Train to Baikonur

Concepts

July 12, 2026 | 11 Minute Read

By Coniglio

Introduction

First there were alignments from Dungeons & Dragons, and people understood that. The idea became grandfathered in even as the approach attracted criticism. Good vs evil? Lawful vs chaotic? Simple enough, but maybe too simple.

Then there were Concepts from Degenesis, and players scratched their heads. “This is stupid,” one person told me personally, even though she was very excited to try the game.

Admittedly, the importance of Concepts is deceptive. New players are first introduced to Concepts in Katharsys, and usually think they’re a means to cap Skills and Attributes. Later they’ll learn how the game’s metaplot hints at their importance to the setting. But it was Artifacts that elevated Concepts in the rules, when memetic indoctrination was formally detailed and group Alignments were introduced.

Even if you disagree that humans adhere to these 22 patterns, give them a shot. You’ll realize that they’re a tool for writing some of the most satisfying characters you’ll ever play with, and against, in a tabletop roleplaying game.

Concept as Why

When creating a character, we all ask and answer the five Ws—who, what, where, when, and why.

In Degenesis, the when is mostly answered by the setting and the Game Master. Your Culture and the session’s scenario determine where, your Cult determines what you are. Little details like name and gender are your who. But the why is answered by our Concept.

Simply put, Concepts briefly explain what makes us psychologically tick. The 22 options act as philosophical drive to your character, providing a distorting lens that justifies your actions and decisions.

Most new players will probably pair their Concept with the most stereotypical understanding of our chosen Cult. I’ve seen players create City Judges who were Protectors, Scourger Conquerors, and Spitalian Healers. Sure they’re cliches, but I’ve never stopped players from doing that as a Game Master. No one’s first character is perfect.

Yet the roleplaying joy comes when we understand how metaphorical Concepts can really be. To illustrate, let’s create a single character, then change his Concept to see the results.

The Example Spitalian

Say hello to Karl, a Spitalian from Borca. Even without yet choosing a Concept, our Skill and Attribute caps are enough to get him to the Rank of Famulancer. For those unfamiliar with the setting, a Famulancer is a doctor-in-training. He must have some medical knowledge, and now must gain field experience until he can join one of the Spital’s specialist departments.

Often players work towards the next Rank that interests them. I’ve never met a Spitalian player who wanted to remain a Famulancer, and dreams vary. Some became Preservists (Spitalian soldiers), Field Medics, a Hygienist (disinfectant specialist), and recently an Epigeneticist (research specialist). But the question is why? What motivates them?

Often players choose the Concept that pushes them in the direction of their desired Rank, and that’s a perfectly natural decision. If the player wants Karl to become a Preservist, the “Conqueror” Concept offers bonuses to Body, Toughness and Force. It could be as simple as him having the right disposition to join the elite division of fighters.

But what if there was more to it? What if Karl wanted to become a Preservist out of regret for his sister, who was taken by an Apocalyptic Stork when he was little? Perhaps a Protector is a better choice, or a Healer out of a thin hope that someday he might rescue her — to mend what’s broken about the world. The path to Preservist might be a little harder, but Karl’s story becomes one of personal transformation. Godspeed Karl.

Now let’s try the same idea from the opposite angle, by choosing the Concept first and then deciding on Karl’s worldview and aspirations.

Karl the Ruler

Karl knows that those above can’t see the real problem, which is why those below him aren’t accomplishing much. He’d do it all himself if he could, but that’s not possible. So the next best thing is to take charge. Organize people, give them tasks even they can achieve and motivate everyone in the proper direction. With Karl calling the shots, the unit is (allegedly) more than the sum of their parts. Whatever Rank he takes, it damn well better have “Lead” as a title prefix like Lead Surgeon or Lead Epigeneticist.

Why is Karl like this? Maybe before being recruited, he witnessed his Clan leaders squander their people’s potential. Maybe he saw for himself how those in charge faltered under the burden and responsibility. Or maybe someone needs to pull these morons’ heads out of their asses.

Perhaps that’s why Karl can’t trust this dangerous mission to anyone else. Funny how that works, but at least he’s leading by example.

Karl the Righteous

“Goddammit Freida, no!” Field Medic Karl screams, sputtering saliva into the poor woman’s face. “You do not use hydrogen peroxide for cleaning wounds. You do not give antibiotics for bronchitis cases. And your last patient just gets painkillers and liquids for their food poisoning!”

Except that Karl is wrong. That last patient isn’t suffering from food poisoning but a burst appendix. When the misdiagnosis is fatally realized, poor Freida is going to be blamed. Why? Because Karl is the Righteous, and they are never wrong no matter what the records say.

This is just one approach to the Righteous, of course. Here, Karl is at worst a pretentious asshole, and at best unusually resilient to setbacks. Alternatively, the Righteous could justify their thinking with something intangible, even if it’s ultimately about themselves. Personally I find the latter approaches more interesting, as they give the Game Master carrots to use.

To reframe Karl in a more positive light, let’s say he yearns to become a Pharmacist who believes that the scientific method will either yield an effective new drug, or will lead him in the right direction. He has the answers, he knows what he’s doing. Still, there’s always a risk that Karl may dip into more unethical means to test his theories, assured that knowledge and discovery justify any action. Maybe Clanners shouldn’t trust Karl’s new medicine so readily… .

Karl the Conqueror

While the bonuses suggest that Conqueror is good for violent Ranks, it’s not the only way to interpret the Concept. Conquest is a pretty universal idea, though it better applies to a more permanent achievement.

What if Karl became an Epigeneticist to research and eradicate the worm that causes Corpse Eaters? Or a Hygienist or Pharmacist working to eradicate a particular disease, like the Bygones did to smallpox or rinderpest? Check with your Game Master first however, because your story hook and their vision for the game may not mesh.

If you want another example, take a look at Dewe “The African” in Justitian Moloch who intends to take over the city’s markets through business savvy over any violent means.

Karl the Mentor

Does anyone accidentally get where they are? Karl doesn’t think so. He wouldn’t be a Spitalian if it wasn’t for his parents, his Clan’s teachers and eventually the Spitalian instructors. No one had perfect knowledge, but they steered him more in the right direction than not. So perhaps that’s why he pays the favor forward, answering the patients’ questions about Sepsis, trying to explain how spores latch onto the patient’s lungs. Most don’t understand, but occasionally someone does and swears off Burn for good. Excellent. Sometimes, a child has follow-up questions, and shows promising signs of becoming a new Spitalian Recruit. The world becomes a better place, one lesson at a time.

Of course, this is an optimistic view. Other people need to learn that the truth is the best policy, or have their unethical behavior corrected. That’s why Hippocrat Karl is going to help them learn, one way or the other, no matter how grueling the process is. Immolation is also illumination.

Karl the Abomination

The human body is absolutely fascinating. The things you can do with it, perplexing and amazing. Ever hear of the tubed pedicle, or walking-stalk skin flap? Imagine that! Giving a man a nose eight inches long! What about xenografting, as in grafting tissue that doesn’t even come from another human being? What kind of alterations could be made thanks to the forgotten art of plastic surgery?

These incredibly morbid facts are probably why a guy like Karl, an Abomination, should never have become a Surgeon. But he can’t help himself. Maybe it’s art to him, a horrible twist on the vision of Bygone Dr. Harold Gillies. Or maybe there’s a scientist in him who needs to know just how far the human body can be bent and modified.

Karl would probably do these side projects in secret, away from the prying eyes of the Hippocrats. Yet there are interested parties. Those desperate to remove the condemning tattoos of the Judges. Apocalyptic Cuckoos, trying to impersonate someone. Maybe even other Spitalians, such as followers of the Old School Doctrine, a banned faction of the Preservists. They’re an unethical bunch, and Commando Prime Charcutier is extremely interested in combining Homo Sapiens with Homo Degenesis.* Yes. Yes, he has a use for a guy like Karl… .

* Check Rising Ravens if you don’t believe me.

Player Growth

But even with these examples, it’s perfectly natural to be unsure what to do. Most Cults in the setting are quick to dismantle notions of family. Meanwhile, Primal Punk offers a sweeping idea, the local politics of campaign books can override matters and sweep generalizations aside. Nobody knows what they’re jumping into when they first play Degenesis—the devil is in the details and so is the game.

Game Masters shouldn’t fret though. Typically players develop their understanding of Concepts in three stages, depending on how familiar they are with Degenesis.

Stage 1: The Statistician

Usually players don’t understand what Concepts mean and don’t care. They’ll pick one purely for the impact on their max Skills and Attributes. Sometimes it’s the only way to get to certain desired Ranks, or carry gear without penalties. At best, they may pick something “heroic” because that’s how they see themselves. It’s no big deal, Game Masters. Everyone learns at their own pace.

Stage 2: The Role Player

By now, the player has enjoyed at least some gametime. At a minimum, he or she grasps that their Concept affects Ego restoration at the end of the day, allowing a roll of D6 for Ego recovery atop of the single point regained. Having a better idea of the kind of character they want to play, they may request a Concept change, or create a new character that better aligns with their vision. They’re starting to get the idea, so go ahead and grant it.

Stage 3: The Veteran

The player has gained a pretty good understanding of Concepts. Maybe they’ve played with rules from Artifacts and have seen the power of memetics, or have heard rumors of the Grindworks. They realize that even negative Concepts like Defiler and Heretic don’t necessarily mean they’re villains, it just clarifies what drives them. One can do good for the wrong reasons, and vice versa. The difference between player and character can become stark, and the game becomes the most enjoyable for everyone once they don their masks.

Tips for Game Masters

A lot of this article is aimed at players, but Game Masters can benefit from these ideas when developing NPCs to interact with. Especially villains—there’s a place for everyone in Degenesis, including awful people. Sometimes, that place happens to be in someone’s gunsights.

Mixing Concepts with different Cults and Ranks can yield intriguing contrasts. What could possibly drive an Elysium who is a Destroyer? Or a Scourger who is a Mediator? Clearly there is something going on with these characters, a conflict that is not quite understood even by members of his own Cult.

More importantly, these mixtures set the stage to develop interesting backgrounds and suggest they want something. Desiring anything gives someone else power over you. Once players recognize these levers, storytelling possibilities will open. Maybe the players will figure out how to really hurt their nemesis. Or maybe the villain will change their mind, a Herculean feat in its own right.

No matter what they decide, you can tell when you’ve lit a fire in your players. When you’ve given them someone to hate, or someone to save, or someone to care about whether they wanted to or not. And seeing that spark, that sudden passion, is what makes playing the game worth the effort.

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