TEXT: CIRCLE
  By defaut you have 20 or so contacts in your circle, loyal to you but not fana-
  tical. They have their own lives appart of you, integrated in the local society 
  (contact+1, giri: 1-budget, want: desertion).
  Characterize them:
  Choose 2:
   your contacts are dedicated to you. Giri: +1budget, and replace want: 
        desertion with want: results.
   your contacts are in very high places. +1contact.
   your contacts form a network tearing through the other side. Giri: +breach.
   your contacts are bon vivants. Giri: +party.
   your contacts are rigorous and argumentative. Giri: +intel.
   your contacts are engaged in lucrative operations. Giri: +1budget.
   your contacts are very satisﬁ ed with you and spread the word. Giri: 
        +growth.
  Then choose 2:
   you have few contacts, maybe 10 or so. Giri: -1budget.
   you work more for them than they work for you. Want: jugement instead of 
        want: desertion.
   your contacts won’t do anything without checking with you ﬁ rst. Want: 
        +desperation.
   your contacts are decadents. Giri: +stupor.
   your contacts dabble with the other side. Want: +taint.
   your contacts dabble with the organised crime. Want: +crime.
   your contacts dabble with the cultists scene. Want: +savagery.
  THE ADVISOR
  The Ashcroft fundation traded unlimited energy for unlimited power. To get the 
  Antigravity Pods and Dimensional Engines, the New Earth Government had 
  to accept the moto of the fundation too : «enhancing all of humanity by the 
  application of knowledge».
  And there you are. You are the fundation advisor. You ensure that the NEG un-
  derstand how the Aeons are different. People listen to you, high ranked people: 
  generals, politicians, educators, people who shape the days to come. 
  You know better, you have better access, you are better educated than most 
  people you’ll ever talk too and more importantly, you have that voice. You 
  know, the voice that make people trust you.
  Enhance all of of humanity by the application of your knowledge. That’s what 
  they pay you for.
  a character playbook for
  ADDITIONAL RULES
  BREACH
  When you use your contacts or your laboratory to open a breach to the other 
  side, roll +other. On a hit, you can choose 1:
  • Reach through the other side to something or someone connected to it.
  • Isolate and protect a person or thing from the other side.
  • Isolate and contain a fragment of the other side itself.
  • Insert information into the other side.
  • Open a window into the other side.
  By default, the effect will last only as long as you maintain it, will reach only 
  shallowingly into the other side as it is local to you, and will bleed taint (deals 
  shock as established when ﬁ rst seen). On a 10+ choose 2, on a 7-9 choose:
  • it’ll persist for a while without you actively maintaining it.
  • it reaches deep into the other side.
  • it reaches broadly into the other side.
  • it’s stable and contained, not bleeding (-1shock).
  On a miss, whatever happens, your lab or your contacts takes the brunt of it.
  INTEL
  When you use your contacts for intel, ask your contacts what they think your 
  best course of action is, and the MC will tell you. If you pursue that course, 
  take +1 to any rolls you make in the pursuit. If you pursue that course but 
  don’t accomplish your ends, you mark experience.
   your cult
   your scene
   your family
   your staff
   your students
   your court
  CONTACTS
  BUDGET
  CONTACT
  Description
  Giri
  Want
  GEAR + HOLD
  BUDGET
        the
  Advisor
  
  ADVISOR MOVES
   CONTACTS: giri, contact and want all depend on your circle. At the begin-
  ning of the session, roll +contact. On a 10+, your circle grant you giri. On a 
  7-9, they grant you giri, but choose 1 want. On a miss they are in want. If their 
  giri lists budget, like 1-budget or 2-budget, that’s your personal share.
   CHARISMATIC: when you manipulate someone, roll +other instead of +hot.
   AURA: when you interfere with someone, roll +other instead of +Hx.
   PUBLIC SPEAKER: when you speak the truth to a public, roll +other. On a 
  10+, hold 3. On a 7-9, hold 1. Spend your hold 1 for 1 to make the public:
  • bring people forward and deliver them
  • reach for their wallet (up to 1-budget)
  • ﬁ ght as a unit (2-harm 0-armor size appropriate)
  • fall into an orgy of uninhibited emotion: fucking, lamenting, ﬁ ghting, sharing, 
  celebrating, as you choose.
  • go quietly back to their lives.
  On a miss the public turns on you.
   ARCANE EXPERT: you get +1other (other+3).
   HOLISTIC ANALYSIS: when you read a sitch, roll +other instead of +sharp.
   PREPARED FOR THE UNEXPECTED: when you’re in public, you get 2-sta-
  bility and 1-armor. When you’re alone, you get 1-stability. 
  BUDGET
  When you’re charging someone for your service, 1-budget is the going rate 
  for: one predictive audit that circumstances proved accurate, a month’s em-
  ployment as an analist, a month’s employment as a PR front.
  1-budget will cover a month’s living expenses, if your tastes aren’t too grand.
  As a one time expenditure, 1-budget covers the price of : one heavy hospital 
  bill, any weapon, gear or fashion not valuable or high-tech, reparation on an 
  arcanotech device, bodygard service for a week by a ronin, one year taxes to 
  the government, maintenance on a high-tech vehicle, such as a mech or even 
  an engel, bribes and fees and gifts sufﬁ cent to get you into anyone’s presence.
  For better stuff, you should make particular arrangements. You can’t just go 
  shopping around the archeology with a few thousand terranotes and expect to 
  ﬁ nd arcanotech prototypes and luxe eternal.
  COOL
  HIGHLIGHT
  HARD
  HIGHLIGHT
  HOT
  HIGHLIGHT
  SHARP
  HIGHLIGHT
  OTHER
  HIGHLIGHT
  HARM 
  STABILIZED
  SHOCK 
  STABILIZED
  ADVISOR SPECIAL
  Act under ﬁ re
  Help or interfere • Session end
  When you have sex with another character, 
  you each hold 1. Either of you can spend your 
  hold any time to help or interfere with the other, 
  at distance or despite any barriers that would 
  normally prevent it.
  Take by force • Go aggro
  Seduce or manipulate
  Read sitch • Read person
  Open to the other side
  SHATTERED
  -1cool
  TERRIFIED
  -1cool
  BROKEN
  -1sharp
  OBSESSED
  -1sharp
  CRIPPLED
  -1hard
  DETACHED
  -1hard
  DISFIGURED
  -1hot
  DELUDED
  -1hot
  Hx
  DESCRIPTION
  NAME
  OTHER MOVES
  IMPROVEMENT
  Experience:
  IMPROVE
  get +1cool (max cool+2) 
  get +1hard (max hard+2) 
  get +1sharp (max sharp+2) 
  get a new advisor move 
  get a new advisor move 
  choose a new option for your contacts
  choose a new option for your contacts 
  get a company (detail) and command 
  get a move from another playbook 
  get a move from another playbook 
  Get +1 to any stat (max. stat+3)
  Retire your character (to safety)
  Create a 2nd character for you to play
  Change your chararcter to a new type
  Choose 3 basic moves and advance them
  Advance the other 4 basic moves
  CREATING AN ADVISOR
  To create an advisor, choose name, look, stats, moves, contact and gear.
  NAME
  Choose.
  STATS
  Choose one set:
  • Cool=0 Hard+1 Hot-1 Sharp+1 Weird+2 
  • Cool+1 Hard-1 Hot+1 Sharp=0 Weird+2 
  • Cool-1 Hard+1 Hot=0 Sharp+1 Weird+2 
  • Cool+1 Hard=0 Hot+1 Sharp-1 Weird+2 
  MOVES
  You get all the basic moves. You get 
  both contacts and two more advisor 
  moves.
  Hx 
  Everyone introduces their characters 
  by name, look and outlook. Take your 
  turn.
  List the other characters’ name. 
  Go around again for Hx. On your turn :
  • any of them who are your contacts, 
  tell their players Hx+2.
  • tell every one Hx=0
  On the others’ turn :
  • choose a character you’ve already 
  ﬁ gured out. Whatever number that 
  player tells you, ignore it and write 
  Hx+3 next to the character’s name 
  instead.
  • Everyone else, whatever number 
  they tell you, give it +1 and write it 
  next to their character’s name. You’re 
  a good and quick judge of others.
  At the end, ﬁ nd the character with the 
  highest Hx on your sheet. Ask that 
  player which stat is most interesting, 
  and highlight it. The MC will have you 
  highlight a second stat too.
  LOOK
  Human, Nazzadi or Xenomix.
  Man, woman, ambiguous, transgres-
  sing or concealed.
  Cheap suit, formal suit, casual suit, 
  showy suit or geeky suit.
  Innocent face, tainted face, determi-
  ned face, open face, severe face or 
  ascetic face.
  Mesmerizing eyes, dazed eyes, 
  forgiving eyes, suspicious eyes, clear 
  eyes or burning eyes.
  Bony body, lanky body, soft body, ﬁ t 
  body, graceful body, or fat body.
  GEAR
  In addition to your contacts, detail 
  fashion according to your look. You 
  have savings up to 2-budgets and 
  maybe a laptop. You live at some 
  hotel a contact payed for.
  IMPROVEMENT
  Whenever you roll a highlighted stat 
  and whenever you reset your Hx with 
  someone, mark an experience hex. 
  When you mark the 5th, improve and 
  erase.
  Each time you improve, choose one 
  of the options. Check it off, you can’t 
  choose it again.
  
SOURCE: textdata/thevault/Call of Cthulhu/CthulhuTech/Misc/CthulhuTech - Character Playbook - The Advisor.pdf