet's face mask has become her face, repulsively animated and twisted into viciously feral features. 

Ragged shreds of what may have once been flowing robes worn over her armor are now impossible to tell whether they are half-decayed wings, tattered remnants of cloth, or frayed organic tentacles. They behave like a mixture of all of those. 

[Her horrid sight makes anyone Keep it Together, unless prepared or extremely desensitized. On a fail you are overcome with fear and disgust and must get away from the miserable and horrifying creature as fast as possible.]

The rust-encrusted sword she carries has been changed by Gaia as well. It constantly snaps and gnashes its teeth, beset by a hungry will of its own. She originally took it from one of her former human masters, though even she herself has long forgotten about this. Underneath the corrosion and filth and gore that cover it, the weapon is still adorned with ancient engravings. These can reveal secrets of Metropolis and the Reign of Humankind, to those who know to read them.

[Upon seeing the sword, you are able to briefly See Through the Illusion. Depending on your roll, you may sense more or less clearly that this object is intrinsically linked to power... in fact it even feels linked to your own Innate Divine Power. Taking possession of it promises great insights and mystic abilities!]

[Owning the sword conveys a +1 raise to the wielder's Soul Attribute. Every time you slay an opponent with it, you gain an insight into that creature's True Self, and may mark 1 experience to reflect this. You also become aware of the runes engraved underneath its crust, and that uncovering and deciphering them will be a prolonged quest unto enlightenment all of its own.]

Yllu'chandra can only be encountered in the rugged mountainous ranges of Gaia. She makes her dwelling in a region dominated by stony spikes that grow from the bedrock like large jagged barbs. Every cave entrance looks like a fanged maw, every rocky ridge like the spiked back of a petrified dinosaur or fossilized dragon. Odd, vaguely geometrical formations dot this bizarre landscape of barren peaks and cracked canyons, reminiscent of towers and castles, but almost unrecognizably encrusted with soot and stone - as if gigantic stalagmites had dripped liquefied dust onto them for millennia. But of course, there is nothing to be seen above them except the angry, surreal Gaian skies.

The deterioration of her mind has made her both more and less divine. She has become instinct-driven, almost feral. Depraved and insane from her long solitude in the Eternal Wilderness.

From high atop the rocks and from deep within the caves, she shrieks. When she doesn't hunt, feed, or sleep, she spends her time muttering to herself, softly rocking back and forth, or agitatedly prowls her territory, paranoid against invisible enemies.

Closing in on her den, rotten corpses can be seen impaled on jagged barbs of stone. She puts her captured prey there, to wait until they are decayed enough for her to feed upon their delicious rot.

But in the depths of her insanity, she has also rediscovered fragments of her own lost divinity. For one thing, Yllu'chandra has reclaimed a measure of unfettered freedom normally impossible for her species.

[Her Former Servant weakness has decayed over the millennia. Compelling her by using her True Name (which to find out about in the first place is another quest all of its own) only works if you also succeed at a roll +Charisma to Influence her.]

Additionally, she remembers certain glimpses of her former human god-masters' glories and wisdoms - and has learned to use them to her own advantage. She can use (and teach, if she feels inclined to) a screeching, atonal song that magically drives off many of the (comparatively) minor beasts of prey that prowl the mountains and caves of Gaia at night.

[When you scream the feral song of magnificent terror at the top of your lungs to intimidate a savage beast, roll +Soul. Treat the result as if the PC had used the Divine Advantage, but the only orders you can give the beast are to go away and/or leave you alone.]

Finally, like all azghouls, Yllu'chandra has the ability to see into someone's soul, and recognize the true nature of any being in heer presence. She can even see all the way back into a person's past lives. Building further upon this ability - in a way known only to herself - she has developed the unique metaphysical power to establish a sensory feedback loop with any victim she can hold in her grasp undisturbed for a short while.

[When she has you fixated and stares into your soul all the way back to before you were even born, roll to Keep it Together. On a fail, you gain the Haunted Disadvantage, and what haunts you are disturbing and tormenting visions from one or more previous lives. Holds from this Disadvantage can be used by the GM to distract you from something important, make you act out as you mistake the visions for reality, inflict Stability loss, or reveal cryptic hints at ancient secrets you used to know.]

There are precious few in Elysium today who know about Yllu'chandra's existence. A careful researcher might uncover some obscure nordic legends that reference her 'Curse of Mad Sights', and have her penned as a vengeful, cave-dwelling, trollish mountain hag. From the right versions of this legend, a scholar of the occult may puzzle together the pieces of a warding ritual that will protect one from this curse.

There is also an ancient Chinese ballad that tells the story of a formerly servile spirit who fled its masters to take refuge in the mountains. It describes her struggle to become autonomous of the commands of her former master (a powerful wizard), and how she learned to exert dominance over the primitive predators native to her new home. Notably, the song lists a number of favorite foods that she used to love, but cannot get in her new environment (such as fish, plums, and goose eggs), and implies that she will be friendly to travellers who bring those along and offer them up to her.

What truth there is to any of these findings? Nobody knows with any certainty.

You'd have to go there and try it out, yourselves. 

But why would you ever want to do that?



Saarkyn

Forlorn Father of Vultures, Ravager of Temples

Formerly the Supreme Warmaster General of a sentient avian race who had conquered several worlds with their cybernetically enhanced airborne shock troops and powerful invocation magic, Saarkyn finally faced defeat for the first time when a handful of humans noticed his exploits - and decided that they wanted that corner of spacetime to themselves instead. The avian empire's cruel demise at the hand of the humans' divine might was inevitable right from the very first 'battle'... although slaughter would be a better term for it.

Unlike most of his species, he was not recklessly murdered during the final devastating assault on his homeworld. Instead the human conquerors decided to capture him alive, to be paraded before their peers back home in Metropolis. They thought him amusing and deigned to humiliate and torment him for a long time to come. He was mutilated and mocked, his cybernetic implants ripped out of his body and his magic torn from his soul, in an extended public orgy of sadistic abuse.

The secrets and powers we stole from him were unusual enough to intrigue us, however - so before we ultimately dispatched of him, we forced him to create something for us. In a spiritual rape of Saarkyn's very soul essence, he was made to breed for us a new race of biomechanical servant creatures: The erinye, designed to act as scouts, messengers, guards, hunting companions, and playthings in our manifold divine pursuits, and genetically enchanted to obey our every whim.

After this was complete we tossed him, wretched and broken, somewhere into the Wilderness of Gaia. However, even we could not ultimately break his divine soul. Perhaps due to his indomitable warrior spirit, he refused to perish even as his mind became twisted and shattered by hatred and pain. He survived in the Wilderness. His body has healed, albeit in grotesque mockery of his former mganificence, and his vengeful thoughts have turned against humankind once more.

His broken mind remembers what we made him do, and parts of how to do it. So he bred new species of scavenger birds, and managed to sneak at least one of them into Elyisum under the watchful eyes of the Sentinels. Watching from the borderlands, but normally unable to enter the Illusion himself, he controls his vultures from afar as they terrify us while alive and devour us when deceased. He takes a perverse pleasure in watching weakened former godlings crawl their final agonizing yards over barren ground before succumbing to thirst, starvation, exposure, or mortal wounds.

He hates us with a burning passion, but in his agonized insanity mistakes the fake gods the Archons have created to keep us blinded and distracted, for the True Gods we used to be. He cannot understand how we can at the same time be so weak as we are these days, and yet be the same creatures who have defeated and ruined him at the peak of his own power. 

One thing is clear to him, however, and he is utterly fixated on that one thought: It was the gods of mankind who did this to him! So he takes out his hatred on symbols, locations, and people associated with faith and organized religion. Regardless whether it is a synagogue, shrine, church, mosque, or temple - whenever a place of worship burns, collapses, or is flooded, and when everyone inside of it dies and the vultures circle above the corpses of the faithful... that is when Saarkyn can enter our world, to rejoice in the death and destruction.

He has formed numerous cults over the centuries. Most of them are very small, but his followers - recruited from atheists, nihilists, progressive liberals, victims of abuse at the hands of religion, and other adherents and sympathizers of anti-theistic ideologies - are often fanatically loyal to his cause. Usually taking the form of mystery cults underneath a thin veneer of rationalist philosophic thoughts, these groups have had numerous confrontations with the servants of Chokmah all over the world. Many of Saarkyn's followers have been destroyed in these conflicts, but many more remain. 

Some scholars even theorize that these cults may have played a not inconsiderable part in the near-destruction of Chokmah during the 20th Century. Others claim this idea laughable, but oddly do not dare to laugh too loud.


What the god wants:

Make someone renounce their faith. Deface a religious symbol or monument. Prevent a whole congregation from gathering for worship. Access codes to a cutting-edge cybernetic research facility. A sacred building set on fire. Crates of automatic weapons and explosives delivered to one of its cults. Open a gateway to Metropolis.


What the god offers:

To fortify your mind against deception and guile. The ability to look through the eyes of the birds above. Behold a creature's True Nature. Teach a ritual that commands swarms of scavengers and vermin. The ability to intimidate your enemy with cries of wrath and retribution. A vial of mutagenic serum that swiftly heals even the gravest injuries (but repeated/prolonged use of it will make you grow ragged wings and vicious claws). Summon a small flock of erinye to tear apart your enemy.




Image credits:

The Hellhound, by Abe Taraky

Crouched Knight, by Marcelo Orsi Blanco

Ipos, by Kurt Wandelmaier



Monday, September 27, 2021

GM cheat sheet: Disadvantages

 

Greetings, fellow GMs. 

Today I bring you a gaming aid I have developed in response to an often-seen question:


How on earth do we keep track of all the Disadvantages, their triggers, effects, and - perhaps most importantly - the Holds they garner?


It's not only new and inexperienced GMs who can sometimes struggle with this. It can be a bit overwhelming even to those of us who have been running games for years or even decades.

Disadvantages are a very important, even essential, part of the Kult: Divinity Lost game engine. Therefore, it stands to reason that they employ a somewhat more involved system to represent them. 

But, I decided, that there must be some way to handle them more sleekly during our games!


So I dug out my various back-of-an-envelope, improvised notes for that sort of stuff that I had made during various of my K:DL games, studied them for patterns, and crystallized my findings into this:



 

As you can see, there is actually just a rather small number of "categories", for want of a better term, that we really need to list and keep track of. 

The trick is all in how to visually organize that info so you can quickly find and use it during a game.


Here's an example of how I fill them in:

 

(click to enlarge)


Not sure if it isn't self-explanatory, or mostly so anyways. But just in case, here's a little rundown.

We can see that:

  • Jim has the Disadvantages Depression and Stalkers.
  • Ivy's Nightmares trigger whenever she is asleep during a scene
  • Scar has got to have a pretty shitty life. The GM has already used 1 Hold from his being Haunted, and no less than 3 Holds from his being a Liar. 3 more Holds are still retained by the GM, so more bad times seem to lay ahead for the poor guy. 
  • When the time comes to address Bea's Guilt, the GM can quickly see that she might be sought out by her previous victims, or their vengeful relations, or even a demon of punishment perhaps. Alternatively, she might be beset by nightmares or visions, or might suffer bouts of anxiety and self-doubt
  • SIT. means "situational", and marks those Disads that don't give holds for later but instead resolve directly in the situation in which they were triggered.


Simple and easy, eh? 

Everything you'll ever need to reference, on one quick glance.

 

Finally, while I was already at it, I also made another variant. This one is for the especially style-conscious GMs out there. Here is the Prestige Version of it:



This is without a doubt the coolest looking of the bunch! Might be a bit harsh on some printers, admittedly... but if you can get around that somehow (print at work, shell out some small bucks at a shop...) you get a real nifty GMing aid that maintains the look and feel of the official K:DL materials. 

And if you should happen to be playing online, these are extremely low-effort to use. Good looks is cheap and easy in the digital realms of the Deep Dark Net, after all!


Okay cool, how do I get them?!

You can grab them from this finely crafted gdrive folder over here.

Or click on the images above to enlarge, then right-click on that and either select to open in a new tab (and DL it from there), or save it directly to your device from the enlarged preview.

For printing, these are designed to look good in A5 landscape format. That gives them the right size to scribble your handwrite notes onto. 

A4 landscape works as well if you prefer that, though that might make it a bit bigger than strictly needed perhaps. But perhaps you just have a bit larger handwriting, or maybe you like to pin it to a wall nearby from where you GM - and so prefer a bit bigger format to be able to reference the info even at some distance.


So, in conclusion: 

I hope these can be useful for people out there. Please feel free to let me know if you use them, and whether they worked for you!

Could they be further improved? Or do you perhaps happen to already have some other, completely different way of tracking Triggers and Holds for your PCs' Disads?

Let me know in the comments or on the usual socials!



If you enjoy the stuff I make here, please consider supporting me over here on my patreon.

My workings here on the blog are and always will be completely free. I'm doing this out of passion for the game and its lovely community. But if you join the Cult of Malkuth in earnest, you can get extra benefits - such as the opportunity to buy me coffee, make wishes for future content, and perhaps additional perks as well. Check it out!




Saturday, August 14, 2021

Homebrew Move: "Refuse Death"

 

Death can be a pesky problem for a GM, especially if it happens right in the middle of a session and would leave the player without something to do for the rest of it - and doubly so if their character's involvement in the story just got interesting, and you are loathe to just let that doomed soul go.

Fortunately, in KULT, Death is Only the Beginning, and so you never have to let it force your hand.

Some of the official and unoffical scenarios for the game already have built-in countermeasures against untimely character annihilation. Island of the Dead, The Summit, and Wind on the Leaves for example, all have their various workarounds to prevent players becoming deprived of a way to keep participating in all the  fun  ahem, horror!  we're having...

Often, such workarounds are based on the pervasive presence of the Death Angels in the fiction. But the ability to cheat the Reaper is not exclusive to the forces of Inferno. In fact, souls fall through the cracks in the Demiurge's crumbling machinery all the time - and through Limbo, Gaia, Metropolis, or the extremes of their own Madness or Passion, may well find their way back to Elysium.

Here's a custom Move to represent this:


(Disclaimer: Yes, as the GM you should only use this move if you're comfortable with it happening in your scenario or campaign.
If you don't feel that the Illusion is sufficiently unstable, or powerful otherwordly entities may be paying attention in the general vicinity this happens, by all means don't use it!)

 

Refuse Death

When you die but refuse to give in the afterlife's pull on your soul, roll +Soul.

(15+)

You may return into your body (if it's not too destroyed) in short order and inhabit it again, at relatively small cost. 

Alternatively, you find another corpse nearby that is well suited to contain you.

In either of these cases, you become a living soul animating a dead body.
Talk to your GM about the exact ramifications of that.

Also choose 1:

  • Reduce your Stability by -2, or to Anxious (whichever is lower).
  • Mark a permanent Serious Wound that cannot be stabilized or healed except by restorative Death Magic.


(10-14)

You manage to struggle back into the world, but it may take some time (though merely a couple of scenes may pass in Elysium), and it will cost you. Reduce Stability by -4, or to Unhinged (whichever is lower).

Also, choose 1:

  • You had to escape purgatory: Mark 2 permanent Serious Wounds and get the Limitation Inhuman Appearance, all of which is only curable by Magic or the interference of Higher Powers.
  • You were forced to make a Pact with a powerful entity in order to come back.
    Perhaps an Angel of Netzach, a Death Magician in service to Malkuth, or a Nepharite of Thaumiel...?
    Your body is fully restored, but the entity will demand services from you in the future.
  • You became an incorporeal ghost: Free of spiritual debts or physical wounds, but you'll need to find (and possess) a new body on your own, if you want to become anything else than an aetherial phantom again.


(-9)

That went really badly. You cannot return during the ongoing session.
(But maybe ask your GM if there's some nice NPC nearby that you could play for the remainder of it?)

During downtime before the next session, discuss with the GM what your options are.

Examples:

  • You return in the body of a young child or frail elderly person,
  • You're wholly enslaved by a Higher Power,
  • You have permanently turned into a Child of the Night as you succumbed to your Shadow while on the other side,
  • You only have very little time to spend in Elysium before you're reclaimed by whatever terrifying afterlife awaits you,
  • ...


Alternatively, perhaps your soul was dragged into the abyss after all. Maybe it's time to put together a new character and talk to the GM about how to introduce it into the story. Perhaps some fates are to be averted neither by men, nor gods...




GM-Advice on getting Broken

in the course of Refusing Death:

For characters of low Stability, the trauma of death - not to mention the harrowing experience of fighting one's way back from it - may prove fatal to what remains of their frayed emotional composure and mental resilience. If that happens, roll with it for all it's worth!

When a PC gets Broken by the Stability loss prescribed by the above move, let this happen as normal in the game: The GM makes a Move... or hell, Make Two! Simply because, shit, that was a fucked up thing to go through, right? Right!

Often when coming back from the other side, and all the terrifying sights and sensations it inflicts, we feel drawn to reunite with those we love and trust the most. You can Shift a PC Through Time and/or Space, and let them appear at the doorstep of their family's home, or in another player character's immediate vicinity. Very little time may have subjectively passed in Elysium, while the returned person may have weeks, or even years, worth of memories of the suffering they endured to get back here.

Having Fragments of the PC's Dark Secret Manifest around them can be used to convey the sense that something has come back with them, and is haunting them now. You can blur the lines about whether these manifestations are just figments of the character's imagination, demonic emanations from the netherrealms that followed them here, or independent entities all on their own. But either way, they will bodily exist, living and breathing (or at least solid and tangible, in the case of it being objects or locations) in Elysium, now.

Getting a New Disadvantage is also entirely not unreasonable. Perhaps a Sexual Neurosis for someone who escaped the hells of Gamaliel, Greed for someone who had to bargain with Yesod for their return, or a Drug Addiction for someone who has felt the sweet embrace of Achlys while on the other side.
Nightmares, Phobias, Mental Compulsions, and Repressed Memories
make for viable choices across a wide range of otherworldly experiences, as well.
Becoming a Fanatic is another highly viable option for someone who has faced extradimensional entities, and the organisations and monsters serving them - and may express as either a determined support of their means and ends, or as an equally relentless opposition against them.

The options of Undergoing Change, where two Attribute values are switched, is especially fitting for PCs who have just overtaken a new body. Or, you know, those who had their personality sufficiently torn apart and remade differently than before.

Similarly, Switching to a New Archetype can also be highly believable in a situation like that, depending on the character and details of the surrounding fiction.

Perhaps he used to be a Drifter, or a Ronin, or a Scientist...
Whatever it was, he may be something different now.

Finally, attaining a Glimpse of the Truth can in fact almost be taken for granted, considering the entire circumstances of the very roll that led to all this.

As a note on personal GMing style, I tend to play this particular option way stronger than the corebook suggests, since I consider +1 experience a bit mild, all things considered. I usually give them +5 xp, so in effect a free advancement. This option is clearly meant to alleviate any other consequences you may choose to inflict on the PC, and I find it works very well to 'reconcile' players a little bit with the horrible costs of their mental breakdown.

That said, it also makes for a very good takeaway from a trip beyond Death itself. It's a fairly common pattern in folklore and myth, after all: The traveller to the spirit realms brings something back with them upon their return. Deep insights, newly acquired powers, or another reward for their harrowing tribulations on the other side...