Coc
Coc
OF
            CLAY
                A ROLEPLAYING GAME
        available for free at http://www.mimgames.com/cof/
III. SORCERY
   3.1 OVERVIEW………………………………………………………………..11
   3.2 THE ORIGIN………………………………………………………………11
   3.3 THE SWORN BOOK OF HONORIUS…………………………………..12
   3.4 OTHER MYSTICAL BOOKS……………………………………………..12
   3.5 LIMITATIONS OF MAGIC………………………………………………13
   3.6 CEREMONIAL MAGIC (PREPARATIONS)....………………....……….13
   3.7 CEREMONIAL MAGIC (THE RITUAL)………………………...………14
   3.8 THE SORCERER………………………………………………………….15
   3.9 THE MECHANICS OF SORCERY…………………....…………………16
   3.10 PLAYING A SORCERER…………………………………………………16
   3.11 CELESTIALS AND SORCERY…………………………………………...17
                                                           - Promises XXX:XXII
    I. INTRODUCTION
                                                                      1.1 WELCOME BACK
“At the heart of it all are the children of clay. We
struggle over their souls, yet in the end, only they can       Well, here we are again dear reader. The
decide between salvation and damnation.”                   feedback we've gotten from Children of Fire has
  been far beyond our wildest expectations. It was      certain beliefs the storyteller or players would like
this input that encouraged the author to expand         to see in this game. If the approach one is taking
the world even farther. As many of you have no          is something other than a Judeo/Christian one,
doubt noticed, there is much in the original work       some of the concepts presented in this work may
that is either skimmed over or left out completely.     have to be tweaked slightly.
There simply was not enough time and space to
include it all.                                                     1.4 METHODOLOGY
      With Children of Clay, the first in a long line         The author started Children of Fire with the
of supplemental works, we try to remedy some of         precept that he would let the research dictate the
these ambiguities. The focus here is to better          course of the game not his own preconceptions.
explore the material world and it's mortal              This same standard was applied when creating
inhabitants. We will traverse the course of human       this supplement. Where research was available on
life, from birth to death and after. Along the way      a specific subject, it was always used. There were,
we'll discuss issues of faith, belief, sorcery, and     however, some circumstance of ambiguity where
touch on some of the more important historical          the author was forced to use his own creativity to
figures in our world. Additionally, we will             fill in the wholes the texts did not cover. The only
explore the possibility of creating human PCs to        criteria in these situations was to be faithful to the
be played in the game and all the benefits and          original game.
disadvantages of doing so.
                                                             Many sources were referenced in the creation
    With that said… Enjoy!                              of this work. The following is a list of the sources
                                                        that were most heavily relied on. The material on
  1.2 ORGANIZATION AND LAYOUT                           sorcery is almost completely dependent on Arthur
                                                        Edward Waite's The Book of Black Magic.
     Those of you familiar with the original COF        Concerning the discussions on world religions,
game will notice a change in the layout of this         Liz Flower's work, The Elements of World Religion
supplement. The original work was broken down           and George W. Braswell Jr's Understanding World
into three main sections: introduction, world, and      Religions proved invaluable. Additionally, the
rules. There was a clear delineation between the        book Compendium Maleficarum was significantly
mechanics of the game and the story elements.           utilized as regards witchcraft and other dark
Such a breakdown was not possible for this              pursuits. This collection of writings by the monk
supplement.                                             Francesco Maria Guazzo provided hours of
                                                        delight and astonishment. It is a wonder that a
     Each topic contains both story and                 work such as this could ever have been taken
mechanical elements. Where possible mechanics           seriously by the true believers of the time, but it
have been separated into a their own subsection,        makes for a wonderful source nonetheless. For
but in many cases the two are so intertwined that       information regarding the figures described in the
they can not be untangled. As always, the author        Catalog of Mortal Souls, two works were heavily
encourages storytellers to ignore those rules that      relied on. These were, The Devil's Disciples by
do not fit with their style of game play.               Leonard R. N. Ashley and Angels A to Z by James
                                                        R. Lewis and Evelyn Dorothy Oliver
1.3 THE PROBLEM OF SPECIFICS
                                                             Additionally, the texts referenced in the
    The original work is intentionally vague            original source book were also used to maintain
when it comes to the specifics of belief. Nebulous      continuity between the two works.
concepts of good and evil are used to represent the
order of the universe. Concepts of redemption                The author encourages those who seek more
and how humans judge the merits of their life are       information on these subjects to consult the books
rather ambiguous. Little mention is made of             above. There is a plentiful reservoir of
specific religious figures or dogma. These              information and creative inspiration included in
omissions help to foster the idea of universality in    them that did not find its way into these pages.
the world. The storyteller is able to fit the ideas
into whatever belief system he wants (Jewish,                     1.5 STILL IMPROVING
Christian, Muslim, Buddhist, Hindu, etc).
                                                             The author would like your feedback on
     Unfortunately, this is no longer possible in       what you see in these pages. Let him know if you
this supplement. In Children of Clay we get to          find any spelling, typographical, or grammatical
the nitty-gritty. The problem is that as we get         mistakes (past experience has shown us that this is
more specific certain beliefs can get excluded.         unavoidable). Additionally, make your voices
Things might appear that directly contradict            heard about the content. Tell us what you like
   and don't like. If you don't agree with
something, let us know. Many of the ideas used in
this work came as a result of reader suggestions.
Since COF is an ever-evolving game, you might
see some of your ideas in subsequent works.
Erich Wambach
kenpowam@aol.com
2.1 OVERVIEW
    Ghosts have great difficulty interacting with              As the evil soul leaves its dead husk, it feels
the material world. Any attempt to do so comes           the presence of a human body that cannot resist
with a high price in exertion. If a ghost stays in       its intrusion. It rushes toward the host burrowing
the material world for long enough, though, it           itself into the living matter. But the human body
begins to understand how to better influence the         is not designed to hold two souls. Conflict arises
material world around it. It is able to hurl objects     between the two immortal spirits, and in the end
about with tremendous force, appear to people as         a type of melding occurs.
a spectral apparition, or even communicate
through mortal mediums.                                       This melding will, over time, cause the host
                                                         soul to become warped by the intruder. The child
Mechanics                                                of clay will begin to taken on the attributes and
                                                         desires of the Dybbuk. Were these intruder souls
     When a soul becomes a ghost it loses all its        benevolent spirits then all might be well, but their
mortal aspects (Perception, Health, Athleticism,         evil nature will inevitably lead the child of clay
etc.). These are replaced with their celestial           down a path of depravity and destruction.
counterparts (power, vigor, understanding, etc)
and begin with a score of 5. As time progresses               Once a soul becomes a dybbuk, psychopomps
and the ghost gains proficiency in its new               are no longer able to use their sense death force to
condition, these scores may increase. The                detect them. In fact, these vile spirits are
maximum score a ghost can have in any aspect is          extraordinarily hard to find. Even if there are
15. This makes the most powerful ghosts (and             hints that a dybbuk has invaded a child of clay,
there are very few of them) greater in power than        there is no way to know for sure.
        Dybbuk possession and demonic
possession should not be confused. They are
completely different occurrences. The dybbuk
does not subvert the original soul as it grows
strong (the way a demon might). Rather it
corrupts the host soul, which remains conscious
and in control at all time. Likewise, the right of
exorcism that many faith proclaim will have no
effect on these spirits, though many faiths have
separate rituals that deal with this issue. Children
of fire can attempt to use Purest Spirit, one of the
forces of protection, to expel the dybbuk, but
such use is much harder, and the user's contested
roll will be reduced by five.
                                                                  III. SORCERY
                                                                       3.1 OVERVIEW
     This work belongs to the sixteenth century.             The tone of the work is dark and twisted,
While proponents of this work claim it to               soaring to new lows even for diabolical grimoires.
be penned by the hand of Solomon himself, this is       It's rituals, which even sink to the level of
a ridiculous statement. More than likely, it was        necromancy, are both horrific and totally
written by one who had only a passing knowledge         ineffective. Nothing can be gleamed by true
of the workings of sorcery (perhaps an acolyte          sorcerer from this book.
who was early on dismissed by his master).
                                                               3.5 LIMITATIONS OF MAGIC
    Its true merit can be found by the influence it
had on other later writing. Many of the                       While ceremonial magic does allow the
grimoires of the seventeenth and eighteenth             practitioner to do many wondrous things, it has
centuries take their lead from this work. As a          its limits. In movies we see the sorcerer raising his
result, it has become a central book for the            hands and casting spells on the spot (invoking
uninitiated world (and those charlatans who             fireballs and lightening bolts), but these things are
pretend to be sorcerers), while those with true         beyond the scope of a true sorcerer. Such displays
knowledge see it for the useless blather it truly is.   of spontaneous magic are impossible. The
                                                        practitioner of magic must always work through
    It has a tone both evil and frivolous. It speaks    celestials beings bound to his service. He himself
of dark pacts, which do not truly exist between         does not possess any great inner strength.
sorcerers and the sons of darkness. Its rituals for
       Additionally, the ceremonies themselves are     Those who think success or failure of the ritual is
fraught with difficulties and dangers. Not only        determined solely by the short time spent in the
does the practitioner have to worry about failure      summoning circle are fools. The time spent
(which occurs in a majority of cases), but he must     researching and planning will determine if the
protect himself from the very creatures he is          sorcerer has even a remote chance of attaining his
calling on for service. Many a sorcerer has been       goals. While the preparation process varies from
ripped to shreds because, in his zealousness to        sorcerer to sorcerer, all acknowledge that it is
accomplish his goals, the words and symbols of         necessary.
protection were forgotten.
                                                            There is no consensus among even the most
     The sorcerer has only two outlets for his         venerable practitioners as to what aspects of
magic. One is to have his orders carried out by a      preparation are necessary and which ones are
celestial servant, while the other is to create        frivolous actions stemming only out of tradition.
mystical talismans, which when on his person will      Additionally, while some agree on a concept (such
grand various powers and immunities. In either         as fasting) the duration of a practice may vary
case an arduous ceremony is necessary, and much        from opinion to opinion. What is offered below is
preparation goes into even the simplest act of         simply a listing of the most common preparations
sorcery.                                               taken by sorcerers.
     The talisman, while it can be almost any              The sorcerer must have a clear objective in
cleansed item, usually takes the shape of an           mind, and to this end must pick the correct
amulet or ring worn by the practitioner.               celestials player (either demon or angel) to
Unfortunately, the powers of the talisman are not      accomplish it. The celestial target must be
limited to the sorcerer who created it. Any mortal     associated to a power that will help accomplish
creature who adorns the item will receive its          this end (this usually concerns an angel's
benefits. Many a sorcerer has been dispatched by       providence or a demon's dominion). The sorcerer
and adversary that was able to get his hands on        must know the name of the celestial to be
one of the sorcerer's own charms. Additionally,        summoned, along with the planet that governs
the moment the talisman is taken off or broken,        him, and any offices the child of fire holds.
the user immediately returns to his frail self.
                                                           Choosing the right place to perform the
     Practitioners of magic are also limited by the    ceremony is also another important aspect of
limited body of authentic texts that exist in the      preparation. Beyond the mere consideration of
world. They cannot wake up one day and decide          privacy (for sorcery can only be accomplished
to create a new ceremony. They are reliant on the      without disturbance), there is another important
work of other sorcerers before them, and in many       aspect to consider. The location should fit the
cases these mystical tomes are fraught with error      nature of the celestial being summoned and the
and ambiguity. While it is possible for a sorcerer     task for which it is being called. Hence, if a
to create his own ritual, the research of the needed   sorcerer was attempting to enlist the help of a
material and the countless hours of                    demon to smash a boat with waves, the ceremony
experimentation involved would take years to           would be best performed near or on the ocean.
complete.                                              Though the correct location can be a great help to
                                                       a sorcerer, in and of itself it does not guarantee
     Though a sorcerer can wear talismans to           success or failure.
protect against all sorts of physical trauma or even
to keep themselves young, they can never ascend             Before the ceremony, the sorcerer's body
to immortality. The moment the talisman is taken       must be cleansed of impurity. He must fast and
off, they return to their normal state. Hence, if a    remain celibate for a predetermined time before
sorcerer were to wear a talisman that allowed him      the ritual begins. In some cases this cleansing
to retain his youth for the last 150 years, the        extends to isolation from all human contact, and
moment he took it off, he would most likely            bloodletting is occasionally utilized to rid the
instantly die (having been immediately returned        body of impurities. The length of time sorcerers
to the age of a man well past the life span of the     cleanse their bodies varies. Some espouse days of
children of clay).                                     fasting and weeks of celibacy, while others limit
                                                       these thing to only a few hours prior to the
        3.6 CEREMONIAL MAGIC                           ceremony.
            (PREPARATIONS)
                                                            As the body is cleansed, so to must the
    Before the incense is lit, before the circle is    implements of sorcery. Those items used in the
drawn, and before the prayers of invocation are        ritual must be forged from the right material
uttered, the sorcerer must do much to prepare.         (there is disagreement on what materials those are,
                                                       though). Additionally the items must be kept
  from impurities and wiped with special oils and       sword seem to be the most crucial of these items,
perfumes. The cleansing of these instruments is         appearing in almost all rituals.
usually done a day prior to the invocation.
                                                             Contrary to mainstream views that see
                                                        sorcerers as diabolists, a sacrifice is rarely used for
        3.7 CEREMONIAL MAGIC                            the ritual. This usually only occurs among the
             (THE RITUAL)                               darker paths of the arts. When a sacrifice is used,
                                                        however, it is never a human one but rather takes
     Many sorcerers disagree on the order in            the form of a kid (an immature goat).
which events must occur during the ritual.
Additionally, they even disagree on what steps               In the case of creating a talisman, a triangle is
and implements are necessary or merely                  affixed to the outside of the circle. The item to be
extraneous. The one aspect they can all find            enchanted is placed here at the beginning of the
common ground with is the fact that the                 ritual and must not be removed until the
ceremony must be performed on a specific day            completion of the ceremony. If it is removed,
and hour corresponding to the celestial being           even for an instant, the sorcerer will be forced to
invoked. To perform the ritual at any other time        start anew.
will mean sure failure.
                                                            As the ceremony begins the sorcerer enters
     In the case of simple summoning rituals the        the summoning circle and offers an oration unto
entire process takes no longer than an hour.            God. Next prayers, psalms, or gospels are
When a talisman is created, however, the process        professed to offer defense to the practitioner
lasts far longer. Usually starting at the correct       during the ritual process. At this point the
hour and day of the celestial's power and               innovation begins. Lasting between ten and
continuing on until the cycle repeats itself (usually   twenty minutes, these prayers are fraught with
42 hours). During this time, the sorcerer must          semantic dangers and linguistically nuances. If the
remain in the summoning circle in a constant            angel or demon does not appear, the invocation
state of prayer and meditation.                         can be repeated twice. Each time, though, the
                                                        practitioner becomes louder and more
     Though the drawing of the summoning circle         demanding.
is of crucial importance to the ritual, sorcerers do
not agree on the shape, size, and method of                  Assuming the invocation works, the sorcerer
drawing used to create it. In spite of this             will now greet the celestial creature by name. This
dissension, there are a number of elements all          is not merely a formality, but is instead used to
sorcerers agree must be contained in the circle.        bind the creature. The sorcerer gives explicit
The sigil and name of the celestial being               instructions (and many tasks have gone awry
summoned (even in the cases of creating                 because of misinterpreted orders) to the bound
talismans) must be drawn in the circle along with       creature. In the case of creating talismans, the
protective symbols, binding symbols, and Task           celestial kneels before the object and begins to
symbols. The drawing of the circle and these            infuse it with his power (a process it will continue
symbols is a tedious process often taking an hour       until the appropriate hour comes again), but in all
or more to complete.                                    other case, the celestial leaves to complete its task.
                                                        This done, the practitioner must offer a final
     During the ceremony itself peripherals are         prayer of defense and praise to the Almighty
used to enhance the atmosphere, improve the             before leaving the circle. If this is forgotten, it is
state of the practitioner, and cleanse the              possible for the bound celestial to return and do
summoning area. They include such things as             harm to the sorcerer.
lights (candles), perfumes, unguents, and
medicines. While none conclude that failure will                     3.8 THE SORCERER
result from the lack of these things, they certainly
appear to increase the chances of success.                   To some extent sorcerers are outcasts in
                                                        society. They must always conceal a part of
     In addition to these peripherals, a number of      themselves from the world — not just to shield
objects are often used to help with the ritual.         themselves from the ridicule and persecution of
These include: holy papers, pictures, pentacles, a      other humans but also to protect against the
sword, a dagger, a rod, a staff, and the proper         celestial beings who would torment them if their
clothing (which must be of specified color and          true nature was revealed.
material). Not all these items are used together by
all sorcerers, but a combination of some are                For the Charlatans, no such hiding is
almost always employed. The rod, staff, and             necessary. They brazenly proclaim to the world
                                                        that they possess these mystical powers, when in
   fact they are nothing more than frauds who           firmly believe in the existence and power of the
seek to swindle people out of their hard earned         Almighty, he will still ascend to Eden. It is this
money. They are not hunted by angels or                 divine authority that they call upon to bind
demons, for these celestial emanations see them         celestial beings.
for what they are. Chances are that if a child of
clay proclaims himself a wizard in public, he is a       3.9 THE MECHANICS OF SORCERY
hoax.
                                                             At first thought, it might seem sorcery would
     For the real sorcerer, life can be a lonely        be a mechanical nightmare for the storyteller and
existence. Many find themselves unable to cope          players to employee. Quite the contrary is true.
with the everyday problems of mundane men.              The mechanics of sorcery are, in fact, very simple.
They are children of clay and yet some how find         Only one roll is needed to determine the success
themselves removed, distant, from their own             or failure of a ritual.
kind. They seldom marry and almost never have
children. Even friendships are hard to come by.              Since every ritual is literally a struggle
They mistrust other sorcerers and must hide a           between the will of the sorcerer and the strength
part of their soul from the uninitiated. Besides,       of the celestial entity being bound, a contested
there is no time for such frivolous relationships.      roll between the two is all that is really needed.
All their dreams and ambitions are funneled             The sorcerer uses his presence for the roll (in
through the study of the art.                           addition to whatever bonuses he gets for having
                                                        sorcery as either an interest or a specialty),
     This is not to say, that all practitioners         whereas the celestial uses the score for his highest
occupy the fringes of the society, shadowing            aspect. If the sorcerer wins the roll he has
figures lurking the grimy back alleys or far            successfully bound the creature, otherwise the
removed wilds. Indeed, some have great                  creature fails to manifest. If the sorcerer
prominence in the world. They are politicians,          dramatically fails the roll (snake eyes), the being
bankers, and CEOs, and while there social skills        manifests and has the option of instantly
may seem beyond reproach, it is all an act              destroying the sorcerer (there is a price to be paid
designed to hide their true nature.                     for meddling with celestial things).
     Sorcerers are neither good nor evil inherently.        Of course the preparation and the accuracy of
They do, however, almost always have a selfish          the ritual itself will also affect the outcome. Each
agenda to fulfill. Perhaps it is the magic itself or    component of the ceremony is designated in one
the personality type that is drawn to these             of three ways: essential, productive, or
endeavors, but the practitioners of Solomonic           unnecessary.
sorcery seem to always have a skewed perception
of things. Their views are always slightly different        Essential components are those things that
from the norm. Some are merely eccentric, while         must be done to have any chance of success. If
others push the bounds of sanity to its very limit.     any of these are forgotten, the ritual will fail no
                                                        matter what the practitioner rolled. These
      To progress past the stage of mere curiosity, a   components do not affect the roll made between
would-be sorcerer must find a mentor. With out          sorcerer and celestial.
guidance she would flail helpless at the art
(accomplish nothing). But popular culture has led            Productive components do have an effect on
us to believe that sorcerers convene in large           the contested roll, though. Before the ceremony is
enclaves, but this couldn't be farther from the         performed, the storyteller decides how many
truth. They are too distrustful of each other to        productive components are necessary for
gather in groups of larger than three. Instead the      equilibrium. This number usually varies between
master/pupil relationship is a one on one               four and eight (depending on how difficult a
endeavor. Even here, though, the master sorcerer        storyteller wants sorcery to be). For every
is unwilling to divulge too much information to         component under this number the sorcerer fails to
his student at once. The disciple must prove his        incorporate, his die roll is lessened by one. On the
worthiness and loyalty over time. In the end, the       other hand, for every productive component over
greatest gift a master can bestow upon his pupil is     the equilibrium, the sorcerer's roll is increased by
to present him with the master's own grimoire.          one. .
This is usually done near the end of the master's
life.                                                        Unnecessary components have no bearing on
                                                        the outcome of the ceremony. They will neither
     Being a sorcerer does not automatically            help nor hinder the practitioner, but are usually
relegate a child of clay to Tartarus upon his death.    added for one of two reason. 1). These elements
If the life led was a good one, if no pact with         are incorporated for the sake of tradition alone.
Sammael is ever entered into, and if the sorcerer
  2). The practitioner is not aware that they play       completes the whole. Additionally, storytellers
no real useful purpose.                                  should make an effort to keep the powers of the
                                                         initiate (as all PCs should start) under control.
     When a sorcerer learns a new ceremony, the          The sorcerer should have no greater roll in the
storyteller should decided which components are          game than any other PC.
essential, which are productive, and which are
unnecessary. It should be noted that the list                 To accomplish this, the author offers this
created by the storyteller need not be limited to        suggestion. Characters who choose ceremonial
what the sorcerer has in writing. There may be           magic as an interest should begin the game with
elements to the ritual that have not been written        only a couple of rituals under their belt. These
in the text the sorcerer possesses.                      rituals, while certainly valid, should not be
                                                         perfect. The sorcerer who performs them will be
     The creation of talismans is a slightly more        doing some things that are right and some things
complex endeavor, requiring one additional roll.         that are wrong. Only time and practice will allow
The sorcerer begins the ritual on the appointed          him to improve the ceremony. Players who
time and must remain in th summoning circle              choose ceremonial magic as their specialty should
until the start of the next cycle (42 hours later),      be allowed four or five rituals. Of these only one
when the celestial's appointed hour once again           should be of a truly pure (uncorrupted) nature.
returns. This is a test of will and endurance, for       The rest should be flawed to some extent.
the sorcerer must remain vigilant during this time.
The constant state of prayer and meditation is              3.11 CELESTIALS AND SORCERY
hard on the body. For this reason a fortitude roll
is required. Failure of this roll (with the normal            As should be expected, there is great enmity
target of 20) means the sorcerer will be overcome        between celestials and sorcerers. For the sorcerers
by fatigue during the coarse of the ceremony. As a       seek to enslave these mighty creatures at every
result the ceremony will be a failure, and the           turn, binding them to their own selfish wills.
Talisman will possess no special powers.                 Both angel and demons alike are forced to
                                                         performs task that are sometime meaningless,
     If successful, the strength of the talisman is      sometimes demeaning, and often counter to their
determined by the amount the sorcerer won the            very nature. Once bound, they are helpless to
ritual roll by. If he exceeded the celestial's roll by   resist the invoker. They must follow is orders
fewer than five, the talisman contains a week            exactly, but will find a way to thwart his plans if
rendition of the chosen power. If the number is          the instruction are even the merest bit vague.
less than ten, the effects are of a moderate nature,
and a roll that exceeds the opponents by ten or               Many angels have witnessed themselves
more possess the full version of the celestial's         committing unthinkable act while in this bound
ability.                                                 state. They are aware of all that is going on
                                                         around them, but can do nothing to resist the will
       3.10 PLAYING A SORCERER                           of the sorcerer. Luckily, though, this sense of
                                                         helplessness pertains only to the task they were
      Players may wish to create sorcerer's to play      directly charged to do. All other matters remain
in a children of fire campaign. While this is a          under their control during the binding duration.
relatively simple task, the players should check
with the storytellers first. Some storytellers would           For demons things are simple. If the sorcerer
prefer to limit the scope of sorcery to the              lets his guard down for even a moment (leaving
supporting cast only. Keep in mind, though,              the summoning circle before completing all the
sorcerer created as PCs start the game with very         elements that will protect him) the demon will
little power or knowledge. It is up to them to           lash out at him, killing the magical practitioner
role-play through the acquisition of mastery.            without a second though. Angels, on the other
                                                         hand, have a much deeper moral bind. Even if
     The only requirement for being a sorcerer is        given the chance, they will resist against killing
that the character must have ceremonial magic as         the sorcerer. For killing any child of clay is against
either an interest or specialty (explained further in    laws of the Almighty and will incur a loss of grace.
the character creation section of this work). As         Still, angels forced to commit horrible affronts to
with other specialties and interest, the sorcerer is     God while under a sorcerer's grasp are sometimes
afford the normal bonuses for these skills.              unable to restrain themselves from lashing out at
                                                         their enslavers.
     The storyteller should makes certain that this
aspect of a character is kept under control. It               Any acts an angel commits while bound to a
should not define the entire concept a player has        sorcerer are not subject to the normal rules for
for her character, but should rather be a part that      losing grace. Therefore, an angel ordered to kill a
  child of clay while in this state will not lose
grace for this action. This has no bearing on                 Man is not just flesh. There are as many
demons, for whom grace is irrelevant.                    intangible elements to children of clay as there are
                                                         tangible ones. As the body is fed, so to must the
     Celestials are quite perplexed when it comes        spirit be satiated. If not it will grow weak and
to the Almighty's stance on the wretched practice        wither. To strengthen the spirit one must believe.
of Sorcery. Though the sorcerers use these               This section seeks to explore the issues of faith
mystical rights to perpetrate heinous acts on their      and enlightenment that nourish the soul. Without
own kind, He affords them the same protection as         them nothing can be gained by the souls short
any other child of clay. In fact, the Almighty has       time on Earth. The author will attempt to answer
ensured that the art of ceremonial magic has             questions concerning where faith and
continued through the ages (and there were a             enlightenment come from and how they can be
number of times when it was on the verge of              utilized in a COF game.
being snuffed out). No angel in Heaven has yet
come up with a reasonable answer for this.                        4.2 THE FAITHFUL FEW
5.2 BUDDHISM
      Where one comes across a bit of difficulty is          Fitting children of Fire into this belief system
in the perception of the afterlife. Buddhists           is not too difficult. In the mind of a Hindu an
believes in reincarnation, but it differs greatly       angel could simply be seen as an aspect of
from the Hindu concept. Buddhists believe all           Brahman. The monotheistic nature of the
things are a sum of their parts, and upon death         religious fits in well with what has already been
these parts are returned to the universe to be          described in the game. The three major aspects
recombined and reformed. That which makes up            (Brahma, Vishnu, and Shiva) can be seen as being
a human being cannot be destroyed, but never            equal in power to the four angels in the choir of
again will that same unique combination of parts        Seraphim. In the end, the goal for salvation is the
exist. There is no conscious soul that remembers        living of a good and pure life (the same criteria
all the previous permutations of its parts.             that has already been set out in the game).
     This religion has its foundation in the Indus          Islam finds its roots in the year 622. It stems
Valley around 1500 BCE. It holy scriptures are a        from the prophecies of Mohammed, which were
collection of works known as the Vedas. At the          written down in the Qur'an, the Islamic Holy
heart of this belief system is the idea of Sumsara      Scripture. Islam grew out of Judaism and
(the wheel of life). Its adherents seek Moksha          Christianity and so has much in common with
(liberation from Sumsara). The clergy of this faith     these faiths. Islam contends that while the Torah
are known as Brahmins.                                  and Bible are true revelations from Allah (the
                                                        Almighty), they are misinterpretations of His
    There are three principle tenets of this faith:     words. Mohammed is seen as the final prophet,
                                                        whose message is uncorrupted.
    1.  Everything in existence is en expression
        of God.                                              At the center of a Muslim's life are the five
    2 . Man's purpose is to come close to,              pillars of Islam. They are:
        realize, or merge with God
    3. Worldly delights are temptations (hence              •    Shahada - This is the Muslim's
        they break the second tenet)                             proclamation of faith embodied in the
                                                                 statement, "There is no other God but
    For the adherent of this religion there are                  God and Muhammad is His messenger."
four paths to moksha. Bhakki is the path of
devotion. Here the adherent undergoes prayer and            •    Salat - This is the prayer ritual that
devotion to a personal deity (a representation of                Muslims must be performed five times a
Brahman, the supreme spirit). The second path is                 day.
that of Karma. The adherent tries to attain
  •         Zakat - Alms giving is a very
          important part of the Islamic faith. It is                     5.6 TAOISM
          the process of giving to others who are in
          need. It represents more than the sharing          Taoism is less of a religion than it is a
          of wealth, but also embodies the              philosophy. The Tao te Ching, the central book
          willingness to spend time and share skills    of Taoist beliefs, was attributed to Lao Tzu
          with the less fortunate.                      around the sixth century BCE. It is really simply
                                                        a set a poetic tracks that are meant to inspire the
      •   Sawm - Fasting is another crucial part of     contemplation of existence.
          Islam. It is believed that fasting helps to
          purify the mind and body. During the               At the very heart, Taoism is represented by
          month of Ramadan, Muslims are                 the symbolic yin yang. It represents the opposites
          required to fast from sunrise to sunset.      that exist through out the universe. For every idea
                                                        or thing there is always an opposite that keeps it
      •   Hajj - This is the pilgrimage to Mecca        in balance. Sadness counters happiness. Ugliness
          that Muslims must make at least once in       counters beauty. Male counters female, and
          their life, it at all able.                   existence counters non-existence. It is the
                                                        interaction of these opposites that dictates the
     There should be no difficulty whatsoever           flow of the universe.
with fitting Islam into a Children of Fire game.
Muslims believe in angels, a single divine force            From the interaction of the yin yang, the five
(Allah), and an afterlife. Indeed it was Gabriel        elements are extrapolated. They are: wood, fire,
who communicated the Almighty's teachings to            water, metal, and earth.
Mohammed. Only minor differences in names
and natures occur. For instance, Gabriel is always           The goals of Taoism are simple. The Tao or
portrayed as male in Islamic culture, and               "the Way" teaches one to be in harmony with
Sammael is known as Iblis.                              nature and live by its rules. It teaches the adherent
                                                        to live in the moment, not concerning himself
                 5.5 SHINTO                             with what is to come. In the end, one is to merge
                                                        with the universe. This is an impersonal state that
    Shinto is the traditional religion of Japan. Its    has nothing to do with consciousness.
main text is the Nihon Shokai, which provides
the creation stories for this belief system. The god         Though little in Taoism hints at a truly
Izanagi and goddess Izanami are featured                religious nature, demanding its adherents
prominently in these stories. It is said that these     subscribe to specific a set of dogmas, it is still
two gave birth to the Japanese Islands.                 quite difficult to reconcile it with the Children of
                                                        Fire world. The Taoist concept of afterlife shares
     The religion centers around the worship of         nothing with the Judeo/Christian one described
kami (spirits). The kami are inherent in all things     in this game. In addition, the Taoist emphasis on
both physical (rivers, mountains, tress, creatures)     the here and now does not jive well with one
and non-physical (ideas, beliefs, and ancestors).       being judged for the over all goodness or inherent
Though all things in the universe have these kami,      evil of their life. To the Taoist, one's past deeds
the nature spirits are seen to be most important.       are irrelevant when considering their actions in
                                                        the present. For these reason, the storyteller will
     Shrines for local kami abound throughout           need to work long and hard if he wishes to make
Japan. Here worshipers pray and often leave             Taoism the central focus of a Children of Fire
offerings of food. In many cases, adherents must        campaign.
wash before entering the shrine, and a branch is
used to sweep away all the impurities as enter the
shrine.
     Upon the slicing of the palm or wrist and               Another important distinction between them
recitation of the pact with Sammael, the witch is       is that sorcerers are not automatically condemned
given a familiar. This animal, usually of diabolic      to damnation in the afterlife. Witches, upon
nature, is there link to the demonic.                   making their pact with Sammael, lose any claim
                                                        on reaching Eden upon their death. Sorcerers on
    Though some of their powers come from               the other hand are still judged by the merits of
within, many of the effects a witch can cause are       their life.
                                                        is not so. They take the teachings of well meaning
     These two groups vehemently despise and            faiths and warp them to the extreme. They
oppose each other. In recorded history there is no      manipulate and corrupt these beliefs to justify
example of these two disciplines ever uniting in a      their own personal vendettas. They wage war in
common cause. Sorcerers see those who dabble in         the name of God, and slaughter those who oppose
witchcraft to be cretins selling out to the celestial   them and say they are doing good. The angels of
world rather than controlling it. Witches, on the       torment have a special place in Tartarus for them,
other hand, see the practitioners of the Solomonic      and their suffering will go on ceaselessly until the
art as self obsessed bigots who think themselves so     end of time.
much better than the rest of the world. If
meeting one of the other path, these two groups             Once set down these dark paths, most
will most likely seek to destroy each other.            children of clay never look back. If they did,
                                                        however, they would find there is still hope for
         6.5 OTHER DARK PATHS                           them. For once the journey to damnation begins,
                                                        they can always turn around. It is unfortunate,
     But man need not be corrupted by Sammael.          however, that few do.
There are other dark paths he can follow. While
the accursed one may not be the guide down these
evil roads, the destination is still the same —
damnation.
     The acquiring of such talent is embodied in            It must be understood that faith does not
the idea of specialties and interest. Specialties are   denote the truth of one's beliefs. Rather it is a
those talents that are the main focus of a              measure of the character's conviction. Buddhists
characters life. They often, but not always, revolve    monks, Catholic priests, and high priestesses of
around a person's profession. Interests, on the         dark cults, may all have exceedingly high faith
other hand, are hobbies the character has taken up      scores.
over the course of life. Both Specialties and
Interest are not defined as single skills. Rather           Faith concerns itself with three major
they are a host of skills bundled up into one           questions. 1) How did it all begin (creation of
common theme. Most can be described in one or           the universe)? 2) What is the meaning of life? 3)
two words. If the concept seems vague or if the         What happens after we die? The answers to these
storyteller needs some clarification, sample skills     questions form the core of a characters belief
can be included in parentheses after the interest or    system. The more he or she believes those
specialty.                                              answers, the greater the faith score.
     Specialties represent those aspects of existence       At the start of character generation each
a mortal creature truly excels at. As a result,         character has a faith score of 5. The player must
anytime a character makes a roll involving this         decide on a belief system to follow. This can be an
area, he receives a +3 bonus. Interests, while not      established religion (Christianity, Judaism,
representing the same level of proficiency, still       Buddhism, etc). The faith score represents the
offer characters and advantage. Rolls made within       character's conviction in this belief system and his
these realms of interest are given a +1 bonus.          devotion to its sacred rituals (since that is often
                                                        how one demonstrates faith).
    Beginning characters may choose one
specialty and up to three interests. The storyteller         Players can choose to raise or lower this score.
may increase or decrease these numbers                  Extra faith points can be attained by reducing any
depending upon the demands of his story.                aspect or virtue by one point, or by acquiring one
                                                        less interest. The opposite is true as well.
     What follows are some sample specialties and       Character wishing to have a lower faith score may
interests:                                              add these unwanted points to aspects, virtues, or
                                                        to attain a new interest. Obviously faith cannot
    •    Crossword Puzzles                              drop below 0. Likewise, no starting character can
                                                        have a faith score greater than 12 unless the
    •    Medicine (surgery, pharmacology,               storyteller permits it.
         diagnosis, medical instrumentation,
         some degree of medical history, and                The effects of faith on game play will be
         medical contacts)                              discussed in the section, Issues of Faith
                                                        VIII. CHILDREN OF
                                                              CLAY PCs
                                                     "For every act of goodness an act of evil is
                                                     perpetrated. Every moment of kindness breeds and
                                                     equal act of selfishness. In all things there is this
                                                     balance. Nothing comes without a price."
                                                     - Retributions
     A number of aspects of the game are difficult            2. Angels can contend with creature much
to explore with a group of material creatures. The       more powerful than mortals can handle. For this,
seven heavens and the issues of celestial politics       it is difficult to balance the level of the group's
are not likely to arise in these games (though with      opposition. If the enemies are too powerful, the
effort anything is possible).                            children of clay PC will feel overwhelmed and in
                                                         constant danger of instant death. On the other
     Mortals are frail creatures when compared to        hand, if the level of opposition is to lax, children
celestials. As will be discussed in the following        of fire PCs may feel bored.
sections, humans can succumb to all forms of
disabilities that angels and demons cannot. Angels            3. Pacing can often be an issue with mixed
never get ill, never age, and are never crippled for     groups. Since angels exist far longer than the
the rest of their lives. These are situation any child   children of clay, large leaps of time to accomplish
of clay PC can face. Though these often provide          plot points are nothing to them. For humans,
great role-playing opportunities, the storyteller        however, it is a big deal. Stories that take place
must be aware of these limitation when decide to         over too long a period of time may see the mortal
include them in a story.                                 PCs grow weak and old while their celestial
                                                         counterparts remain as vibrant as ever.
     Players who choose to create children of clay,
may in the end feel helpless in this world. Most of            4. There is always a danger that mixed group
the creatures described in the original work would       will too rapidly reveal the truths of the celestial
have little difficulty dispatching a mere mortal.        world. Part of the fun of playing humans is the
                                                         mystery surrounding the universe. Giving mortal
    With all this said, there are some great             characters all the answers too quickly will defeat
advantages in playing children of clay in the COF        one of the primary reasons for playing them in the
world. In many respects the children of clay have        first place. Storytellers may considered hiding the
a much fresher view of the universe. Whereas             identity of the celestials in the party and making it
angels come from a point of knowing the exact            part of their goal to somewhat shelter the minds
nature of the universe, the mysteries of the             of their human companions.
universe are not readily available to mortals. This
can foster a sense of discovery that can create a                8.3 COMBAT AND DEATH
magical atmosphere in the game.
                                                              The rules for combat are virtually the same
     Players who have difficulty grasping the            for children of clay as they are for the children of
concepts and themes in the game, or for those            fire. The child of clay involved in combat rolls
who are new to role-playing, may find their first        using his athleticism score and compares that to
campaigns easier if they play children of clay. The      his opponents roll with the same aspect (power if
children of clay are much more like characters in        the adversary is a celestial). The higher roll wins
other role-playing games than angels are. In             the conflict, and the greater the number by which
playing them, the players need not worry about
   the winner exceeded his roll, the greater the        is 9) it is still a decisive advantage for William. All
victory.                                                things equal, William will come out on top of this
                                                        situation.
     As explained in the original source book, only
one roll is made at the beginning of combat. This           Keep in mind, just because a combat roll is
roll dictates the entire flow of the combat scene.      made does not mean combat must take place. It is
The actual occurrence of each event is role-played      possible for William to convince his brother that
through, with the die roll giving the storyteller a     he had nothing to do with Jack's wife's murder,
general guideline for the outcome. As always,           though this is not the case in our example.
excellent role-playing or innovative ideas can
offset the results of the die roll. The next section        The scene begins:
will give a combat example.
                                                        Storyteller: "The kitchen door swings open and
      The children of clay are far frailer than the     Jack is standing there. There's a crazy look in his
children of fire. If the opponent's roll beats theirs   eyes, a mixture of both profound sadness and
by a score equal to their health aspect, they are on    rage. At the kitchen table, William looks up from
the verge of death. When the conflict ends, the         the steak he was about to cut into. Sensing that
character is so battered that death is imminent. If     something's wrong, he rises from the table.
medical attention is not received immediately           "Jack…What's…"
(within 10 minutes or less) the character will
certainly die. Even if brought to a hospital, there     Player: "Without a word I charge at him."
is still a good chance of death. The final decision
is left in the hands of the storyteller. The            Storyteller: "William's look of concern turns to
storyteller may also decide that if a combat roll       shock as you barrel, shoulder first, into him. The
exceeds the loser's roll by a substantial amount        air is violent expelled from his lungs and he is sent
over the victims health score death is                  cascading across the floor knocking his head
instantaneous and there is no chance to be saved.       against the side of the refrigerator. He lies there
                                                        struggling to get his breath. "
     As should be obvious, children of clay can
only physically contest children of fire if they are    Player: "I jump on top of him and start
in a material state. While celestial and mortal are     pummeling him in the face and driving his head
in different states, neither can affect the other       into the floor over and over again."
except for the use of forces.
                                                        Storyteller: (still using the combat roll as a guide),
         8.4 A COMBAT EXAMPLE                           "As you leap, William grabs for the refrigerator
                                                        and pulls it open. Your forehead connects with
     Since combat in Children of Fire is much           the corner of the door, opening up a large gash
different from the traditional round-by-round           over your right eye. The blow stuns you as you
systems employed in many other role-playing             drop to one knee over your brother. Reaching up
games, we've decided to include an sample               to the counter, William grabs for a bottle resting
combat scene to help clarify it.                        on the counter, and flipping open the cap throws
                                                        a mysterious liquid in your eyes. The pain is
    Jack Higgins has been convinced by a demon          unimaginable. Pushing you off him, he rolls to his
that his wife was murdered by his own brother,          feet as you struggle to get to yours as well "Jack,
William. In actuality it was the demon who              what the hell are you…"
dispatched Jack's wife, but this insidious creature
has made jack believe it is his brother. In a rage he   Player: "I'm not listening to him. I pick up a
confronts his brother in the kitchen with the           chair and swing it."
intent of beating him to death.
                                                        Storyteller: "Your eyes are burning, the pain
     Since the storyteller senses a combat scene is     getting more intense with every second, your
imminent he asked for a roll as Jack (a player          vision is blurry, but still you're able to lash out
character) enters the kitchen. The player rolls         with the chair. William, still trying to catch his
2d10 for Jack and receives a 9 (a slightly lower        breath is able to get a hand up in time to slightly
than average roll). This number is added to Jack's      deflect the chair. The blow doesn't land solidly,
athleticism score of 8 to come up with a final          but still William shrieks."
result of 17. The storyteller, who is playing the
character of William, also rolls using his              Player: "I swing again."
athleticism score of 7. He rolls a 15 making his
final score of 22. He has beaten Jack by five.          Storyteller: "William is ready for this second
While not enough to kill Jack (Jack's health score      swing, He lunges forward on your back swing and
                                                        drives you into the sink. Then, pulling you
  forward he throws you into the table spilling its        No part of a child of clay character sheet is set
contents all over the floor."                         in stone. Aspects, virtues, faith, strength,
                                                      weakness, goals, specialties, and interests, all these
Player: "I grab the knife my brother was using to     things are flexible. Nonnumeric characteristics
cut his steak and swing backwards with it."           such as goals may alter to whatever suits the
                                                      character. Numeric statistics like aspects are only
     (The storyteller likes this move. It's an        confined to the limitations of humans. Hence, no
innovative move that shows the player was paying      aspect can exceed 12 or fall below 4. Virtues and
attention to the scene. He was about to have Jack     faith can range anywhere between 0 and 20.
get knocked out in a second or two, but he
changes his mind. This nice piece of role-playing          Changes occur solely as a result of role-
deserves some credit).                                playing and are awarded by the storyteller at his
                                                      own discretion. Players who wish to improve an
Storyteller: "The world is nothing more than a        aspect of a character, acquire a new interest, or
blur as your hand fumbles around the table and        establish a new goal in life, should apprise the
feels the handle of a steak knife. Blindly you        storyteller of their intentions. It is up to him to
swing your arm backward, hoping in vain to            then decide when and if this change will occur.
strike your brother. William sees the blade
coming, but it's too late. The knife rips through           But change does not happen instantly. Rather
his cheek, the point scraping against his teeth. He   it is a gradual process where the character's new
jumps backward spitting blood and runs for the        ability comes out slowly. No one suddenly wakes
kitchen door. You can't see him anymore. The          up to find they are twice as strong as they were
world is almost totally black now, and the pain is    yesterday. As a result, the following guidelines are
unbearable. You drop to the floor clutching your      offered to assist the storyteller. First, no aspect or
eyes and pass out."                                   virtue can rise or fall by more than one point each
                                                      gaming session. Second, newly acquired talents
     The storyteller was also set to let William      must start as interests. Only after a character has
really thrash Jack, but the player's nice move at     had an interest for a while and has done
the end was enough to convince the storyteller        substantial role-playing to support it, can this
that Jack should at least do some major damage to     ability be raised to the level of a specialty. Lastly,
William. William still came out on top of the         It is unlikely that a child of clay can acquire more
situation, but at least Jack got his licks in.        than three specialties. There just simply isn't
                                                      enough time in the day to keep up with so many
                                                      expertises. Usually gaining a new specialty under
8.5 ADVANCING YOUR CHARACTER                          these circumstances means dropping an existing
                                                      specialty down to the level of an interest. Once
     As humans we change and grow. Over the           again, this is all at the discretion of the storyteller.
course of our lifetime we acquire new skills and
forgot hobbies long since left by the way side.            To promote this process, the author
During the early years we might developed our         recommends the following strategy. At the end
bodies, while later our minds might take              (or perhaps even the beginning) of a gaming
precedence. Even ambitions and beliefs, for which     session the storyteller should spend some time
we have great conviction at the time, can be          talking to the players. Ask them what they've
altered or even reversed over the course of years.    learned from previous session and what direction
This human ability to adapt and change must be        they see their character going. If you ask in what
reflected in the game.                                ways they see their character improving, don't
                                                      forget to ask them what is suffering as a result of
     Too many games focus on the ever improving       this change. The answers to these question will
character (his stats getting closer and closer to     help you interpret how they're role-playing.
perfection with each passing gaming session). The
truth, though, is that for every step forward there      8.6 HARDSHIP, ILLNESS, and AGE
is a step back. When we emphasize one thing it is
almost always at the expense of another aspect of          Life can be cruel for the living. As we age all
our being. For this reason, Children of Fire does     sorts of maladies befall us. From car accidents to
not use the experience point system found in so       bouts with influenza and even the steady
many other games.                                     progression of age, it all takes its toll upon the
                                                      mortal shell. By the time we die we've probably
    The question then remains, how can a player       needed serious medical attention half a dozen
develop his character and how do these                times or more.
developments take place?
       Serious injuries can have devastating effect      are over sixty can not have aspect scores greater
on a character. Unfortunately, it is very difficult      than eleven. Those who have reached the age of
to quantify these effects in the game. Whenever a        seventy cannot exceed ten, and those who are
character losses a battle severely (by his health        eighty or older cannot exceed scores of nine. Once
score or one less), the storyteller should seriously     again, this may very according to the genre you
consider causing some lasting damage to the              are playing in.
character. While there are no hard and fast rules
as to how these disabilities will effect the character           8.7 AN EVER CHANGING
and his rolls, common sense should prevail. A                         PERSONALITY
character with a bum leg might have considerable
trouble running, but should have no problem                  Though it has already been stated, it bears
picking up a gun and firing it. The storyteller can      repeating. Humans are not stagnant creatures.
apply a negative penalty to all rolls that are           They are ever changing and evolving, learning
influenced by this disability.                           from their experiences and refining their views of
                                                         the world.
     Illness is another factor the children of clay
must worry about. Since there are a plethora of               This process of discovery should always be
diseases out there it is difficult to make hard and      fostered in the game. The moment your character
fast rules for them all. What can be said is this. At    achieves a goal, there should be another on the
the height of the disease, when the character is         horizon. Always be on the lookout for how your
feeling its greatest effects, the disease will in some   character's outlook might be altered by the events
manner affect all physical and mental tasks. This        that are occurring to him.
is reflected in a negative modifier to all rolls. In
general (though not always) physical rolls will be            Too many times in role-playing games we get
affected to a greater degree than mental rolls.          frustrated when the storyteller throws something
These modifiers range from –1 (a very minor              at our character that we didn't expect. We rebel
illness) to –5 (a major and even life threatening        against these new challenges, proclaiming them
illness).                                                unjust. Sometimes it is the death of a loved one,
                                                         or the incurring of some great hardship.
Of course the state of medical advancement in the        Sometime the storyteller decided to take away
genre in which you are playing can make a                from us an element we felt was so central to our
fantastic difference. Medicines can help alleviate       character's concept. Indeed, cardboard
the symptoms if not cure the patient all together.       personalities cannot endure these tests of
Characters who are taking medicine to alleviate          character. If you are flexible, and your willing to
the symptoms of a disease may not suffer as great        let your character develop, you will find these
a penalty (or perhaps not suffer a penalty at all)       changes a wonderful opportunity to do some
for the duration of the medicines effect. Once the       astonishing role-playing.
medicine wears off, however, they will quickly
return to their previous level of misery.