EdnS Armageddon
EdnS Armageddon
For decades, warning signs have told of a coming Reckoning. Its exact nature
was unknown. Some predicted a new dawn for humankind—a golden age.
Others issued dire warnings. In truth, it was worse . . . far worse.
The near future has arrived and the tidings are grim. An ancient force is
reborn and the ultimate conflict to determine the destiny of humankind is
underway. Fought by forces mundane, celestial, demonic, and otherworldly,
the war has ravaged cities, plundered lands, and brought doom to millions.
Angels and devils walk the Earth once again and the Old Gods have returned.
Will even this be enough to stop the relentless darkness?
$40.00 (US)
EDN5000
EDN5000
www.edenstudios.net ISBN 1-891153-21-8
Text,
Text, art,
art, icons,
icons, personalities,
personalities,
characters,
characters, Armageddon™,
Armageddon™, and and Unisystem™
Unisystem™
copyright
copyright © © 2003
2003 CJ
CJ Carella.
Carella.
Cover
Cover artart and
and tradedress
tradedress
©© 2003
2003 Eden
Eden Studios,
Studios, Inc.
Inc.
Published
Published under
under exclusive
exclusive license.
license.
GAME SYSTEM
All
All rights
rights reserved.
reserved.
The End of Days!
For decades, warning signs have told of a coming Reckoning. Its exact nature
was unknown. Some predicted a new dawn for humankind—a golden age.
Others issued dire warnings. In truth, it was worse . . . far worse.
The near future has arrived and the tidings are grim. An ancient force is
reborn and the ultimate conflict to determine the destiny of humankind is
underway. Fought by forces mundane, celestial, demonic, and otherworldly,
the war has ravaged cities, plundered lands, and brought doom to millions.
Angels and devils walk the Earth once again and the Old Gods have returned.
Will even this be enough to stop the relentless darkness?
$40.00 (US)
EDN5000
EDN5000
www.edenstudios.net ISBN 1-891153-21-8
Text,
Text, art,
art, icons,
icons, personalities,
personalities,
characters,
characters, Armageddon™,
Armageddon™, and and Unisystem™
Unisystem™
copyright
copyright © © 2003
2003 CJ
CJ Carella.
Carella.
Cover
Cover artart and
and tradedress
tradedress
©© 2003
2003 Eden
Eden Studios,
Studios, Inc.
Inc.
Published
Published under
under exclusive
exclusive license.
license.
GAME SYSTEM
All
All rights
rights reserved.
reserved.
CJ CARELLA’S
ARMAGEDDON
the end times
Eden Studios
6 Dogwood Lane, Loudonville, NY 12211
Text, art, icons, personalities, characters, Armageddon™, and Unisystem™ copyright © 2003 CJ Carella.
Cover art and tradedress © 2003 Eden Studios, Inc.
Published under exclusive license. All rights reserved.
No part of this book may be reproduced without written permission from the publisher,
except for review purposes. Any similarity to characters, situations, institutions, corporations, etc.
(without satirical intent) is strictly fictional or coincidental. This book uses settings, characters,
and themes of a supernatural nature. All elements, mystical and supernatural, are fictional and
intended for entertainment purposes.
Index 348
3
CHAPTER ONE:
A TASTE OF DOOMSDAY
5
Chapter One
The red-haired woman was following him. Greg was absorbed in his thoughts, but he
Greg was sure of it now. never completely ignored his surroundings. You
He’d noticed her when he was leaving the don’t survive long in New York otherwise. As he
subway, coming home after doing some research turned a corner, he checked behind him. And
in the library—some books couldn’t be there she was, the red-haired woman. She was
downloaded from the ‘net. He needed to keep half a block behind him, walking at a steady
his Grade Point Average up and he was busting pace. Greg started worrying.
his ass to do so. The draft hadn’t been reinstated For a moment, his instincts failed him. He was
yet, but it was just a matter of time. so concerned with the stranger behind him that
Every day, the news posted casualty lists. The he failed to notice the car parked on the opposite
war wasn’t going well, and this time it wasn’t a side of the street. It wasn’t until the engine
peacekeeping mission in some country only a started and the car started moving that he
Jeopardy contestant could find on a map. Two noticed them. By then, all he could do was to
days ago, an armored assault had gotten within scream in terror when he saw that the car was
spitting distance of San Antonio before the Texas full of men with guns, all pointed at him.
National Guard had contained it. The casualty Out of the corner of his eye, he saw the
list had been particularly long that evening. woman who’d been following him running
Greg had been worrying about the imminent forward, her hand outstretched. She was
draft when he saw her, standing on the platform, glowing.
apparently waiting to board the car he was Then the guns spat flame and the whole world
leaving. The woman in the bulky overcoat stood went dark.
out from among the crowd of early commuters. ****
She was model-tall, but not skinny; even under
the coat she seemed athletic and strong. Her face Something cold and damp was pressed against
was model-beautiful. She could have easily made his face.
a living through her looks—if he’d seen her face Greg woke up. The woman was leaning over
on a billboard or commercial or web site he him, rubbing a wet handkerchief over his face.
would have remembered. Strangely enough, she He blinked, looked around. They were in his
had made eye contact with him and smiled. Out- apartment. He was lying on the faded living
of-towner, she had to be. Anybody who lived room couch. There was no sign of Elmo, his cat.
here for more than a few weeks soon learned
better, or got into trouble. “What . . . what happened?” he croaked. He
felt exhausted, drained.
He’d started the three-block walk towards his
dingy apartment, past the spray-painted “They mowed you down on the street. Then I
buildings, which he’d gotten used to. Then past killed them, and carried you here,” the woman
the burning hulk of a building that had been hit replied. Her voice was nice, but businesslike, like
by a cruise missile New York’s air defenses had a TV’s anchorwoman, or a politician.
knocked out of the sky. The missile hadn’t hit “Killed them? Shot me?” Greg struggled to his
the military targets it had been seeking; instead, feet. That’s when he realized that his shirt was
the warhead had fallen on top of the building full of bloody holes. “Shot me,” he gasped, and
and turned it into a funeral pyre for twenty-nine fell back on the couch, his hands reaching for the
people. Greg had been there, trying to comfort wounds that had to be there. But he felt no pain,
the survivors, helping to organize a bucket no blood on his hands.
brigade. He hadn’t done much good. He’d The woman smiled. “Don’t worry. You’re
pulled out a screaming man, and had gotten fine.” She picked a plate off the living room
burned himself, although not as badly as he’d table. It clinked as she showed it to him. There
first thought. That had been as close to the war were some ten bullets and fragments of bullets on
as he wanted to get. At least he was good the plate. “Pulled those out of you. They really
enough in math that he’d been able to switch wanted you dead, child.”
majors from history—worse than useless for a
nation at war—to computer engineering, which Greg looked at the bullets—ugly chunks of
metal, all deformed and twisted, like half-melted
6 might guarantee him a civilian job, or at least a
lead mushrooms. “Shot me,” he whispered. Then
rear-echelon military post. Or so he hoped.
A Taste of Doomsday
he looked at the woman. “Did you heal me? The woman stood up. There was a flash of
How?” A pretty wild thought struck him. “Are light, and she was gone.
you some kind of magician? A witch?” In her place stood a taller, glowing figure. She
Magic was real. So the news had been saying was, if anything, more beautiful than the other,
since Greg was a child. He’d never seen a but larger, looking like an exquisitely sculpted
magician or witch in action, but, like everyone statue. She wore a short tunic, with slits on the
else, he knew someone who knew someone who back for the huge feathered wings that grew
had gotten some sorcerer’s feathers ruffled, and there. Her eyes shone with a golden hue.
had been cursed or burned or worse as a result. “I guess you can say I’m an angel. You can
He’d only half-believed, though—until now. call me Daele.”
But the woman was shaking her head, still With gulp, Greg staggered to the nearest chair
smiling. “No, not a witch, although I know a and sat down just before he collapsed
few, and they might have been able to save
someone with multiple gunshot wounds. One of The angel changed back. “Now that I’ve got
the bullets hit you in the head, though.” your attention, I think we should talk.”
10
A Taste of Doomsday
Summary of Chapters How to Use Armageddon
As with most roleplaying game books,
Chapter One: A Taste of Doomsday contains
Armageddon is essentially two books in one.
these introductory remarks.
Some parts are intended for the players and
Chapter Two: Setting covers the basics of the others are meant for the Chronicler.
Armageddon universe. A handy timeline is
The first five chapters are filled with material
provided for quick reference.
for players. From introductory notes to
Chapter Three: Roles details character background material to character creation to
creation for the players. Strong, interesting rules to equipment, Chroniclers should allow
characters are the most important part of an their players full access to these chapters.
interactive storytelling experience. Concepts,
The sixth and seventh chapters, covering
Types, Associations, Attributes, Qualities and
Associations and Metaphysics, may be opened to
Drawbacks, Skills, Metaphysics and Possessions
players, or kept secret as the Chronicler wishes.
are addressed in turn. The sections on
Associations are brief and focused on character The eighth chapter addresses the inhumans,
generation. More in-depth discussions of the from angels to spirits to Primals to Immortals.
individual Associations are contained in Chapter Portions of these sections should be revealed to
Six: Associations. The chapter finishes with a those players taking on the appropriate role, but
series of ready-to-run Archetypes. no one should know all the secrets of these
supernatural powers.
Chapter Four: Rules describes all the game
mechanics needed to play Armageddon. A choice The ninth and tenth chapters should be kept
of dice, cards, or non-random mechanics are from the players, at least initially, so that the
presented. From Tests and Tasks to combat, from Chronicler’s Stories remain fresh and exciting.
damage to vehicles—the core of the Unisystem is
laid bare.
Chapter Five: Tools gives a brief overview of
the weapons and equipment common to the
Conventions
world of Armageddon. This book uses different graphic features to
identify the type of information presented. This
Chapter Six: Associations discusses the
text is standard text, and it is used for general
organizations that Cast Members may find
explanations.
themselves part of, allied with, intriguing against,
or hunted by. The Alliance, Heavenly Host, This text signals fictional pieces. They provide
Infernal Legion, Lodge of the Undying, a glimpse into the world of Armageddon and the
Pantheons, and Watchers are detailed. struggles that are part and parcel of the setting.
Chapter Seven: Metaphysics reveals a number
of mystical Arts that may be learned or possessed
by characters in Armageddon. The particulars of
Essence, Magic, the Sight, Necromancy, Divine
Certain text is set off in this manner.
Inspiration, and Spirit Patrons are presented.
This is sidebar text and it contains
Chapter Eight: Inhumans focuses on the additional, but tangential information, or
capacities, powers, and limitations of a variety supplemental charts and tables.
on non-human entities, from angels to immortals
to Primal beings.
Chapter Nine: Adversary gives the Chronicler
the horrible details on the Leviathan’s host,
including Adepts, parabiologicals, and undead.
Other text is set apart in this way. It
Chapter Ten: Chronicler provides some details the game statistics of monsters,
guidance for running Stories set in the world of Supporting Cast or Adversaries. These
Armageddon. write-ups may be used in Stories as the
Appendix contains a glossary and index. Chronicler sees fit. 11
Chapter One
Dice Notations About the Author
D10, D8, D6 and D4 mean a ten-sided die, an
C.J. Carella has wandered through such
eight-sided die, a six-sided die, and a four-sided
exotic locales as Peru, Venezuela, Michigan,
die, respectively.
Florida, and Connecticut. During his travels, he
Multipliers are expressed after the dice has yet to experience any genuine supernatural
notation. For example, D10 x 4 means roll a events, mythological creatures, or unspeakable
ten-sided die and multiply that total result by horrors—or, if he did, he ain’t sharing them with
four. The formula generates a number between anybody.
four and forty.
In his decade and change career, C.J. has
A number in parentheses after, or in the written some twenty RPG books for such
middle of, the notation is the average roll. This companies as Steve Jackson Games, Palladium
number is provided for those that want to avoid Books, Myrmidon Press, and now Eden Studios,
dice rolling and just get the result. So the as well as numerous articles for The Familiar,
notation D6 x 4(12) means that players who Pyramid, Roleplayer, and White Wolf.
want to skip rolling just use the value 12. Armageddon was originally written for
Some notations cannot provide a set value Myrmidon Press, and has been revised and
because their result depends on a variable factor. reissued by Eden Studios.
For example, D8(4) x Strength is used because When not writing, C.J. spends his free time on
the Strength value to be plugged into that computer games, novels, and comic books—
notation will vary depending on who is acting. research material, he says. He currently lives in
New Haven, Connecticut, with a feline familiar.
Gender
Every roleplaying game struggles with the
decision about third person pronouns and
Roleplaying
possessives. While the male reference (he, him, This book contains a roleplaying game, its
his) is customarily used for both male and setting, and its rules. So what is a roleplaying
female, there is no question that it is not entirely game?
inclusive. On the other hand, the “he or she”
Simply put, it is a combination of board game,
structure is clumsy and unattractive. In an effort
strategy game, and improvisational theater. It is
to “split the difference,” this book uses male
a more mature version of the games of “let’s
designations for even chapters, and female
pretend” that we all played as children. The
designations for odd chapters.
rules are meant to avoid the old disputes about
exactly what happened (“I shot you! You’re
Measurements dead!” “Am not!”). To enforce the rules and
provide a coherent setting, one of the
This book primarily uses U.S. measurements participants assumes the role of Chronicler
(feet, yards, miles, pounds, etc.). Metric system (known as Game Master, Referee, or Zombie
equivalents appear in parentheses. In the Master in other contexts). The rest of the players
interests of ease of use, the conversions are assume the role of one character (or Cast
rounded relatively arbitrarily. For example, Member) each. The player controls the actions
miles are multiplied by 1.5 to get kilometers of their characters, limited only by the rules, the
(instead of 1.609), meters are equal to yards character’s abilities, and the player’s imagination.
(instead of 1.094 yards), pounds are halved to
get kilograms (instead of multiplied by 0.4536), Roleplaying games have been around for more
and so on. If a Chronicler feels that she needs than two decades. They run the gamut from
more precision, she should convert the U.S. mindless combat scenarios to nearly ruleless,
measurements provided by using more exact story-driven acting exercises. The Unisystem, the
formulas. game rules of Armageddon, concentrates on the
following elements. We consider these to be the
main characteristics of a good roleplaying game.
12
A Taste of Doomsday
Acting: Participants in a roleplaying game are The Armageddon RPG
acting out the part of a Cast Member, a fictional
character (or, in the case of the Chronicler, All roleplaying games have at their hearts a
several characters). The character may be as “What If . . . ?” question. In Armageddon, the
similar or different from the player as desired. question is:
Some players prefer to take on the roles of heroic What if you lived in a near future where an
versions of themselves, while others want to “be apocalyptic conflict is being fought to determine
in the shoes” of completely different people. the future of humankind? What would you do if
Many elements of improvisational theater can be you were a being of myth and legend, with
found in roleplaying. The player has to come up powers far beyond those of mere mortals? What
with her character’s “lines” off the cuff. would happen if your mere existence was
Storytelling: During a game, the Chronicler considered a threat by even more powerful forces
and the players create a story, shaped by the involved in the war?
actions of the Cast Members and the conflicts By taking the role of characters trapped in the
and situations provided by the Chronicler. A midst of that conflict, be they normal humans or
Story is experienced at the same time it is written. immortal beings of power, players have a chance
Because there are a number of authors of this to find out.
tale, however, no one creator knows exactly how
Armageddon combines elements of war (a
it will all end. Each Cast Member’s actions
global conflict affecting every continent), horror
impact on the result, as do the conflicts and
(the adversary is a supernatural, inhuman force)
drama injected into the story by the Chronicler.
and myth (angels and the gods of legend walk the
Uncertainty: The uncertainty of not knowing Earth once again). The remainder of this book
the end of the story is enhanced in many games explains how to create characters and stories in
by the use of dice, cards, or other randomizing the world of Armageddon.
elements. This gives roleplaying an aspect
similar to sporting events and to games of
chance: what will the outcome be? This provides
an excitement similar to the feeling that many
experience when watching a football game or a
boxing match. The skills of the participants play
a big role in what the results will be, but the final
outcome remains uncertain until it is over. Some
gamers prefer to reduce randomness; they let the
needs of the story dictate the outcome. The
Unisystem is designed to please both those who
like the chance element, and those who wish to
minimize or eliminate it outright.
Imagination and Creativity: Instead of passive
forms of entertainment, like watching television
or reading a book, roleplaying exercises the
players’ imagination and creativity. Each shares
the responsibility of producing a good and
entertaining experience. Each brings humor,
drama, and suspense to the game. In roleplaying,
the goal is not to win, but simply to have fun and
help others have fun.
In sum, by playing a roleplaying game, the
Chronicler and the Cast Members weave a Story
together. The character’s adventures, triumphs,
and tragedies are part of a larger tapestry. In
effect, the gaming group is writing, acting and
witnessing a novel or play, experiencing a double 13
thrill that combines in each the role of creator
and spectator.
14
CHAPTER TWO:
SETTING
15
Chapter Two
The North Atlantic was damn cold this time of Churchmen approached. The moon was not out,
year, and the harsh waves had nearly smashed but even in the weak starlight he could make out
them against the rocky beach. Only Helena’s the uniforms. Soul Police, little more than armed
efforts allowed them to reach the shore safely. thugs, but still over twenty of them, spread out in
Henry’s team, two men and a woman, took off five-man squads. They would reach Seamus’
their wetsuits quickly, sneaking glances in every position before the cruise missiles reached the
direction. All their training notwithstanding, target.
they were in enemy territory and it was not a Henry would deal with them. It had been a bit
pleasant experience. Only Henry had been in of a shock, really, when the Special Directorate
real combat, and back then he had commanded a man had explained things to him. It appeared
Challenger 2 tank. Riding a sixty-ton iron horse that his Mum had had carnal knowledge with
and trading shots at two thousand yards was a someone other than his father, and that he was
far cry from crawling on a muddy beach late at the result of that unhallowed union. Stranger
night, armed only with small arms, and, of still, whoever that chap was (his mother, dead all
course, the glorified “flashlight” he was carrying of three years ago, could not be asked), he had
on his back. It would not do to forget that, not been a normal bloke. His genes had made
considering it was more important to the mission Henry into somebody able to survive a tank
than any of their lives. explosion, to master all the weapons the Special
After burying their equipment, they set off, Directorate men had seen fit to train him in, and
single file. Normally, an operation such as this to feel confident climbing down a hill to confront
required at least a dozen men to have any chance twenty armed men.
of success. Not even the chaps at SAS had the The boffins in Research called it by some fancy
special qualities of the trio climbing the steep hill, name—“Psychic Manifestation of Jungian
however. Archetypes” or something like that. Whatever it
Henry had thought he was a normal, if rather was, when he called upon it, he changed.
talented tank driver, until one of the Church’s When he changed the world became a place of
damnable Holy Fist panzers had put a sabot sharp colors and shapes. Henry could see every
round right through the front armor of his man in the squad, note their weapons, the way
Challenger. He had emerged from the they carried them. In a second, he knew who
conflagration a burned husk, barely alive. A few was a veteran, who was a swaggering bully, who
days later, he had walked out of the hospital, as was a scared child.
good as new. Henry had been removed from his His assault carbine spat death downrange, a
beloved tank service, and put among the James long burst that killed everyone in the closest
Bond impersonators. It hardly seemed fair, but squad. Return fire from the others struck him,
he had accepted the king’s shilling, and it was not but he barely felt the impacts. A round hit his
for the likes of him to wonder why. carbine, ruining it.
The commandos reached the target area, a Henry charged the second squad bare-handed.
small hillock overlooking the naval installation. Two more bullets hit him in the chest with little
Seamus, the quiet Irishman in the team, set up effect. His outstretched hand reached the face of
the device Henry had been carrying on his back. the closest man in the squad. The Churchman’s
The laser beam was an aiming device designed to scream of pain dissolved into a dying squeal. A
guide a volley of cruise missiles. The target was kick crushed the skull of another.
a facility for the construction of submarines and
missile boats for the Churchmen. Henry felt More shots hit him. The third squad opened
some pity for the hapless Frenchmen who up, ignoring their companions in the way. Henry
worked there, most of whom were no more fell to one knee, grabbed the assault rifle of one
Believers than Henry was a Muslim, but war is a of the dead men, then rose and fired.
rough business. Then it all became quiet.
“All ready,” Seamus said. He sent the signal. And as the missiles began falling, and
“Men are coming,” Helena whispered. explosions shook the inlet, Henry raised his
hands toward the sky and laughed in delight.
16 “Bloody Hell,” Henry whispered harshly. “I’ll
His was the domain of War.
deal with them.” He looked down. A platoon of
Setting
Introduction In this setting, players can assume the role of a
myriad of different characters. They can be
Armageddon is set in the near future, a time of powerful celestials come to Earth to battle the
war and uncertainty, a world where magic and ultimate enemy, or heroic humans defending
the supernatural have become a factor in the their homeland from invasion. They can be
lives of every living person. Beings of ancient beings or powerful sorcerers, or
tremendous power walk the Earth once again— seemingly normal men and women whose latent
the Old Gods of mythology exist side-by-side powers have been awakened by traumatic events.
with angels, demons, and even stranger Their goals may be lofty or selfish; they may wish
creatures. These beings have returned to the to redeem humankind, to settle old scores, or
world to fight an enemy that threatens even their simply to be left alone.
existence—as well as our entire universe. An
evil from beyond reality has risen in the East, The Known
and has already seized over half of the planet.
Led by their Apostle, the Believers of Leviathan To the average person, the world of
want nothing less than the total submission of Armageddon is a place of fear and uncertainty.
humankind. If they triumph, reality as we know The world is at war. A fanatic cult known as the
it will cease to exist, transformed into a Church of Revelations (CoR) has inexplicably
reflection of the twisted mind of Leviathan, the risen in several nations of the world, overturning
Outsider who was cast out by the Creator at the governments and amassing huge armies that in
beginning of time. turn invaded other countries. A madman who
calls himself the Apostle (but who is referred to
The war wages on every plane of reality. The
as the Dark Apostle by the free world’s media)
forces of the free world, led by the United
has appointed himself the leader of this
Nations, oppose the war machine of the Army of
movement, and is now the most powerful man in
Revelations (AoR). The most advanced weapon
the world. In Europe, parts of Asia, the Middle
systems of the 21st century, backed by bravery
East, and South America, the CoR reigns
and fanaticism, clash on battlefields in Asia,
supreme. War rages just south of the U.S.
Africa, and the Americas. Most of Europe has
border, as United Nations’ forces, led by
already fallen, but a newly formed underground
America, tries to stop the AoR.
continues to resist the Apostle and his minions.
The enemy has access to cutting-edge
In the Otherworlds, the war rages, as well.
technologies; their aircraft and tanks are as good
The Death Realms, the Fey Kingdoms, and the
as—some fear better than—our own. This was
Abodes of the Gods are not exempt from
drastically demonstrated when mysterious
invasion by the Leviathan’s followers. Traitors,
advanced bombers flew from halfway around the
both human and supernatural, lend their
world and struck at targets deep within the
resources to the monstrous armies of the Apostle,
American heartland. Worse, the Dark Apostle
tilting the balance in his favor.
and his acolytes command enormous
The prize of this conflict is not land and supernatural powers. It is said that the Apostle
wealth, but human souls. In the fallen territories, has brought down reconnaissance satellites with
the Soul Police oversee the forced conversion of the force of his will, commanded monsters to
conquered peoples. Only when a sufficient appear and fight for him, and raised the dead.
number of living humans worship Leviathan can Some prominent Believers (as the members of the
this being manifest itself in our reality, and bring Church call themselves) have begun to change, to
an end to all time. If Leviathan succeeds, the become inhuman things. Many dismiss these
known world ceases to exist, replaced by its own rumors as mere superstition.
warped creations. And, slowly but surely, the
Still, the facts are horrible enough. When the
number of converts grow. The call of Leviathan
AoR took Rome and seized the Vatican, the Dark
is seductive, offering power and the fulfillment of
Apostle executed Pope John XXIV on live
one’s darkest desires. Prayers to Leviathan are
television. Disdaining the use of supernatural
always answered, and many wishes are
powers for this task, the Apostle fired a
granted—at a price. The taint of Leviathan
mundane, but horribly effective revolver. Meant
eventually destroys the believers’ sanity, body,
to graphically display the hopelessness of the 17
and soul, until they are no longer human.
human situation, the vision of the Leviathan’s
Chapter Two
top man calmly firing a gun into the head of the Still, people carry on. Despite the shortages
spiritual leader of millions became a world-wide and fear, the deaths and terror, many try to lead
symbol of the enemy’s evil. normal lives. Some even attempt to ignore what
Nuclear war should have been inevitable, but is going on, refusing to believe in the
the atomic holocaust never happened. The free supernatural, or to face the religious implications
world tried to use tactical nuclear weapons of recent events unless affected directly. Even
against the relentless enemy. Every device during the end of all time, people try to forget the
mysteriously malfunctioned. The fissionable news by watching inane sitcoms or surfing the
materials inside never detonated, and the Web—at least when they are available.
missiles produced only conventional explosions,
killing hundreds but not creating widespread The Hidden
death and destruction all had been fearing for
over half a century. Nobody has come up with Although supernatural creatures and events
an explanation for this. Perhaps it is the have recently become a part of everyone’s lives,
Creator’s will. Maybe it is just magic. they have always existed. Since ancient times,
humans have learned to harness tremendous
Along with the war, the world is beset by
spiritual powers through force of will and
supernatural events. Stories that once belonged
tradition. Magic, the Second Sight, and similar
to the wildest supermarket tabloids are now
powers are real, but often misunderstood and
seriously reported on in the New York Times and
feared. Immortal beings have walked among us,
The Wall Street Journal. Sorcerers have
sometimes worshipped openly, often hidden from
demonstrated their powers in front of millions of
the world. Some of these entities had human
witnesses, and in some places practice their
attributes but superhuman power; others were
powers openly. Ghosts haunt bombed-out
utterly alien creatures with unfathomable
buildings, their wailing clearly heard during the
purposes. These beings battled each other,
wee hours of the night. Vampire-like creatures
plotted to gain more power or avenge past
have been captured and studied by the
wrongs, and recruited humans to assist them in
government. And angels have come down to
their struggles.
Earth in great numbers. As the holy city of Rome
fell, a host of angelic beings appeared to make a In the past, many moments of crisis have
futile last stand. Millions watched in utter arisen. They are known among some occult
disbelief, as winged beings of light flew through circles as Reckonings. A Reckoning is a period
the skies and battled jet fighters over the streets of chaos both mundane and supernatural, a
of Rome—and were overwhelmed by superior testing time affecting most of the world in almost
numbers and advanced technology. every sphere: political, social and spiritual. They
are times of war and upheaval, often marked by
To many people, the situation is clear. The
plagues and natural disasters. Most occultists
End Times are at hand—the Apocalypse,
claim that a Reckoning was responsible for the
Ragnarok, the final battle between Good and
extinction of dinosaurs on this planet, and, more
Evil. The Dark Apostle is identified with the
recently, the obliteration of the mythical
Antichrist, the False Prophet, and the Beast of
Atlantean civilization in what is thought of as
the Book of Revelations. The fact that his
pre-historic times. Although not universally
followers sport a mark on their hands or
accepted, many occultists have identified periods
foreheads has been recognized as the biblical
of Reckoning during the fall of the Roman
“Mark of the Beast.” Religious fervor has
Empire, the Black Plagues, and the Thirty Years
become a source of strength, but has brought
War. Others see these eras as mere “ripples” of
about internal strife and discord as well. To
a far greater Reckoning still to come.
some people and groups, the free world is too
sinful and tolerant to triumph against the CoR. Some claim the most recent Reckoning took
These zealots would like to create their own place in the 20th Century. Its overt, mundane
theocracy to resist the Adversary, and will go to manifestations included two World Wars, the
any lengths to do so. Russian Revolution, and the Influenza Plague.
During that same period, supernatural battles of
cosmic significance were fought by courageous
18 humans to stop dark forces from gaining
footholds in our world. In all, over a hundred
Setting
million people died in a thirty-five year period.
Despite this horror, there remained a determined
group of occultists who claimed that the “real” Disclaimer, Again
Reckoning had not yet arrived.
At the risk of repetition, please note that
In the aftermath of the most recent time of the cosmology of Armageddon is wholly
troubles, it appeared that the world would finally fictional, containing ideas from a number
know peace. The Cold War and the threat of of myths and metaphysical theories ranging
total destruction kept global conflict at bay. from Norse sagas to Theosophism. It is not
Within a generation, signs of future troubles meant to debunk or deny any religion or
became apparent, however. Towards the end of real world belief. We are not trying to
the century—and the millennium—occultists prove or disprove anything.
could sense a new time was at hand. More
people than ever before were being born with the
Gift—the ability to work Magic, or the Second
Sight. Supernatural predators, who for centuries
remained few in number, appeared at an amazing The Sephiroth
rate, to the point where even the normally
unaware mundanes began to realize something In the world of Armageddon, the physical
was terribly wrong. The signs were clear for realm of Earth is but one of many worlds.
those who could see them. A Reckoning was Mythical and legendary realms, thought to be
coming that few could dispute . . . and fewer still mere fantasies or allegories, are real in this
would survive. setting. Heaven and Hell, the Courts of Faerie,
and the Abodes of the Gods compose the
Otherworlds, different planes of existence with
Cosmology their own inhabitants, lands, and physical laws.
The Otherworlds are known by occultists as
In the world of Armageddon, the beliefs of Sephiroths, the Spheres of Reality.
every religion are disjointed pieces of a greater
The Quabbalists and the Norse described the
truth. Monotheism is right: there is one Creator,
Universe as a tree, with each world or sphere on
a being of immense power who shaped our
a different branch of the tree. Earth (Malkuth or
reality. But Polytheism is also correct: a myriad
Midgard) at the bottom, and Heaven or Kether
of entities with god-like power exist, and for
at the top. Each Sephiroth is in turn divided into
millennia demanded the worship of humans.
several Realms, somewhat like different nations
Every myth and legend is an echo of ancestral
on the same continent, or different provinces or
memories and outlandish experiences that
states in the same country. Like nations or
affected our ancestors. The Fey races dwelt in
provinces, each Realm has boundaries, laws and
the primeval forests of the world until pushed
“government” (or lack thereof). In the Sephiroth
away by encroaching humans. The ancient
of Geburah, for example, several Death Realms
pantheons were made up of powerful but fickle
exist, from the Kingdom of Hades, ruled by the
creatures who often slew humans for sport. The
Graeco-Roman god of the Dead, to the Pit of
Seraphim carried out the Creator’s Will (or so
Abaddon, Lucifer’s Hellish domain and prison.
they claimed), but some among their number
Netzach, the Abode of the Gods, is divided into
rebelled and were expelled from the Heavens by
dozens of Realms, each controlled by a different
the Creator, becoming the demons of Biblical
pantheon. Even Binah has realms beyond the
lore. Sorcerers, saints, and prophets tapped the
Elyssian Fields; it is said the Elemental Realms
same primeval powers and reached the next step
can be found in this dimension.
in human development. And beings from
beyond our reality occasionally crossed over, Some occultists (many of whom are also
leaving death and madness in their wake. theoretical physicists on the side) have proposed
the idea of the “Multiverse” or “Omniverse.”
They theorize an infinity or near infinity of
worlds, all with their own “Tree of Life,” all
connected to a central point, which is the
Sephiroth of Kether. Think of it as a million 19
Chapter Two
million rods, all touching on one point, Kether: The most mysterious of the Sephiroth,
spreading out like spikes from a central ball, or Kether is a realm of wild creative energies. Here
like spokes on a wheel. Each universe has its the Creator is said to dwell, although the
own existence and its own set of ten Sephiroths, Seraphim spent centuries and countless lives
each with slightly different laws or looking to no avail. The souls of humans who
circumstances. Some could be parallel Earths, are ready to Move On are said to ascend to
while others could be utterly bizarre realities. It Kether, never to be seen again.
is possible that Leviathan and the other Mad Netzach: The Abode of the Gods is a world of
Gods come from some of the most alien epic proportions, where elements of the “real
universes, or they might come from an opposite world” are taken and expanded. Mountain
reality, an Anti-Kether located in an utterly peaks soar higher than Everest. Monstrous trees,
different level of being. gigantic animals, and fabulous creatures
According to Quabbalism, there are ten populate the forests. Every natural feature, from
Sephiroth (eleven if one counts the Abyss, the a tiny stream to a great desert, vibrate with the
space between spaces). Five of the most power of myth. Many of the legendary
important Sephiroths are briefly described below. pantheons can be found here. Mount Olympus
Future Armageddon and Witchcraft sourcebooks and Asgard exist in this Sephiroth, as well as
will provide more information about these and legendary Aztlan and Celestial Court of Jade.
other Sephiroth. They will also provide plenty of Fiercely insular, the gods tolerate little commerce
ideas for venturing into the Otherworlds. or interaction with other Realms, except through
Binah: This is a realm of energy and raw limited visits and the occasional contest or war.
Essence. Identified as the Realm of Mortal visitors find themselves in a dangerous
Understanding, several primal forms exist in this world where wolves grow to the size of horses
realm, including the Elemental Spirits. Chief and the least of the natives possesses the strength
among the Realms of Binah are the Elyssian of three men.
Fields, ruled by the Seraphim. The swirling Yesod: The Sphere of the Moon is home to the
energies pervading this realm, both physical and Sylvan and Fey races, creatures descended from
psychic, make it difficult for mortals, even the the Naturas born during creation. The Norse
Gifted, to survive there for long. Most Realms in called it Alfheim, the land of the Elves. Once,
Binah are places of extremes, of blinding light or Fey races such as the Sidhe, the Satyrs, and the
eternal flames, of cold endless oceans or mad Dryads lived on Earth, but humans and the Old
whirlwinds. A place of understanding it may be, Gods, and later humans and the Seraphim,
but if so, it is an understanding that still eludes eventually pushed them out of their old
most humans. homesteads. Many Elder Races, long extinct on
Geburah: The Realms of the Dead can be Earth, survive in some Realm in Yesod. Here,
found in this sphere, the Sephiroth of Severity. forests and jungles are not as titanic as those in
The Gods of Death hold courts here, connected Netzach, but are far more alive. Most trees can
to Netzach via a system of Gateways. Tormented speak to passersby, or lead them to their doom.
souls, ghosts, and Phantasms often venture into Animals are intelligent and human-like, equally
the Twilight World, a shadowy reflection of capable of good and evil deeds. The Fey races
Earth where One City, One Forest, and One themselves are a mischievous and whimsical lot,
Desert await the errant dead. Lucifer rules over and many remember the crimes of humans with
Abaddon, where he punishes the souls of evil well-aged hatred. The two major Realms of
humans, either cleansing them of their sins or Yesod are the Seleighe and Unseleighe Courts;
twisting them into increasingly more monstrous both have their own ideas on how to deal with
creatures. Above it all stands Death, the First humans and their destruction of Nature. The
and Last, an entity of unimaginable power feared coming of the war has made the Sidhe venture
by all beings, human and “immortal.” Death’s back to Earth in great numbers.
agents, the Grim Reapers, act as enforcers and
border patrolmen, pursuing those who refuse to
die or who invade the Death Realms. Geburah is
for the most part a place of gray shadows,
20 marked by a pall of fear and despair.
Setting
Human and Inhuman
A myriad of creatures, both mundane and
supernatural, populate the worlds of
Armageddon. Although humans appear to have
the most potential of the currently known
species, the others cannot be discounted. At this
point, most inhumans wield far greater powers
than those known or possessed by humans.
Humankind
Humans were fashioned in the Creator’s
image. Within each and every person, from the
wealthiest and most powerful to the most
wretched and helpless, lies the Divine Spark. The
human race is the result of billions of years of
evolution and false starts, and it still has a long
way to go. Humans are not the only species on
this path, nor are they the first or the last. Many
a world now lies dead in the Universe, the result
of mistakes that were not corrected in time.
Occultists believe the mythical civilizations of
Atlantis, Mu, and Ultima Thule rose and fell
millennia before recorded history, and were
cosmic “stumbles” on the road to development.
Through a cycle of death and rebirth, and by
moving to higher planes of existence, humans
eventually achieved unity with the Deity (what
this means is as incomprehensible to us as
airplanes are to ants). The so-called Celestials or
Higher Beings, like angels and pagan gods, do
not have this potential for evolution. In time,
humans could match and even surpass them.
Some humans, through the use of magical
formulas, inborn psychic abilities, or the strength
of their Faith, already have the power to bind or
even destroy these Higher Beings. In theory, all
human beings have the potential to develop these
powers. One day, occultists believe, humans will
develop into beings able to manipulate reality
with the ease of a child molding clay—and, soon
thereafter, with the finesse of a sculptor bringing
shapes out of stone. When Science and Magic
and Faith all become one, the least human will be
more powerful than greatest archangel.
Of course, humankind is as far from this goal
as a six-month old Albert Einstein was from
developing the Theory of Relativity. But the
process is just as straightforward and (it is
hoped) just as inevitable. The most telling
question is one of time. No one knows how long 21
it will take. Humankind in the 21st century has
Chapter Two
learned much about the physical realm, but had, whim of beings of power. Humans are central of
until recently, disregarded the spiritual realm. the story and the conflict. Having been made in
One of the secret truths is that both pure the Creator’s image, they have the potential to
materialism and utter spiritualism are become the most powerful force in reality. It is
incomplete, and by themselves are dead ends. no accident that angels and demons,
The hard-nosed scientist who cannot believe in mythological gods and nature spirits, all have
the existence of the soul is as blindly wrong as eventually become human-like in both shape and
the mystic who rejects the physical world as evil behavior—imitation is the sincerest form of
or inferior. Both can perform tremendous feats, flattery, after all.
but are ultimately doomed to failure. In the
developed and developing world, science and
materialism seemed to be the only answers. Gods and Angels
Now, confronted with an enemy willing to use
The gods of mythology, and the angels and
both technological and spiritual weapons, the
demons of religious belief, had a common origin,
world must change its outlook, or face defeat
an origin dating back to the times of Creation.
and destruction.
Gods and angels are the descendants of Sephyr,
Men and women whose souls have advanced the Tools of the Creator, elemental beings who
beyond the norm are known as the Gifted. The helped shaped our reality. The Sephyr evolved
Gifted have learned, inherited, or accidentally into two distinct orders of beings, the Seraphim
acquired the ability to manipulate Essence, the and the Titans. The Seraphim were beings of
living energy of Creation and the Soul. The spirit, the emissaries and servants of the Creator.
Gifted can use their powers for good or ill; in The Titans were embodiments of different
their choices lie the salvation of damnation of the aspects of reality, such as War, the Elements, and
human race. Justice. They were the first to lose touch with the
The Higher Beings know the potential and Creator and to come to Earth and set themselves
possible fate of humankind, and their reactions up as deities.
are varied, if somewhat predictable. Some The Seraphim unleashed the Flood on
cherish the human race, seeing in them the face humankind when one of their kingdoms
of their Creator. Others, like bullies lashing out trafficked with the entity known as Leviathan. At
against those who are smarter than them, wish to some point before this event, they lost their
make humankind stumble or even fall. Yet connection with the Creator. For some two
others, like domineering parents, want to rigidly hundred centuries or more, the Seraphim have
control human development, lest they abuse their operated without direct orders. They also warred
potential; the Heavenly Host has been guilty of among themselves; the losers of this internal
this. There are opportunists who simply exploit conflict were banished to the Realms of Death,
us, while a few wish to destroy us before we where they formed the Infernal Legion. The
become more powerful than they. winners, the Heavenly Host, tried vainly to
Humankind represents the ultimate prize of communicate with the Creator, and after a long
the Great War. This is not to say that humans are Diaspora returned to Earth to do what they
mere sheep to be protected or slaughtered at the thought was right.
members. Primary targets are the wealthy, up- Psychic powers and magic demonstrations
and-coming political figures, and members of occur on live television programs, defying
the police and military. Members call attempts at explanation through conventional
themselves the Believers or True Believers. science. A mass murderer is revealed to be a
2000-2005—The year 2000 comes and goes vampiric blood-drinking creature; similar
without any major incident (hysteria about beings are discovered soon after. As the
Y2K, Millennial Fever, and terrorist threats scientific community struggles to explain these
notwithstanding). events, many people come to accept the
The CoR grows to over 200,000 members, 2003—A mob torches the corporate
most dedicated Believers. Secret factories in headquarters of the Psychic Pals Network,
former East Germany, and the other core killing six people.
nations (Argentina, Turkey and Vietnam) 2004-2006—The Matthews Riots occur.
begin producing advanced weapons and Videotapes uncovering a racist network of
vehicles, while pilots and soldiers are trained “death squads” composed of off-duty police
in underground camps. All members are and military officers, coupled with increased
fanatically loyal. In what some call see a welfare cuts, trigger massive race riots in a
24 evidence of dark power, no informants or dozen U.S. cities, from Los Angeles and
infiltrators manage to penetrate the Chicago to New York City.
organization’s veil of secrecy during this time.
Setting
Once a Believer, it is very difficult to turn away The Magic Generation
from the Leviathan’s service. Contact with the
Mad God, disturbing and distasteful as it is, soon The Wise Crafts, the arts of magic and second
becomes an acquired taste, and then a habit. sight, had long been considered ill-conceived
Although the first taste of a cigarette is fantasies, dismissed by Science and unsuited for
unpleasant, those who continue to smoke the age of reason. Despite the vocal minority
eventually come to need it with desperate claiming otherwise, people, other than consulting
intensity. So to do the Believers become addicted the occasional horoscope, had little interest or
to the Leviathan’s touch. This addiction makes belief in the supernatural. Even religion, in many
them capable of fanatic courage and utter cultures the only link between humans and the
ruthlessness. A Believer does not hesitate to spirit world, had long fallen out of fashion
sacrifice his life—or anybody else’s—in service to among many sectors of society, or become a
the Church. series of empty rituals with no true meaning.
Towards the end of the century, a series of
events shook that indifference. The number of
From Millennium to War unexplained happenings increased steadily. A
young girl burned a house in Kentucky, and the
The new millennium began a New Age, as
authorities were at a loss to explain how she did
many claimed it would. Unfortunately, it was
it. In Seattle, police and the FBI cornered a serial
not the utopian spiritual awakening expected.
killer who managed to walk through a hail of
Instead, it was a time of shocking discoveries,
bullets and escape, killing three law-enforcement
unchecked fear, and rampant prejudice, a time in
agents in the process. In Washington, a psychic
which humankind revealed some of its potential
publicly predicted the murder of a prominent
and its terrible shortcomings. Even before the
Senator, six months before the event. In New
Reckoning took place, it became clear the new
Orleans, a bizarre cult left over a dozen corpses
era would be fraught with upheaval.
behind, all drained of blood. And so on.
In the world of Armageddon, the burgeoning
At first, the events were glossed over, passed
good economic times of the 1990s came to an
off as freak events, or became conversation
end during the “double-oughts.” A financial
topics for a week and were forgotten the next.
crisis struck the world, first in Europe, then
Soon, they became too numerous to be easily
Asia, and finally the U.S. Economists were
dismissed, however. A deranged college student
puzzled—it looked as if massive amounts of
summoned a creature of fire that burned down a
money were simply vanishing into thin air,
dormitory and killed six people. A witness
instead of being invested into goods and
recorded the event on his camcorder, and the
businesses. In truth, the CoR, through
footage was broadcast around the world. A year
corrupted money managers, was appropriating
later, a man claiming to be a true sorcerer created
the money and using it to fund its covert
a tornado in a television studio; this event was
armament program. To this date, nobody has
broadcast live. A series of grisly New Orleans
figured out exactly how they managed such a
murders were solved, and several cult members
feat, the largest robbery the world has ever
arrested. As the perpetrators were being moved
known.
out of a holding facility the next morning, they
burst into flames when exposed to sunlight.
Hundreds are killed before National Guard 2006—The CoR makes its first public
units cordon off the worst areas and literally appearances in Germany, Argentina, Turkey,
wall off the people inside. Cities pass a series and Vietnam. The first recorded appearance of
of Safety Ordinances, restricting travel to and people with the Mark of Leviathan occurs.
from these “Safety Zones,” effectively The Cult gains wide popularity among young
imprisoning several million people in the worst people, the poor, and discontented. Rumors
slums in America, leaving them bereft of any that prayers to Leviathan are answered with
law enforcement and other public services. tangible results spread like wildfire. Many
2005—Johann Goering leaves military service people who pray to Leviathan for a lark find 25
and disappears, a wanted deserter. themselves seduced by its power, as they gain
quick fortune or fame through unusual
coincidences.
Chapter Two
By 2001, some headlines in the New York The Matthews Riots and the
Times seemed more appropriate for the National
Enquirer. In 2003, a Gallup Poll cited that 36% Safety Ordinances
of all respondents listed “the supernatural” as
In 2004, copies of the same videotape arrived
one of their greatest fears and concerns. The
at the offices of half a dozen national and
same year, a furious mob burned down the
international news agencies, including the major
corporate headquarters of the Psychic Pals
networks. A subsequent investigation revealed
Network, killing six people, all of them clerical
the tapes were sent by former police officer
workers or (non-psychic) telephone operators.
Cynthia Muldoon. Muldoon’s body was found
The genie, so to speak, was out of the bottle.
in her home a day later; she and her husband had
Many of these incidents involved teenagers been killed execution style.
and young adults who had developed
The tapes each contained the same 63-minute
paranormal abilities. Statistics showed most of
recording. It documented a meeting of the White
the subjects had been born after 1980, and the
Justice Society, a national network of rogue
media started talking about a “Magic
police officers. During the meeting, a man later
Generation.” Some people reacted with awe;
identified as police Captain Albert Matthews of
many tried to find teachers, or looked for arcane
the NYPD casually spoke about the murders of
tomes to learn the secrets of magic. Others
nine black men he had carried out for the WJS.
became fearful and lashed out against suspected
Other murders were also referred to in the tape.
“witches.” Many Pagans were among the first
It was clear that the WJS had organized over a
victims of this new wave of hate crimes. The
dozen death squads in several parts of the
persecution did not end with them, however.
country in recent years.
Attacks on Jews, Muslims, and other religious
minorities in America and Europe escalated ABC News aired the videotape the day it was
rapidly between the years 1999 and 2004. received, following the six o’clock news. CNN
did the same less than an hour later.
Behind the scenes, the military and intelligence
agencies of many countries understood the By midnight, cities were burning.
potential of this Magic Generation. A number of Racial and economical tension in the U.S. rose
secret societies representing those who had kept to an all-time high. Cuts in social programs had
the old secrets alive stepped in and quietly gradually reduced the standard of living of inner
offered aid and support, in return for certain city dwellers, most of them minorities, while at
considerations. Hands were shaken in the offices the same time the declining economy restricted
of the most powerful men in the U.S. and Great their opportunities to escape their economic
Britain, and the Covenants of Magic, who had plight. The Matthews tapes were the last straw.
been hiding their existence for centuries, became The U.S. faced the worst series of riots in its
part of the system. history. Actual casualty figures were never
reported, but it is believed that over a thousand
people were killed in riots that ravaged over a
dozen cities. The worst riots took place in Los
Angeles, Chicago and New York; for a number
of hours, the rioters sealed off Manhattan from
2007—The CoR grows to over three million German armed forces begin mobilization. In
members, with more joining each day. response, other NATO armies do the same,
2008—The Munich Disaster occurs. ostensibly to prevent panic and public disorder
Sometime between 11:00 p.m. and 12:00 a.m. in Germany and surrounding countries.
on April 30th-May 1st, the entire population George J. Morrison (R) becomes the 44th
of Munich—over a million and half people— President of the United States. He concentrates
dies. The only living being left within the city on domestic issues, and the eventual repeal of
limits is Johann Goering, found standing on the Safety Ordinances.
26 the top of the Neues Rathaus, the City Hall
building. Germany is plunged into chaos and
panic.
Setting
the rest of the country before National Guard The legal battles over the constitutionality of
units could retake the major bridges. In Los the Safety Ordinances took years to settle.
Angeles, mobs attacked commuters on their way Significant “States’ Rights” advocates and hard-
home and burned dozens of people in their cars. liners managed to stalemate both Congress and
The National Guard later admitted to shooting the Executive. Sharp lawyers kept the courts at
two hundred rioters. Some testimony alleged a bay through legal wrangling. Meanwhile,
death toll twice as high. barbed wire topped the newly-built walls, and
By the end of the week, soldiers forced rioters some three million Americans in a dozen cities
back into the lowest income neighborhoods, and were cut off from the rest of country. By the time
cordoned the areas off. Los Angeles was the first the Supreme Court struck down the Ordinances,
to pass a Safety Ordinance, sealing off entire the country was at war and had no time to deal
sections of the city, and restricting travel to and with the problem.
from the area. Other cities soon followed suit.
The Safety Ordinances had first been proposed The War
just after the turn of the century by the New
In one night in 2008, over one million people
Patriot Party, composed of right-wing extremists.
died in the city of Munich, Germany. Search and
The Ordinances proposed the most dangerous
rescue parties found only one man left alive, a
inner city areas be isolated for “the protection of
former soldier named Johann Goering.
innocent citizens whose only sin is having
business in the city.” During the desperate hours Terror and grief wracked Germany, Goering
following the riots, several city mayors used his new notoriety to declare the Munich
implemented the proposals. They let the rioters Disaster “a sign of the end of this era.”
run rampant through certain neighborhoods, and According to Goering, those who wished to
at the same time built walls around them. avoid such destruction should follow the “true
God,” whom he referred to as the “Ancient
There was an immediate public outcry about
Great One.” The CoR hailed Goering as “the
the unconstitutionality of the Ordinances.
Apostle of the True God.”
Chicago Mayor Brett Junkins’ response was
typical. Waving a picture of Alissandra Johnson, In 2009, German police and anti-terrorist units
a young woman whose battered corpse the tried to arrest Goering, living in Berlin, on
rioters hung from a lamppost, Junkins said “Tell charges of mass murder and conspiracy. In a
Alissandra Johnson about the Constitution!” He pitched battle between cultists and police,
went on to paraphrase Andrew Jackson, “Let the Goering revealed his superhuman powers.
Supreme Court come and tear the walls down.” Spurred by the CoR, rioters descended on the
city. After six months of civil war, the German
While “liberal” groups spoke out loudly
government fell and the CoR seized control over
against the Ordinances, a large segment of the
the entire country, with the support of elements
electorate remained quiet. The pictures of
of the military and police. Goering became the
burning and rampaging rioters scared people
Apostle, Supreme Leader of all Germany.
much more than the violation of civil rights.
Even middle-class minority members were less A year later, in 2011, the war started.
sympathetic to the rioters’ plight than would Nobody in a position of power, either in
have seemed natural.
2009—An attempt to arrest Johann Goering nation for the Leviathan. The Black Imam,
in Berlin starts a citywide riot and the death of Priest of Leviathan, becomes the ruler of the
hundreds of police officers and thousands of country. The Patriarch of Constantinople, and
civilians. Several military units, thoroughly all local Islamic, Christian, and Jewish
infiltrated by the Believers, capture or kill non- religious leaders are publicly executed. The
converted soldiers and officers, and take over Turkish Army is disbanded, and a new army
key strategic points throughout Germany. appeared overnight. The Second Army of
In Turkey, a military coup unseats the Revelations (AoR) mobilizes and masses on
government. The armed forces and police, the borders of Syria and Iraq. 27
thoroughly corrupted by the CoR, declare the
Chapter Two
America or Europe, had any understanding of Five days later, the French used nuclear
the situation until it was too late. The Munich weapons in a desperate attempt to break the
Massacre was viewed as a horrible disaster, and offensive. The weapons failed to detonate.
the rest of the world quickly sent humanitarian Within a few days, the world’s leaders all
aid. The riots that ravaged Germany were reached the same chilling conclusion: nuclear
considered an internal problem, and nobody deterrence was no longer a factor. No tactical
wanted to interfere. The Russians knew better, or nuclear device worked. A large-scale
but they were beset by their own internal nuclear exchange passed into the history books
problems (now suspected as being the work of as Dud Night. The war would go to the side
Church Agents). When satellite intelligence with the bigger battalions.
showed the German Army mobilizing and America and Great Britain did what they
armored divisions that seemingly appeared out of could. Hastily assembled Expeditionary Forces
nowhere, there was no time to regain the landed in France, arriving just in time to stave off
initiative. The French Army began mobilizing by the Fall of Paris by a few months. The war in
the end of 2010. The British followed suit a few Europe lasted two years. France fell in less than
months later. The U.S. government, consumed six months. American and British forces escaped
by the economic crisis and the political into Spain or were evacuated near Normandy, in
repercussions of the Safety Ordinances, paid no a sad reversal of D-Day. Poland, Italy, and Spain
attention to the warnings of the U.S. military. In fell within two years.
many ways, it was an almost comical re-
enactment of a similar tragedy. As the AoR marched on Rome, crushing the
last remnants of the Italian Army and NATO
The Army of Revelations (AoR) struck early in forces, a miraculous event occurred, filmed by a
April, 2011. It used a fleet of advanced tech few courageous journalists. The skies opened
bombers it had been secretly building. The nearly up, and a Host of angels descended upon the city,
undetectable aircraft bombed key targets in attacking the invaders. Called the Ten Thousand
Europe—and in America. For the first time in at Rome, the assault soon turned into a
U.S. history, the American mainland came under nightmare. The AoR used arcane powers and
sustained air attack. Aircraft slipped through the high technology to defeat the angelic forces.
American air defenses ravaged by poor Catholics around the world watched in horror as
maintenance and deep funding cuts, and struck at the Apostle himself executed Pope John XXIV on
bases and factories in three states, killing live television .
hundreds and severely weakening the U.S.
military. Other bombers sank three U.S. aircraft The only major reversal in the Revelationist
carriers and damaged two more. In Europe, the offensive occurred on the sea. Freak storms
first wave of attacks crippled the NATO air force. interfered with the AoR’s planned amphibious
As Believer fifth-columnists and saboteurs struck invasion of the Nordic countries and Britain.
behind the French lines, the AoR rolled west. The storms were clearly not natural; a being who
called himself Odin announced that the Aesir—
the Norse Gods of legend—were responsible.
The announcement was met with a mixture of
skepticism, fear . . . and hope.
Global Status
The year is 2017. The U.S. plans a major
push to throw the enemy out of Mexico, but
significant areas of North American remain
chaotic. Most of Europe and South America are
under the yoke of the CoR. Half of the Middle
East and perhaps a third of Asia are in a similar
state. Both sides race to rebuild their war
machines while maintaining an active war effort.
2011—The War begins. On April 15, surprise destroyed. The American aircraft carrier
attacks by Punisher stealth bombers, over Nimitz is severely damaged, and two other
eighty of which were produced in secret, strike carriers are destroyed by the surprise attack.
three continents, destroying and damaging key Shortly thereafter, the First AoR in Germany,
military installations in France, Poland, Great supported by a horde of monstrous beings,
Britain, the Russian Republics, the U.S., and attacks France. On April 20th, French forces
the Middle East. Bombers also target several use tactical nuclear weapons against an AoR
holy sites, including the Holy Rock of the offensive. The weapons fail to detonate. Repeated
Kaaba in Mecca, St. Peter’s Cathedral in attempts demonstrate that no explosive nuclear 29
Rome, and the Wailing Wall in Jerusalem. The reaction is possible. Some unknown force prevents
bombs damage, but do not destroy those sites, nuclear fission from taking place except in
and the attacking planes are mysteriously controlled environments such as nuclear reactors.
Chapter Two
The United States Government
The years 2011 to 2016 transformed America. In 2008, George J. Morrison (R) became the
Already wracked by internal problems, the war forty-fourth president of the United States. A
was a shock from which many people have yet to moderate conservative, Morrison was elected on
recover. The U.S. Armed Forces faced an a domestic agenda, including to fight for the
unprecedented challenge: rebuild and replace repeal of the Security Ordinances. Even before
staggering loses at a time when heavy industries his inauguration, however, Morrison was no
had been all but dismantled in the continental longer in control of events. He came to power
U.S. They managed to do so, and actually during a time of war and chaos, when America
performed admirably, given the circumstances. desperately needed an extraordinary leader.
Unfortunately, the former Governor of Kansas
The American people were faced with a
was not such a man.
national and religious threat, and the differences
between the two threatened to tear the country In 2011, after foreign aircraft bombed the
apart. To most people, the danger to the U.S. U.S., Morrison resigned his office, a move
came first, and patriotism rose to new levels. For denounced as cowardly by many. It was,
others, the rise of the Dark Apostle was a sign of however, possibly the best thing Morrison could
the Apocalypse, or the End Times. do for his country. His Vice-President, Beatrice
Fundamentalist fanatics denounced America’s Holland, already the first female to be elected to
sins, and some prompted their followers to build that post, made history for the second time and
their own communities of the “elect,” since only became the 45th president. A former U.S.
the righteous had any hope of salvation. Marine and Senator from Texas, Holland proved
Secessionist movements sprung up in several to be the leader that Morrison was not. Under
parts of the U.S., at a time when the government her guidance, America geared itself for war.
had precious little resources to deal with them. Holland was overwhelmingly re-elected in 2012,
and again in 2016.
Beyond these internal problems, and the threat
of the AoR in Mexico, loom the danger of In 2014, a group of military officers, religious
supernatural predators. Humans were not the leaders, and the governors of two southern states
only beneficiaries of the “New Age” that led to conspired to overthrow the federal government.
the birth of the Magic Generation. The walls The group had become convinced that America
between realities had been weakening for some must be “purified” before it could gain victory
time, and creatures of horror had been slipping against the forces of darkness. Those to be
through. Hiding among humans, these predators “cleansed” were “immoral or anti-Christian”—
struck at random, adding to the general fear and homosexuals, Jews, pagans, sorcerers and even,
uncertainty. To make things worse, the CoR had to some degree, non-whites. The plot was
a fifth column of Believers in the U.S.; these uncovered by a group of human psychics and
fanatics performed numerous acts of terrorism magicians, and the leaders were imprisoned and
and sabotage, despite the best efforts of the FBI tried for treason; two await execution, while the
to root them out. rest serve life sentences.
This is the America of Armageddon—a land at
war with itself as much as with an alien enemy.
The Second AoR strikes from Turkey and troops in the Battle of France. All nations of
decimates Syria and Iraq. Local Believers start Europe save Switzerland declare war on the
riots, acts of terrorism, and sabotage in the Church of Revelations. By the end of the year,
invaded countries to weaken the local forces Paris falls and France is conquered. Work
and facilitate the conquest process. begins on the First Fleet of Retribution to
President Morrison resigns, ashamed to have facilitate an invasion of the Nordic countries
presided over the first bombing of U.S. soil. He (Norway, Sweden, Iceland, and Finland),
is replaced by Vice-President Beatrice Holland. The Second AoR conquers Syria and Iraq, but
30 2011-2014—Hastily assembled British and is stopped at the Saudi border by a coalition of
American Expeditionary Forces join NATO Middle Eastern countries, including Israel.
Setting
Life in the U.S. The countryside of some heartland states has
become lawless and dangerous. Bandit gangs
A journalist described life in the U.S. as a composed of Army deserters, Believers or
“schizophrenic effort at maintaining normalcy in religious fanatics of all persuasions roam the
the face of terror.” On the one hand, the country is back roads on motorcycles or in trucks, raiding
at war—a more immediate and threatening conflict some towns and robbing motorists. Some small
than any since the Civil War, and with even worse towns and counties have declared themselves
consequences should it be lost. Americans have independent, looted local armories, and blocked
seen nation after nation overrun, stripped of its off roads leading in or out of their communities.
national identity, and oppressed by the most Local patriarchs try to build model societies, or
totalitarian regime in modern history. The create their own petty kingdoms. The
religious implications of conquest by the CoR are government does not have the time or resources
enough to drive many people into rabid fanaticism: to deal with any but the largest and most visible
this is a war fought not only over territory or of these communities.
wealth, but for the sake of their very souls. Secular
Humanists and the Religious Right, liberals and The Native American communities in the U.S.
conservatives—they all agree the CoR must be have remained strangely silent during this
fought to the last. conflict. Other than sending their share of
soldiers to the war, they have had little impact on
On the other hand, life goes on. People go to the conflict so far. Some sorcerers feel a major
work, watch television, surf the Web. True, more gathering of power in some sacred sites; it is
people attend church and wear religious symbols. possible that the tribal shaman bide their time
Everyone who ventures out into the streets carries before they make their move. Whether this move
a little pouch with a gas mask and an anti-toxic proves as disagreeable for the white man as for
injector, to deal with the occasional gas bomb the CoR remains to be seen.
dropped from a stealth bomber or carried by an
ICBM. In all, people tend to go out less frequently,
although that could just be a reflection of the The Military
influence of the Internet on the social habits of In the past, former enemies of the U.S. have
America. Crime continues to be a worry. referred to the nation as “the sleeping giant.”
The lives of the poor have gotten much, much The CoR may have caught the U.S. napping, but
worse. The Safety Ordinances, which were the country has awakened. The military is
struck down by the Supreme Court as growing at the fastest rate in its history. There is
unconstitutional in 2009, still remain in effect in nothing like an enemy at the gates to concentrate
several cities. This is due in part to the the mind. For the first time since the 1990s, new
supernatural infestations that have wracked the weapons are being produced in great quantities,
slums—authorities fear that if the walls come and hundreds of thousands of new volunteers
down, all manner of inhuman monsters will (the draft has yet to be re-established) are being
spread through the rest of their cities. In some trained every year. Even so, some military
ways, the people trapped within have simply planners think it may not be enough.
been forgotten by the rest of the country. For the
time being, joining the army is the only sure
escape from the slums.
In the years before the war, individuals and psychics dominated SOTF teams, but as
even whole secret societies claiming to possess recruitment of newer members of the Magic
supernatural powers contacted various Generation increased, so did the proportion of
governmental agencies, including the armed supernatural beings joining the force, including
services. Although these groups were dismissed their share of Nephilim, Inheritors, and Avatars.
at first, they offered incontrovertible proof of Members of SOTF teams receive basic military
their powers. When a bookish college professor training, as well as instruction in how to best use
managed to walk into a secured room in the their special abilities. To the annoyance of many
Pentagon with nobody the wiser, people became at the Pentagon, however, SOTF-COM is an
ready to listen. independent command, and can conduct
By 2006, the Special Operations Task Force operations at its discretion.
Command (SOTF-COM) was created, although It is believed that the CIA has its own version
its existence remained secret until 2011. SOTF of SOTF-COM. Rumors also say that the entire
units were a mixture of “common” Special Agency has been co-opted by the ever-so-helpful
Forces soldiers and men and women with secret societies, to follow their own agendas
paranormal abilities. At first, sorcerers and using the CIA’s resources.
2014-2016—The Third AoR overruns most of U.S. and Japan send troops to Hong Kong,
Western South America, Central America, and Shanghai, and Taiwan, using those areas as
Mexico. U.S. armed forces stops the AoR near staging bases for air warfare against the
the Texas border. San Antonio is razed by Fourth AoR in China.
bombardment. President Holland is re-elected for a second
2015—Italy and Spain fall. Pope John XXIV is term.
executed on live television by the Apostle The Mexico Counter-offensive begins. The
himself. U.S. Army, together with elements of the
2016—The seat of the Catholic Curia is Mexican, Canadian, and British armies, starts
33
relocated to New York City. Pope John Paul pushing south.
VII presides from St. Patrick’s Cathedral.
Chapter Two
The Church controls large parts of Southeast Europe
Asia, with the exception of Cambodia and
Thailand, who were temporarily left alone while Great Britain and Northern Europe remain
the Church concentrated on China. Vietnam, free, although barely so. A furious air war is
despite being the core nation of the Church’s fought daily over Great Britain. This new Battle
presence in Asia, remains a hotbed of rebellion. A of Britain uses fewer aircraft, but it is as
new generation of Viet-Cong once again war destructive as the one waged seventy-odd years
against foreign invaders. In an ironic twist, the ago. Only the activities of the ancient gods of
U.S. ships a small but steady supply of weapons, Britain, Ireland, and the Nordic countries keep
equipment and military advisors into Vietnam, in the invaders at bay. Meanwhile, Britain prepares
an effort to undermine the enemy. for the inevitable invasion. In Great Britain and
the few remaining forests of Europe, the Fey
The U.S. still maintains a presence in the
return in great numbers and lend a hand against
Pacific. Staging from bases in Hawaii, Japan, and
the CoR.
Korea, U.S. aircraft rise up to challenge the AoR’s
air wing. Special Operations soldiers conduct In Eastern Europe, Russia still exists to some
raids or training missions in Asia, helping carry the degree. The AoR wins every battle offered there,
battle to the Church on every front. If the CoR but the Russian people fight on with the same
wins in Asia, the U.S. is doomed—once the stubbornness they demonstrated in World War II.
Believers assimilate two billion people, America’s A number of local spirits and deities also stand
technological might will avail it little. with the resistance movements there. The
Thunder God Thor is said to operate in Russia,
Chinese Secret Societies: The peoples of China
protecting the nation that Viking settlers
have a long tradition of forming secret societies
founded.
to fight would-be oppressors. Even the
Communist regime was never able to completely The Underground Movement: Like the
suppress it. Now, after the Chinese government Resistance of World War II, the Underground
has collapsed and the CoR seized control over ranges from former soldiers to civilians from all
much of their land, the old societies returned walks of life, all dedicated to fighting the CoR.
with a vengeance. Groups like the Yellow This Underground is as much religious as it is
Turbans and the Boxers were reincarnated, and secular. Some of their activities include secretly
new groups, like the Red Hand (Communist conducting religious ceremonies of all
activists), have multiplied in both conquered and denominations and sects, thus undermining the
disputed territories. In many areas, these groups CoR’s corruption of the souls of the conquered
are the only law of the land, defending the local peoples. It also engages in more mundane acts of
peasantry from bandits and Revelationist sabotage, assassination, and espionage.
patrols, and sometimes oppressing the people The Underground is a generic name for a
they claim to protect. varied group. Some Underground cells are
In addition to a myriad of largely mundane composed of religious fanatics of some
organizations, China has a number of denomination or another, while others are open
supernatural organizations as well. Some of to all who wish to fight the common enemy.
them have joined the Alliance, or at least have Several other groups, from the Heavenly Host to
agreed to cooperate with it. Supernatural the Alliance, help some or all Underground cells
Covenants in China include The One-Thousand in their fight against the minions of Leviathan.
Immortals, a mixed band of True Immortals and
Inheritors who claim to be led by the thunder
god Lei-Kung, the Storm Dragons, a group of
The Middle East
mystic martial artists who claim to be led by an The Second AoR deployed from Turkey and
ancient dragon, and the Society of the conquered Iraq and Syria. An unprecedented
Harmonious Pattern, geomantic sorcerers of coalition of Arabs, Persians, Israelis, and U.S
great power. troops stationed in the area stopped the Believers
on the Saudi border. Sunni and Shi’a Muslims,
Jews and Christians—all forget their differences
to retain possession of their holiest sites. Even
34 then, bombers damaged the Holy Rock of the
Setting
Kaaba and the Wailing Wall of Jerusalem. But
here, in this holiest of regions, the Heavenly Host
prepared to make a stand. Twenty thousand
angels have arrived in the region, and they have
grudgingly chosen to follow the orders of the
human commanders of the region, having
learned the lesson of acting on their own in
Rome.
The Middle East has become a land of miracles
and shaken beliefs. Holy men of three religions
see in the angels confirmation of their
doctrines—but the angels’ equal protection of all
three credos runs counter to the idea that only
one of them held the Truth. Most have agreed to
put aside their doctrinal conflicts, while hard-
core bands of fanatics still carry on with their
pointless fighting.
A Time of Heroes
Armageddon is, above all, a roleplaying game.
So what are the roles the players will assume?
There is no single answer.
This world of chaos, teetering on the verge of
destruction, desperately needs heroes and
leaders, people who by their actions inspire the
fearful, or ensure others do not have to endure
the horrors lurking in the dark. Armageddon
characters can be those heroes—human or
supernatural warriors who, by chance or design,
rise to challenge the dark tide washing over
the world.
The world has its share of anti-heroes,
characters who act out of selfishness, or are
driven by destructive impulses or obsessions.
Joining the Dark Apostle means becoming the
slave of an alien, monstrous force (and is not
recommended), but the turmoil of the war offers
a number of opportunities for those ruthless
enough to seize them. And being on the side of
the angels (sometimes literally) does not mean
profit or self-aggrandizement are strictly
forbidden, or even discouraged. Many anti-
heroes, by choice or circumstances, eventually try
to do the right thing, or risk giving ground to the
encroaching forces of darkness. In the end,
whether motivated by self-interest or heroic
ideals, all living beings have but two choices:
fight the CoR, or be absorbed and destroyed
35
36
CHAPTER THREE:
ROLES
37
Chapter Three
Transition. “There is no God but Allah, and Muhammad
It’s always painful. Like being born again— is his prophet,” a voice whispers harshly behind
pulled out of the nice warm comfort of the me. The man is very quiet—it’s hard to sneak up
womb, dragged into the cold, loud world and on an angel, even my retread variety.
given a good swat in the butt. Binah is the most “Amen,” I reply, turning around. He is
wonderful place—and it’s not even Heaven, at human, of Algerian descent, short and stocky, his
least not how I used to understand it. Saying potbelly indicating softness, belied by the
Binah is Heaven is like saying an army camp fanaticism burning in his eyes. He must have had
during maneuvers is home. It may have some to forgo most of the normal Muslim duties to
comforts, but it’s nothing like the real thing. escape being labeled an Infidel. The Soul Police
Maybe one day I’ll go to Heaven. For now, make a point of snapping up anybody who dares
there is too much work to do. perform the five prayers, or show any other
outward signs of faith.
I suck in a lungful of cold air. I feel like crying.
“Come with me, Angel,” he says. “We must
The Earth was never my favorite place. Even hurry.”
during my previous life, I found the cruelty and
hatred of the world too much to bear. I preferred We walk in silence through the darkened
to withdraw to the make-believe worlds of books streets. If it wasn’t for the moonlight, we would
and movies. And now . . . be stumbling in the darkness; my night vision is
slightly better than a normal human’s, but not by
As if to emphasize the point, my superiors much. Finally, we reach our destination. From
have Transcended me into the burned-out the looks of it, this used to be a coffee house,
building, probably a result of the firebombing of now converted into a dwelling. The man knocks
2011. Paris had been gutted then, and the on the door, two times, then three in rapid
occupiers are just now beginning reconstruction. succession, then twice more. We hear a bar being
I step out of the ruins, carefully, looking around. removed from the door, and the clicks of several
I haven’t been in Paris since 1998. It had been a locks, then we are allowed in.
small errand of mercy—a priest who was about to “We are here,” the Algerian says unnecessarily.
lose his faith, his plight so desperate that I was A lamp is lit, revealing the dusty remains of the
allowed to go to him and help him tap into his coffee house, tables and chairs still in place, and
inner strength. Those had been the good times. I can see the rest of the cell members.
Then, I returned to Earth to help people. Now, we
are more like glorified spies, sent on a forlorn hope. A blonde man and a woman, clearly brother
and sister, smoking and sitting at a table by
It takes me a while to recognize the landscape, themselves. Two pistols rest on the table. A
as scarred as it is. I see the Seine, so this must be teenage boy, seventeen at best, standing by the
the Latin Quarter. Make that “used to be.” bar, carefully putting down a submachine gun.
When the Battle of Paris became a house-to- At a glance, I can tell he has the Gift: the Second
house affair, the entire area was leveled. Some of Sight in one of its manifestations. And, sitting by
the ruins are now being used as low-income yet another table, shuffling cards now that the
housing, mostly for people of Gentile status. The lamp has been lit again, another man, dark-
Gentiles are second-class citizens, but are better haired, with movie-star good looks. My eyes
off than the so-called Infidels—the people who widen with recognition when I see him.
refused to renounce their God.
“Oh my God!”
I wonder what happened to the priest whose
soul I saved, not quite twenty years ago. If he’s The rest of the cell looks at me suspiciously.
not dead, he’s probably wearing the yellow The movie-star smiles. “Welcome to our small
jumpsuit that marks an Infidel, and is in some corner of the Underground, Kerubim.”
work camp or another. I know that he would The aura is unmistakable. He is Seraphim—but
not have submitted to the Church of Revelations. he is not one of ours. That leaves two
The streets are deserted; this section of the city possibilities. He could be a renegade Watcher, or
is poorly lighted, and is mostly empty anyway. I . . .
wait, hidden behind a half-collapsed wall. My
38 contact should be here, soon.
Roles
“The Boss sends his compliments,” the Seraphim observe (and play), and, most importantly,
says. That and the nasty smile prove it. He is of helpful in the shaping of the Story, the final goal
the Fallen. If I tell the others he is a demon, and of any roleplaying game.
they believe me—not a certainty, under the The Chronicler influences the creation process.
circumstances—then this cell would fall apart. At Ultimately, it is up to the Chronicler to decide
the very least, the Algerian would not knowingly whether or not a character is appropriate for a
work for an emissary of Lucifer. One word, and a campaign. In some cases, she might decide that a
shoot-out may erupt. So I say nothing, and give a character would be disruptive for the story, or too
silent prayer that my decision is not damning. powerful (or weak) for the tasks and troubles the
“Yes, I thought you looked familiar,” I say in cast is likely to face. Players should also try to
a friendly tone, and the tension diminishes a keep in mind that roleplaying is a group activity.
little. I look at the group, my new allies, perhaps Creating a character for the exclusive purpose of
even my friends someday. dominating the game or hogging the spotlight
“There is much work to do.” might be one player’s idea of fun, but it ruins
everyone else’s enjoyment—and may lead to no
games being played. If the Chronicler disallows a
Introduction character idea or conception, she probably has a
good reason. Respect her judgment.
Characters are perhaps the most important
building block of any story. Without well-
defined, compelling characters, the best plotline How to
will fail to attract the reader or viewer’s interest.
So it is with a roleplaying game. Each player Create a Character
controls a character in the game. In effect, the
player is both playing a part and scripting it. Each Would-be Armageddon players should be
player makes the decisions for her character, and familiar with the setting of the game.
the Chronicler and other players come up with the Armageddon is a game of war, myth, and horror.
consequences of those decisions. Through the Each player should consider what type of
give and take of this process, a Story is created. character would be appropriate for this setting.
Character creation is one of the parts of The Chronicler should give the players an idea
roleplaying that works most like writing a short of the game’s specific location and main themes.
story or a script. Each player gets to create a For example, if the game deals with a Heavenly
fictional persona, somebody she would like to Host team of Seraphim and Kerubim waging a
portray in a game. This character can be heroic, guerrilla war against the CoR, playing a pagan
cowardly, sensitive, or silly. Her habits, Inheritor is probably not a good idea. In some
personality, and typical behavior are completely in games, the Chronicler may drastically restrict the
the player’s hands. The character can be a carbon choices available to players. The themes of many
copy of the player, or an utterly different person. possible games could require all the characters be
members of the same organization. Players
There are limitations, however. A character should not feel they are being forced to play the
must fit the story, or in this case, the game setting. same characters, however. Even within a single
Rambo would be out of place in a Noel Coward Association, many choices and possibilities for
play, and silly and unrealistic in a Tom Clancy different characters exist.
novel, for example. The scheming, treacherous
and complex Iago could not jump from the pages Some players may feel overwhelmed by too
of Othello into a four-color superhero story—at many choices. Although the rules allow players
least not as a main character. He would make a to create a character fairly quickly, deciding what
great villain, though—but generally it is the kind of character to play can take a while.
Chronicler who gets to play those. Sometimes it helps if the Chronicler takes the
time to help each player with the creation of her
This is not to say the characters need to be character, before the first game. If all else fails,
heroes, or even the white-hat-wearing “good the Archetypes (the ones in these books as well as
guys.” They can be flawed, selfish, or misguided. others in future supplements) may help.
Generally, however, they should be similar to 39
fictional characters in a story: interesting, fun to
Chapter Three
Archetypes Association after the character’s Attributes and
Skills are filled in; in the process of selecting
For those who wish to jump into the game skills, ideas about what the character is like arise.
right away, several Archetypes are available at Some players may want to choose their
the end of this chapter. These pre-created character’s Qualities and Drawbacks first,
characters are almost ready to play. Once given because they can get extra points to spend.
a name, they can be played as is. Otherwise, they
may be modified to suit the individual player’s
tastes. Finally, the templates may be used for Character Concept
inspiration to come up with a separate creation. The Character Concept is a brief summary of
For those ready to create their own personas the character’s goals and personality. It also
from scratch, the remainder of the chapter helps to determine the most important parts of
provides the means to do so. the character’s story and background. Described
below are a number of Concepts. Each concept
The Creation Process has a number of related questions, likely
Qualities and Drawbacks, Professions (which
The Unisystem uses a point system to create helps decide which skills the character should
characters. Basically, the player buys different know) and Associations.
Attributes and abilities by spending character These questions are among the most important
points. The better or more powerful a steps. By answering them, the player fleshes out
characteristic is, the more expensive it is. Some the character before she even starts choosing
negative characteristics, known as Drawbacks, do numerical Attributes. Answer the questions
not cost any points. Instead, they have a negative quickly, jotting them down on a piece of paper,
value—by acquiring them, the player actually gets or just decide them later, when there is time to go
more points to buy other things. Keep in mind, into them in detail.
of course, that these Drawbacks limit or hurt the Coming up with a Character Concept is not
character in some way, so loading them on indispensable. If a player does not find it helpful,
carelessly may not be a good idea. she can always move on to the other creation
Not everything is based on points, either. steps. Also, sometimes it is better to select a Type
Some character elements are creativity-driven: and Association before moving on to the
the character’s Concept (what kind of person she Concept, or even save the Concept for last. Each
is), as well as the character’s name and history. player should determine what works best for her.
These depend largely on the player’s imagination.
Common
The Character Elements Character Concepts
Characters in Armageddon have eight basic Listed below are a few common Character
elements. Some elements are conceptual (what Concepts. Chroniclers and players are
kind of character is this?) while others are encouraged to make up their own. Also, players
numerical Attributes (what are the character’s can pick more than one Concept and mix its
actual abilities?). As the player makes each questions and suggestions into a unique whole.
selection, she narrows down the character’s
possibilities until a clearly defined fictional Avenger
persona is ready for play.
Someone has wronged you, and now you seek
Although the elements are listed in numerical
revenge. Your tormentors could have been
order, they need not be followed strictly.
individuals, or might belong to an organization.
Creating a character does not follow a kitchen-
In the latter case, you might be seeking revenge
recipe approach, with steps that must be
against all members of the group. Whatever was
followed in order. Look over the different
done to you (or a loved one) was so horrible that
elements, and deal with them in the method that
you are obsessed with the thought of paying your
40 works best for you. Sometimes, for example, it
tormentors back.
is easier to come up with a Concept or
Roles
Character Elements Character Creation Example
Throughout this chapter, we detail a
1. Concept: What are the character’s
character creation example. The player doing
goals and principles?
the creating is Jean, and we will follow her
2. Type: A Character Type determines through each step.
the character’s general power level and
The first step is Character Concept. Jean
nature.
wants to play a Fanatic (she already had the
3. Association: What group or idea that she wanted to play an angel of some
organization (if any) does the character type, and she thinks a Fanatical Lesser
belong to? Seraphim—the Chronicler told her that a full
4. Attributes: What are the character's Seraphim will be too expensive for the
natural abilities, both mental and physical? game—would make an interesting character).
She decides her name will be Graelle, and
5. Qualities and Drawbacks: What
starts to go over the concept questions.
innate advantages or penalties affect the
character? What does the character believe in? That is
easy—the dogmas of the Heavenly Host are
6. Skills: What does the character know?
simple and strict.
7. Metaphysics: What supernatural
What made the character into a fanatic?
abilities does the character possess?
Obviously, all angels are devoted, but they are
8. Possessions: What does the character not all fanatical. Jean decides that her
own? character’s fanaticism results from an
experience that shook her beliefs to the core:
Defining Questions: Who wronged you? Was it to compensate, she redoubled her faith, and
an individual, or a group? What did they do to now is obdurate in maintaining their
you? Why did they do it (do you know why, or do rightness. Looking over at the history of the
you care)? How did the injury or insult affect Seraphim (see p. 176), Jean finds out about
your life? How are you going to get your revenge? the Diaspora (the failed quest the Seraphim
How does getting revenge affect your life? undertook to find God). She decides her
Seraphim got separated from the group and
Qualities and Drawbacks: You tend to have an spent centuries alone in the most God-
Obsession with the target of your revenge. You forsaken places in the Higher Planes. The
make enemies (acquiring the Adversary drawback), only thing allowing her to survive was her
including those you are trying to destroy, any faith, and after rejoining her brethren, she
friends of allies of your target, and the authorities, refuses to question the beliefs of the Host. She
who rarely approve of vigilante justice. is a fanatical follower of Gabriel, and as far as
Professions: You may come from any walk of she is concerned he can do no wrong.
life. Stereotypically, you are a former soldier,
police officer, or somebody with combat training.
You might have been a previously mild person
with a mundane occupation (accountant or
teacher, perhaps), who was totally transformed Or you may just love the challenge of pitting
by the crimes you wish to avenge. yourself against dangerous foes or situations.
For you, danger is the spice of life. You may
Daredevil have become jaded by previous shocks or
experiences, or you might be convinced that you
You love to take chances; to you, life without are immortal and can get away with anything. In
adventure and risk is not worth living. That is any case, you are often as dangerous to others as
why you insist on getting involved in dangerous you are to yourself. One day, you will take one
capers, legal or not, whether you need the money chance too many and pay the ultimate price.
or not. Maybe you crave the rush of adrenaline
you feel after surviving yet another mad stunt. Defining Questions: What turned you into a 41
daredevil? What do you do for thrills (and is it
Chapter Three
legal)? Would you risk someone you love as well
as yourself? Do you always take chances, no
matter what the stakes, or do you at least
consider the consequences of failure before you
jump into danger? Have your stunts gained you
any rivals or enemies?
Qualities and Drawbacks: You often have a
Delusion (“Nothing can happen to me”; “I am
invincible”) worth two- to three-points,
depending on how far you are willing to test that
notion. Note that in the dangerous world of
Armageddon, the 3-point version of this
Delusion is quite deadly. You most likely have
gained a reputation that may reflect in positive or
negative status, either as a hero or a dangerous
lunatic.
Professions: Typically a stunt man, acrobat,
cat burglar (for the challenge more than the
money), and test pilot (except the brass does not
like it when you risk multi-million dollar planes
as well as yourself).
Fanatic
You are a True Believer. This may be a
religion, or a Cause, or some political ideal.
Whatever it is, you think it is the most important
thing in the world, and you are willing to lay
down your life (and, in some cases, the lives of
others) to serve your beliefs. Depending on what
those beliefs are (and whom you ask), you could
be considered a dedicated hero or a dangerous
madman. Patriots, religious leaders, and
visionaries can all be Fanatics. Delusional
paranoids also fit the bill. Which one are you?
Defining Questions: What do you believe in?
How did you become a follower of this belief or
principle? What made you a fanatic (as opposed
to a normal follower of this belief)? What do you
do to follow this belief in your everyday life?
Qualities and Drawbacks: Zealot is the
universal drawback for your type, of course.
You often make many enemies (see the Adversary
Drawback), and fellow fanatics can provide
contacts and allies (as per the Contact Quality).
Professions: Some of you are priests of a
religion or cult; some have normal professions
and occupations and worship or serve your
beliefs in private. If you happen to be patriotic,
you may serve in your nation’s military forces.
42
Roles
Forsaken Fugitive
You have lost everything and nobody cares “They” are after you. They could be
about you—or at least you think so. Maybe you anybody—the authorities, the Mafia, the
ran away from home, or you are an orphan. Combine, or the re-animated body of someone
Perhaps you committed a crime so heinous that you did wrong come back for beyond-the-grave
all your friends and loved ones turned away from payback. Whoever They are, you know you do
you. Perhaps you were falsely accused of such a not want Them to catch you. To avoid getting
crime. You could belong to a group or sector of caught, you may be on the run, never staying
society despised by the mainstream, or could be anywhere for too long, or you could be in hiding,
afflicted by a severe problem or disease that maybe under a false identity—one you might
makes you undesirable or contemptible in the have used for years. You could be guilty of
eyes of others. This might not be your fault, but whatever you are wanted for, and avoiding your
society’s. Still, the effect is the same: you are just punishment, or you are innocent and trying
alone and outcast. to prove your innocence while staying one step
You have few friends, but you are often loyal ahead of your pursuers.
to those you do have. You might be bitter Defining Questions: Who is pursuing you, and
toward the world that has rejected you, or you why? Did you do something to deserve the
might blame yourself and be consumed by self- pursuit, or were you falsely accused? What are
loathing. Among you are runaways, prostitutes, you doing to escape pursuit (running, hiding or
the homeless, and people with unconventional both)? Do the people around you (friends and
lifestyles (punk, gay, gothic, and similar fringe or companions) know of your plight? Did they take
underground groups). you in or accompany you anyway? If you were
Unlike the Weird Ones (who may be just as framed, who framed you (if you know)? What are
unconventional; see p. 46), your behavior, you doing to prove your innocence (if anything)?
history or status makes most people react Qualities and Drawbacks: Your pursuer is an
negatively. While a typical Weird One inspires Adversary. You almost always have low
puzzlement and maybe a little fear, you attract Resources and Social Status. If you are
hatred and contempt. Whether or not you have pretending to be someone else, you have a Secret
earned such feelings is for each player to decide. instead of an Adversary, or both. Most of you
Defining Questions: What made you an end up developing the Paranoia Drawback (with
outcast? Is it something you did (or people think good reason).
you did), or just who you are or what group or Professions: Any. You can come from all
minority you belong to? Why isn’t your family walks of life.
on your side? Do you even have a family, and if
not, what happened to it? How do you feel about
being Forsaken? Do you return society’s
Reluctant Hero
contempt with your own, or do you wish you All you wanted was a normal life, but Fate had
could change? other things in store for you. Time and time
Qualities and Drawbacks: You often have low again, you were faced with danger. Somehow,
Social Level and Resources. Sometimes you are you managed to get through these situations in
an Addict or suffer from such mental Drawbacks one piece, but now people expect similar acts of
as Delusions, Emotional Problems, or Paranoia. heroism from you. And you have the feeling
Sometimes you have Contacts among other that, instead of running away like a sensible
people on the fringes of society. person, you will do something really stupid like
getting involved once again.
Professions: You often work in marginal jobs,
either low paying (like busboy at a low-rent Defining Questions: If you had not been
diner) or illegal (panhandling, prostitution, petty dragged into unusual adventures, what would
theft). you do with your life? What turned your life
around and forced you to become a hero? Do
you regret doing the right thing, or do you just
claim to regret it? How did the incident affect
your life?
43
Chapter Three
Qualities and Drawbacks: Sometimes you have Qualities and Drawbacks: Covetous is the
the Clown drawback, and jokingly demean your most common Drawback. If you have been
own actions and the dangers you face. Many of successful, you may have high Resource levels,
you have a code of honor (Honorable) that but typically you are relatively poor and hungry
forces you to help others. (which motivates you to do anything to get and
Professions: Any, although most of you have stay ahead).
fairly safe and boring occupations. Professions: Many (but not all) of you belong
Circumstances, not your job, forces you into to illegal or quasi-legal professions, such as
dangerous situations. confidence man or thief. Sometimes, you belong
to mainstream professions, but tend to stick to
the seedier aspects, such as ambulance-chaser
Scoundrel lawyers or used car salesmen. If you are Gifted,
You always look out for number one. You do you often exaggerate your knowledge and power
not mind doing things the good or right way, but to impress and exploit the gullible.
that usually does not turn out well. You have not
problem lying, cheating, or stealing, if that is
what it takes to get by. Even when you do the
Seeker of Knowledge
right thing, you often try to squeeze out some You want to know the Truth. You hate to be
profit or benefit for yourself. You may or may kept in the dark about anything, and your goal in
not exploit your friends, but strangers are almost life is to accumulate as much knowledge about as
always fair game. This does not mean that you many things as you can. In the course of your
are wholly evil—sometimes, you act with activities, you have discovered that there are
perfectly good intentions, but your path always many groups or individuals who wish to hide
seems to lead to trouble. You can be humorously what you are trying to uncover, and that these
incompetent, or coldly efficient. Many of you people go to great lengths to protect their secrets.
are con men, gifted with charm and a good eye You do not care, and continue searching for
for human weakness. Even when fighting for a answers despite the risks.
good cause, your methods are questionable. You want to discover the secrets of magic and
Keep in mind that this character concept does the supernatural. You may be trying to explain
not necessarily excuse acting against the interests the supernatural in scientific terms, or
of other Cast Members. You do have friends and accumulating occult lore for its own sake.
allies you would rather not betray. Furthermore, Insatiably curious, you risk almost anything in
even a villainous or weaselly character like you order to make yet another discovery.
does not foolishly endanger your position (or Defining Questions: What knowledge do you
your life) by incurring the wrath of powerful seek? How did you become interested in the
companions. If you needlessly provoke others, search? What do you hope to achieve? How are
you cannot avoid the consequences of your you trying to gain more knowledge? Is anybody
actions by shrugging and saying “it’s in my interfering with your research or investigations?
nature.” Sometimes it is better to sublimate your What have you discovered so far, and how much
baser urges in order to gain greater benefit from further do you wish to go? How does your search
your allies. for knowledge affect your everyday life.
Defining Questions: What made you into a Qualities and Drawbacks: Many of you are
scoundrel? Were you deprived as a child, and Obsessed with your quest for the truth.
now you covet wealth and fortune? What do you Sometimes, you suffer from Delusions or
want to acquire—money, power, or knowledge, Emotional Problems caused by your constant
and how far will you go to acquire it? Do you search. If you threaten the secrets of powerful
seek to exploit everyone around you, or do you hidden organizations, you may end up gaining
have some limits? Would you betray a friend for powerful Adversaries.
a large enough reward, or do you save your dirty
tricks for your enemies only? Professions: Scholar, occultist, private
investigator, journalist, conspiracy theorist.
44
Roles
Student tormented you in your youth, or you might be
the lone survivor of a bombing raid. As a result
You have embarked on a quest for knowledge. of the event, you are now aware of the many
Unlike the Seeker of Knowledge (see p. 44), you horrors lurking beneath our everyday “reality.”
have recently begun, and are just now being Your motivations should be strongly linked to
initiated in the ways you have chosen to follow. the event or situation that marked your life. You
Whether you are a budding mystic learning your may be trying to make sure the situation does not
first Invocations, or a graduate student of happen to anybody else, or you might be seeking
archeology being introduced to forbidden revenge (in which case this concept could be
knowledge, you are eager to learn, and perhaps a combined with the Avenger, see p. 40).
little too impatient. Sometimes you think you
are more powerful and learned than you really Defining Questions: What was the experience
are, which may lead to serious trouble. you survived? How long ago did it happen? How
did you escape or endure the situation? Who else
You must always have a teacher—you may be (if anybody) was affected by the experience?
a new member of a Covenant, being introduced How has the experience affected the rest of your
to the mysteries of the Gifted, or you may have life? Are you a stronger person as a result? What
been taken under the wing of a learned do you want to do about it (if anything)? Is there
practitioner. The teacher could help you out of any chance a similar (or worse) experience
sheer altruism, or may demand a heavy price happening to you in the near future?
(typically in services rather than money) for the
knowledge he shares. Qualities and Drawbacks: Almost any mental
Drawback, from Recurring Nightmares to
Defining Questions: What made you interested Emotional Problems and Delusions, are possible
in learning the secret arts? Are you motivated by for you.
curiosity or ambition? Who are your teachers?
How did you come to be their student? Professions: Any.
Your life revolves around strife and conflict, and Defining Questions: What makes you different
you plan to win every time. You may hate yourself from the rest of the world? Did you choose to be
for it, but you never feel more alive than when you different, or was it the way you were raised by your
are in combat, doing what you do best, meeting a parents (or adoptive parents, or wolves in the
worthy foe and coming out on top. You may care jungle) that makes you unusual? Do you want to be
about the cost of war, about the butcher’s bill that accepted and cannot help being weird, or do you
must be paid, but that does not prevent you from revel in your strangeness and rub it in other people’s
doing what needs to be done. You might be a nice faces? How do “normal” people react to you?
person most of them time, but if you are put into Qualities and Drawbacks: Mental and social
a situation where it’s kill or be killed, you become Drawbacks may be common.
a lethal, remorseless fighter.
46 Professions: Usually something unusual, like
undertaker, or artistic, like freeform poet or
tattoo artist.
Roles
Character Type
The Character Type determines the combination
of physical and mystical abilities of a character. In
the Unisystem, a character’s Attributes and traits
are determined by allocating a number of points to
each one. In essence, the player buys the
Attributes, qualities and skills she wants. Since the
player only has a limited number of points to buy
things with, she has to make choices. For
example, if the player makes a character too
strong, there may not be enough points left to buy
a high intelligence. The Character Type
determines how many points you have to spend on
each character component.
The four character point components used in
Armageddon are Attribute, Quality (and
Drawback), Skill, and Metaphysics. Attribute
Points are spent on a character Attributes (Strength,
Intelligence, etc.). Quality Points may be spent on
Qualities of any category, including Supernatural
(as long as the Chronicler approves). Drawback
Points are not awarded by a Character Types. They
are taken, up to the limit allowed by the Character
Types, in order to better define the character, and to
gain additional character points (see p. 65 for the
limitations on spending Drawback Points on
Attributes). Metaphysics Points are used to gain
mystical or other supernatural abilities.
Metaphysics Points may also be used to purchase
Supernatural Qualities, including racial Qualities.
The Character Types allowed depend on the
type of campaign the Chronicler wishes to
conduct: Pre-heroic, Heroic, Legendary, or
Mythical. The more epic the campaign, the more
powerful the characters will be. It is
recommended that the Chronicler start at Heroic
or Legendary levels; they are suited to most
Armageddon games
Pre-Heroic Characters
Suited for games where the characters start
from the bottom and work their way up in the
world, these folks start with fewer points than
other Character Types, representing relatively
normal people. Their numbers are not what
make these characters distinctive—their goals,
personalities, and specialties do. These
characters are ideal for introductory games,
where the characters were just plain folks before
the events of Armageddon. 47
Chapter Three
Potential Hero
“I only care about making it through another
day—not an easy thing to do, nowadays. Creating New
Something tells me it’s only going to get harder Character Types
from now on.” At each Campaign Level, Character Types
are all built with the same total number of
Young, inexperienced, or perhaps just untried, points. So, Pre-Heroic characters have a
Potential Heroes are not much better than the total of 50 points spread over the four basic
general run of humanity, but circumstances have categories (Attributes, Qualities, Skills and
forced them into the role of warriors, defenders, Metaphysics/Powers). Heroic characters
or avengers. These men and women probably led have 80 points total, Legendary characters
utterly normal lives until the ongoing Reckoning have 120 points, and Mythical characters
dragged them into trenches and dark alleys, to have 200.
face things that should not exist. If they live long A Chronicler and her players may wish to
enough, they develop the skills and abilities re-distribute these points as they see fit, or
needed to deal with those threats. Meanwhile, even modify the point total, to create new
survival is a struggle in itself. Character Types. In general, assigning more
Potential Heroes begin with 15 points for than 30 points to Attributes is unbalancing,
Attributes, 5 points for Qualities (and up to 10 even for “super” games. Some basic
points in Drawbacks), and 30 points for Skills. guidelines are given below:
They are considered to be mundane humans, and PRE-HEROIC: These characters are built
cannot acquire the Gift or Metaphysics. with 30 to 60 points in total. These are
realistic, normal people.
Beginning Gifted HEROIC: 70-100 points in total are spent
to make characters at this level. These are
“At first I thought I was crazy—I kept seeing skilled, outstanding people, or fictional
things that weren’t there, and having weird heroes from relatively realistic settings. The
dreams. Then I found out I was some kind of companion Unisystem games WitchCraft
freak. Now I’m supposed to learn how to be a (with 80 points for characters) and All Flesh
better freak. Life sucks.” Must Be Eaten (with 70 points for Survivor
characters) are Heroic games.
These are characters who have just found out LEGENDARY: These worthies are composed
they are different from the norm. Most of them of 110-150 points in total. They are
only have one or two minor abilities. They can powerful fictional characters, or minor
be magical apprentices, recently awakened Seers, comic book superheroes. At this level and
or some other type of beginner in the field of the beyond, most characters are assumed to
occult. Some of them may not have any powers have powers beyond the human norm—if
to begin with (except the Gift) and are in the they are human at all. The only exception
process of learning to develop those powers. would be highly trained characters with
Beginning Gifted get 15 points for Attributes, 5 tremendous skill point totals.
points for Qualities (and up to 10 points in MYTHICAL: Very powerful characters use
Drawbacks), 25 points for Skills, and 5 points for 160-350 points in total. These are comic
Metaphysics. The Gift Quality must be book superheroes, beings of near-godlike
purchased during character creation. powers, or major players in supernatural
events.
TRANSCENDENTAL: 400+ points in total.
These are more powerful comic book
characters (the guy with the big red ‘S’), or
god-like entities.
48
Roles
50
Roles
Legendary Characters
Legendary characters are powerful and
experienced. If human, they are very powerful
sorcerers or psychics. They may not be leaders,
but they certainly are considered to be “major
players,” people that others in their field speak
about with respect or fear. These characters are
able to make a deep impression in world events,
and their deeds, if they ever become public, may
become modern myths.
On the other hand, their power can be a heavy
burden. Their foes—and often their friends—
never let them rest. Even soldiers are not
expected to be on the front lines all the time;
heroes can rarely afford the luxury of rest. And
their own success brings about more problems.
They become personal targets of the enemy, as do
their friends and loved ones. Like the
superheroes in comic books, they live in constant
danger—and unlike typical superheroes, a
determined enemy can destroy them.
Playing the more powerful supernatural beings
in the complex world of Armageddon requires a
good deal of familiarity with both the game system
and the game setting. Thus, Legendary characters
are not recommended for beginning Stories.
Mixing Legendary and Heroic characters is also
not recommended for most games, because of the
wide differences in power. A few exceptions are
possible, however. If a player is more mature and
knowledgeable about the game world than the rest
of the group, she could take on the role of teacher
or mentor. Her reward for the extra work of
having to know the world almost as well as the
Chronicler would entail playing a more powerful
character. With this power should come
responsibility, however; the character should feel a
great deal of care and respect for the “weaker”
characters. The designated mentor should not
abuse her abilities by bullying her “pupils.” As
usual, the Chronicler knows best how her gaming
group would deal with such situations, and she
should make the final decisions. Finally, power is
relative in Armageddon—a normal human piloting
an F-22 jet fighter is the match of most angels in
aerial combat. In the field of intrigue and
conspiracies, mortals often manage to
outmaneuver ancient supernatural creatures—one
of the themes of Armageddon is that age and
power are not necessarily accompanied by wisdom.
51
Chapter Three
Supernatural Mythical Characters
“I have known war since men first forged This is the upper range of power for beginning
weapons of iron and rode chariots toward their characters. Mythical characters are only a few
doom. It is amusing to see that the only true rungs below the great Powers in the setting.
improvements are in the weapons they wield. They are superhuman beings, among the best at
How foolish these mortals be.” their specialties, any one of them the equivalent
of a small army of normal humans or even
supernatural beings. These characters are meant
This type covers beings of great supernatural
for “super-heroic” games—fast and furious
power, such as the Kerubim, Lesser and
action, fighting against seemingly impossible
Common Seraphim, Avatars, and their ilk. They
odds, or rubbing elbows with the movers and
are not human—or they have not been human
shakers of the world. Powerful beings such as
for quite some time. Their high point totals are
these attract the most fearsome enemies.
meant to reflect beings of great age and
experience, as well as tremendous power. Even more so than Legendary characters,
Supernatural characters are far above mere Mythical characters should be used with some
humans in terms of power and skills. Only degree of caution. Unless the Chronicler puts
Gifted humans, large numbers of mortals with some thought into the game, the super-powerful
modern weapons, or other supernatural characters may end up chewing up the scenery,
creatures can match a Supernatural. Chroniclers getting away with murder, and mowing down
should tailor the adventures they design for these Supporting Cast characters with gleeful
characters to provide them with interesting abandon. Only the most epic and far-reaching
challenges. Stories can use these characters, and then there is
the risk that the players may become jaded—”We
Supernatural characters have 30 points for
saved the world again. Woohoo.” For people
Attributes, 20 points in Qualities (and up to 15
who like four-color adventuring, and for Stories
points in Drawbacks), 40 points for Skills, and
that follow the dynamics of comic books,
30 points for Metaphysics. They must belong to
however, Mythical characters fit right in.
one of the supernatural races described in the
Qualities and Drawbacks section. This is not to say in-depth roleplaying and
character development are necessarily secondary
for Mythical characters. Some players may wish
Greater Gifted to portray Greater Seraphim or Incarnates
“Things have not been this lively since—well, conspiring with their greater brethren, for
since I was a mere mortal, and that was a long example, or arch-magi leading their Covenants in
while ago. I get the feeling that my entire the war effort. In either case, both the
existence has been nothing but a training run to Chronicler and the players must know a great
deal with this situation.” deal about the setting and the cosmology—the
Chronicler has to work even harder, for it is
impossible to predict who the Cast Members will
These are humans who have cultivated their seek out in the course of their adventures.
occult powers to superhuman levels; they
In theory, the best way to approach the setting
represent some of the greatest sorcerers and
is to start at the Pre-Heroic and Heroic level, and
psychics of the world, movers and shakers of
then, over time, develop other Stories at the
human affairs. Many of these humans are very
higher power levels, with a mixture of
long-lived or even immortal.
experienced characters from earlier games and
Greater Gifted characters have 20 points for newly-created powerhouses, to suit the players’
Attributes, 15 points in Qualities (and up to 15 tastes. A long-running game may end up in a
points in Drawbacks), 35 points for skills, and dramatic, epic Story at the highest power levels.
50 points for Metaphysics. These characters Such a climax may be a lot more satisfying than
may be Gifted or True Immortals, and must starting from the top—at some point, there will
purchase the appropriate Qualities. be nowhere else to go . . . but down.
52
Roles
Greater Supernatural Associations
“Oh, brave new world! So much has changed
since I walked among mortals. So many things The organization a character belongs to can be
to experience, to study—and to change. Stand an important factor in the character’s
against me at your peril.” development. People who work for the
Heavenly Host, for example, usually have a
different set of beliefs, duties, and outlook than a
The more powerful supernatural characters member of, say, the Lodge of the Undying.
can be built with these point totals. Greater Choosing an Association is not mandatory; the
Seraphim and Incarnates, and very experienced Lone Wolves are a catch-all term for independent
members of the other supernatural races are Gifted, Mundane, or Supernatural characters
included in this total. In short, anyone short of who have no real Association. Cast Members
an Archangel falls under this Character Type. who do not want to belong to any group are
Chroniclers wishing to build impressive considered to be Lone Wolves automatically.
Supporting Cast characters (both as allies or A character’s Association is useful in helping
enemies) can use these point totals as guidelines. determine background and education. It also gives
Greater Supernatural characters have 30 points some idea as to appropriate Qualities and
for Attributes, 20 points in Qualities (and up to Drawbacks, Skills, and professions. An
15 points in Drawbacks), 60 points for Skills, and Association is not meant to be restrictive, however.
90 points for Metaphysics. They must belong to There is a great deal of variety within each
one of the supernatural races described in the Association, and there is no need to stick to the
Qualities and Drawbacks section. stereotypes described below. For example, not
every Heavenly Host member is full of virtue and
self-righteousness. Some players may have fun
Gifted Master twisting the stereotypes, like creating an angel who
“These are not the witches you’re looking for.” wears power suits, carries a cell phone, and sees the
war between Heaven and Hell (or between
Leviathan and Creation) as a corporate power
Gifted Masters are men and women who have struggle, with souls, not stock options, being
developed their powers over decades of study fought over.
and practice, until they can challenge even
powerful supernatural creatures. After a lifetime Described below are seven Associations,
of dealing with occult matters, many of these including the “catch-all” Lone Wolves. The
Masters are as alien and removed from descriptions are brief and include only the most
humankind as true supernatural beings. basic knowledge about the Association.
Alternatively, they may be the “child prodigies” Chroniclers who wish to reveal more on
of the Magic Generation—relatively young, but Associations during game play should limit their
with unearthly powers (internally developed players to the material presented here.
powers like the Sight and Divine Inspiration are Otherwise, players and Chroniclers alike may
more appropriate for this alternative—the study review this information and the more expansive
of magic would require years of study to achieve text of Chapter Six: Associations.
the power levels described here). Most of these
characters have a great deal of power and status Alliance
in their respective Associations.
We must hang together, or we surely will hang
Gifted Master characters have 25 points for
separately.
Attributes, 20 points in Qualities (and up to 15
points in Drawbacks), 55 points for Skills, and —Rael, Exiled Seraphim
100 points for Metaphysics. These characters Look, I don’t care what you guys did to each
may be Gifted or True Immortals, and must other a thousand years ago. You are going to cut
purchase the appropriate Qualities. the crap and start working together, or I’m going
to open a can of whoop-ass on y’all.
—Cindy Falco, Gifted human 53
Chapter Three
Description: The newest organization in the
world, the Alliance is a motley grouping of Character Creation Example
humans and non-humans brought together by a (Continued)
common goal: to defeat Leviathan’s servants in
the world. The group operates largely This one is easy. Graelle, Jean’s character,
underground, although the U.S. government has belongs to the Heavenly Host. Jen makes a
a number of unofficial ties with it. The Alliance note that Graelle gets a free level of the
fights Leviathan behind the front lines, Theophany skill. This will come in handy
unearthing and destroying Its agents in the Free when she has to choose powers.
World and assisting resistance movements in
Church-controlled territories. The Alliance It’s going to take you a while to get used to
makes it a point to recruit newly awakened working with humans. They smell, they are
Gifted humans and beings such as True rude, and they sin. All the time.
Immortals, Nephilim, and Inheritors. I loathe them. I truly do.
It is possible to belong to both the Alliance and —Zidkiel, Greater Seraphim,
another Association. In this case, the player to a recently Transcended Seraphim
must decide which organization holds the
character’s primary loyalties, and she gains the
Special Abilities of that Association. Description: The members of the Host are the
holy angels of religion and legend. Self-styled
Qualities and Drawbacks: Many members
agents of the Creator—whom they have not been
have strong and dangerous Obligations to the
in contact with for millennia—the Host alleges to
organization. Combat and investigation-related
carry out the Will of God. They are locked in an
Qualities (Hard to Kill, Acute Senses) are prized
eternal struggle against the Infernal Legion.
for field agents.
With the coming of Leviathan, the Host has
Skills: Depending on their specialty, Alliance abandoned its subtle tactics, and now operates
members have skills ranging from Occult openly on a number of fronts. The war against
Knowledge to Guns (Sniper Rifle). the Tainted has superseded all previous concerns,
Metaphysics: Any power or race from but they are still not forgotten.
Armageddon or WitchCraft is appropriate for In addition to angels (Seraphim and Kerubim),
this organization. Angels of all types, Exiles, and the Host employs a number of human agents,
Nephilim are fairly common. both Gifted and Mundane, to fight the good
Special Abilities: Human, non-Gifted members fight. Some of these agents do not know exactly
get two free levels of the Good Luck Quality. who employs them, although most of them
Gifted and Supernatural members get two extra believe they are crusaders in a holy cause.
Metaphysics Points. Qualities and Drawbacks: Many angels have
Common Professions: Occultists, spies, Delusions, especially Prejudice against humans,
soldiers, and policemen can be found among the other “lesser beings,” even other ranks of angels.
ranks of this Association. Some of them are By the same token, the angels of the Host are
ancient and powerful beings who live off a web expected to have a 2- or 3-point Honorable
of power and influence, and hold no real jobs. Drawback. Angels are not allowed to
Many other members were normal (usually accumulate worldly goods. Social and economic
young) men and women who are now being Qualities and Drawbacks are meaningless to
inducted into this group. them and cannot be acquired. Adversaries, on
the other hand, are common, and include
demons, Gifted humans, and even other angels.
Heavenly Host
Skills: Many angels have little experience in
We are God’s messengers. To us fails the human affairs (before the beginning of this
honor to cherish and protect all of God’s Reckoning, most Seraphim had not walked the
creations. Even when we must protect them Earth in centuries). They should have few
from their own shortcomings. modern skills (e.g., Guns and Driving), and,
—The Archangel Gabriel when they do, they should not have them at high
54 levels. Others were human once and are more
experienced in the ways of mortals, however.
Roles
Metaphysics: Most angels have a limited array
of powers, or Theophanies (see p. 258). Only the
Archangels transcend those limits. Gifted human
agents are either Divinely Inspired or have a
Spirit Patron, usually an Archangel.
Special Abilities: Celestial Characters gain one
free level of the Theophany Skill. Additional
levels must be purchased separately. Human
members (both Gifted and Mundane) gain two
levels of Improved Essence Pool—their contact
with the Celestials has strengthened their souls.
Common Professions: Few angels spend
enough time on the physical realm to get jobs.
Within the Host, however, an angel’s powers
usually define his vocation. Mortal agents
include clergymen of every monotheistic
denomination, as well as private investigators,
terrorists (or, more euphemistically, “freedom
fighters”), and soldiers.
Infernal Legion
The damn war ruined everything. I had a
great gig going. Drugs? Nah. Little League.
No, not the kids, you moron. The parents.
Those boomers will sign over their souls just to
have Junior win a game or two.
—The demon Jethrel
The times are changing, my friend. The boys
with the halos are busy, and our esteemed leaders
have a lot of irons in the fire right now. A couple
of enterprising guys could go far in this new
world order, if we stab the right backs. We might
even get ourselves a ticket out of Hell.
—Roger Sacco, Qliphonim
Questionable Allies
Of all the Associations presented here,
the Infernal Legion is the most likely to be
controversial and problematic. In the game
cosmology, members of the Legion are
constantly tormented, are often under the
close supervision of cruel and brutal
masters, and generally are brutal and
sadistic individuals. As such, they may not
be appropriate for many Armageddon
games. Keep in mind, however, that not all
members of the Legion are heartless
monsters; a few crave redemption and
escape from their condition, making for 55
interesting characters.
Chapter Three
Description: Tempters and corrupters, the Lodge of the Undying
Infernal Legion is controlled by the Fallen, angels
who tried to destroy humankind in the distant Do you want to live forever? You and I can.
past. Defeated and exiled to the Death Realm by The rest of the world can’t. Not our fault, but do
their fellow Seraphim, these demons have spent you think they’ll be sympathetic if they ever
millennia plotting against humans, trying to discover us? Keep your nose clean and your
make them self-destruct through greed, lust, and mouth shut, and you’ll live longer. A lot longer.
hatred. With the coming of Armageddon, many —Dagobert “Dago” Ferrell, to a
demons have set aside those goals. While most new Lodge member
still hate humankind, they are forced to preserve,
Many of you laughed at my New Age “crap”
as a bulwark against the Leviathan, those same
not too long ago. What do you say now? Our
humans they sought for so long to destroy. The
ancestral enemy rules half the world!
irony of the situation is not lost on them.
—Serena Carroll, Immortal
The Infernal Legion hierarchy is composed of
Fallen Seraphim. It also employs Fiends (evil
spirits) as warriors and enforcers. Most of their Description: The Lodge of the Undying is a
agents on Earth are Qliphonim, damned souls gathering of True Immortals, people who never
who, faced with near-eternal torment after death, grow old, and are extremely difficult to kill. For
agree to serve the Legion and help corrupt quite some time, this organization has served as a
others. They also have a number of human semiformal gathering and mutual assistance
servants and agents. A few knowingly serve the society, a place where a young Immortal could
Demon Lords, but many others do so rub elbows with others of her ilk and learn the
unwittingly, often with the best intentions. finer points of eternal youth. The Association
Qualities and Drawbacks: Cruel, Delusion was also concerned with learning the truth about
(Prejudice) and assorted mental Drawbacks are its kind. Most Immortals have visions and
common. Angelic, demonic, or human dreams of their previous lives, glimpses of a
Adversaries are also frequent. glorious past where Immortals ruled a powerful
civilization, often identified with such mythical
Skills: Agents on Earth have an assortment of
lands as Atlantis and Ultima Thule. Some
skills geared toward the corruption of unwary
members have been able to recreate some
humans, including Acting, Haggling, Seduction,
“Atlantean” super-science, however, and that is
and Smooth-Talking. Most of the Fallen also
definite proof there is something to those dreams.
have an assortment of combat skills, for the
inevitable conflicts with angels. Faced with the War, this Covenant is divided
and uncertain. Many members are certain that
Metaphysics: The Fallen Angels have their own
Leviathan is the old nemesis of Atlantis, the
version of Theophanies and the Theophany Skill.
being who came to rule over Ultima Thule, and
Human agents usually have a Spirit Patron (Demon
nearly destroyed all of humankind millennia ago.
Lord) and a number of powers through them.
Others are content to hide and let humans and
Special Abilities: Celestial characters (all the other powers deal with the situation. This
Seraphim types and Qliphonim) gain one level of conflict may tear apart the Lodge very soon.
the Theophany Skill. Gifted agents gain two
Qualities and Drawbacks: Almost all members
points’ worth of Spirit Patron (Demon) powers.
must have the Immortal Quality, for obvious
Mundane agents gain two points worth of
reasons. However, other long-lived beings and
Qualities (typically Physical or Social), “gifts”
people have on occasion been accepted. For the
from their masters.
older Immortals, Age and high levels of
Common Professions: Servants of the Legion Resources are standard. Many Immortals have
find work as pawnshop owners, pimps, drug Adversaries (typically other long-lived people
dealers, attorneys, talent agents, and political and creatures). Some have accumulated
advisors. impressive lists of Delusions over the years, too.
Skills: Any skill combination is possible, since
the Undying have the time, and usually the
56 resources, to pursue any occupation. Long-lived
Immortals should spend at least some points on
Roles
archaic skills (Hand Weapon, Riding, etc.) to Metaphysics: Any. Members of small groups
represent past accomplishments. Those archaic are more likely to have Necromancy or Magic,
may not be at high levels (representing “rusting” while true loners may have more internal abilities
through lack of practice), however. like the Sight. Inheritors, Exiles, and Nephilim
Metaphysics: Immortals cannot have most are also very likely as well.
Gifted abilities, but they have their own array of Special Abilities: Lone Wolves get two
unique powers (see p. 303). Non-Immortals can additional Metaphysics Points to put into any
have almost any power. power or ability they have.
Special Abilities: Because of their extensive Common Professions: Any, as determined by
research materials, all members gain one free the background. Few characters with unusual
level of Occult Knowledge (Immortals). powers are able to lead a normal life, unless they
Common Professions: Younger Immortals can are careful to hide them. Those who do not
belong to any profession. The older ones tend to likely end up serving in the military or the secret
have enough wealth to make a job superfluous, services of their respective nations.
although some own businesses, or work as artists
or in similar freelance occupations. Pantheons
It is good to tread on Midgard once again—
Lone Wolves even if it is just in time for Ragnarok.
Cannon fodder—that’s all you are if you join —Ivar Thorson, Asgardian Incarnate
up with anybody. Angels, Demons, Gods, they So the so-called gods from a few dozen
are all the same. You’ll be their pawn, and they’ll pantheons want to join forces and work together
use you up like you’d use a bullet. Screw ‘em all, like a big happy family. This is going to be some
is what I say. mess. But what the hell, count me in;
—Joe Smith, Exile it’s been a boring century.
The meeting of the Psycho Ward has convened —Scarlett Wenczel, Inheritor of Ares
to test a new candidate. Say your name, please.
All right, when I say the word, take off your
blindfold and try to kill me. If you impress me Description: More of a loose confederation than
enough, you are in. a cohesive Association, the Pantheons comprise a
number of different groups of Old Gods. The
—Kevin Feist, leader of the Psycho Wardens main goals of the Pantheons is to save the world—
without humankind, their own Realms will cease
Description: The Lone Wolves are individuals to exist—and to revive their power and influence
or small groups, each with their own perspective over mortal affairs. The second goal puts them in
and stake in the War. Some are men and women conflict with the Heavenly Host, but for the time
with tremendous powers who only wish to be left being the greater threat of Leviathan overrides all
alone. Others have their own mini-Associations, other concerns.
different only in size from the groups described By helping save the world, the Old Gods hope
in this section. This “Association” covers all to regain some of the worship and adoration
characters who do not belong to any of the larger humans felt for them. Members of this
groups. They can be normal people in the Association include Incarnates (lesser gods made
military, young characters who have just flesh), Avatars (god-touched humans), Inheritors
discovered their powers and have not given (the half-mortal children of Old Gods), and
allegiance to anyone, or members of a tiny secret Servitors (humans who devote themselves to
society with its own agenda. serving a pantheon, in return for power).
Qualities and Drawbacks: Any are possible. Mundanes occupy the lowest ranks of the
Members of small secret societies may have Pantheons, but they have their uses.
Obligations and Secrets as a result. Qualities and Drawbacks: In addition to the
Skills: Any skill that is appropriate. Those above racial Qualities, members (especially
without a teacher are unlikely to have Occult Servitors) have Spirit Patrons (see p. 243). A 57
Knowledge or similar esoteric abilities. high Obligation to the Pantheons is common.
Chapter Three
Skills: Theology or Myth and Legends The membership of the Watchers include a few
(appropriate Pantheon) is indispensable, if only Seraphim (of all types), a larger number of
to know who one is dealing with. Recently Exiles, many Nephilim, and a smaller contingent
arrived Incarnates (and Inheritors and Avatars of Inheritors, Avatars, and other supernatural
from the Realms of their Pantheons) are not types. They also have a fair number of Gifted
familiar with the modern world, and should not and Mundane humans in their ranks.
have high skill levels in such things as Guns, Qualities and Drawbacks: Adversaries and
Driving, or Piloting. Secrets are very common. After decades or
Metaphysics: Avatars, Incarnates, and centuries of persecution, many members are also
Inheritors possess a number of mythic powers. Paranoid. High Status and Resource levels are
These powers are defined by the Aspects they common among some of the older members.
embody (see p. 275). Human members can have Skills: All Watchers call the physical plane
a number of other powers, although Servitors their home. They can possess any human skills,
usually have Spirit Patrons. Magic is also fairly although some of the older Seraphim live in
common among all members. remote areas and are less likely to be experienced
Special Abilities: The Blessing of the Pantheons in the ways of the modern world.
gives all characters (Gifted, Mundane, or Metaphysics: Any. Seraphim members have
Supernatural) either two levels of Hard to Kill or Theophanies or Maleficia. Gifted characters can
Increased Essence Pool, or one level of each. have any power, except those granted by
Common Professions: Under the demonic or Tainted entities.
circumstances, most Pantheon members on Earth Special Abilities: Watcher characters gain one
are involved in the War, usually in the military, or free level of any Gifted or Supernatural power
as guerrillas or partisans behind enemy lines. (the power must cost no more than three points
per level). Mundane characters gain a +2 bonus
Watchers to resist any power that can influence or control
their mind.
Our sin was loving humans too much. We
Common Professions: Many Watchers are
abandoned Elysium, and now hide among
professionals of assorted types. Several are
mortals. Humans must be protected—from the
extremely wealthy, and appear to be aimless
demons who would tempt them, and from the
members of the idle rich, a perfect cover for
angels who would turn them into ignorant sheep.
many Watcher agents. Scholars and academics
—High Archangel Azazel are also very common. Many Watchers network
My father was an angel. I most certainly am operate on college campuses around the world.
not.
—Jenny Diaz, Nephilim.
Strength Table
Strength Lifting Capacity Benchmark
1-5 50 lbs/25 kg x Strength Strength 5: 250 lbs/125 kg
6-10 200 lbs/100 kg x (Strength - 5) + 250 lbs/125 kg Strength 10: 1250 lbs/625 kg
11-15 500 lbs/200 kg x (Strength - 10) + 1500 lbs/750 kg Strength 15: 2 tons
16-20 1000 lbs/500 kg x (Strength - 15) + 5,000 lbs/2,500 kg Strength 20: 5 tons
21-25 1 ton x (Strength - 20) + 5 tons Strength 25: 10 tons
26-30 5 ton x (Strength - 25) + 10 tons Strength 30: 35 tons 59
Chapter Three
A character can “push the limits” here too and Perception
try to lift more by passing a Simple Strength Test.
Every Success Level achieved allows the Perception governs the character’s five senses.
character to lift an additional 10% of his It gives a general overview of the character’s
maximum lifting weight. This effort costs the ability to sense things. This Attribute is used to
character D4(2) points of Endurance for every find clues, notice things, and avoid surprise.
Success Level in the Test. A failure on the Also, Perception determines the character’s
Strength Test causes D4(2) Life Points of intuition and alertness. A character with a low
damage—the character strained himself and tore Perception would be nearly oblivious to what is
something up. going on around her.
Perception is an important Attribute for the
Gifted—many of their abilities are based on their
Dexterity intuition and detection powers, and this is where
Dexterity is a measure of the character’s Perception plays a role. This Attribute also
coordination, agility, and gracefulness. It is used comes in handy for detectives (to discover those
to determine how proficient a character is with important clues), poker players (to read the
any skill or task that requires motor control and expressions of their opponents), and sports
precision, from performing card tricks to picking referees (to spot rules violations).
pockets to punching somebody in the face
(Dexterity helps the punch land; Strength
determines how much the punch hurt the other Willpower
guy). Any task in which the character’s speed This Attribute measures the character’s mental
and coordination matters is influenced by strength and self-control, and her ability to resist
Dexterity. A high Dexterity is common among fear, intimidation, and temptation. Willpower is
dancers, gymnasts, or pickpockets. People with vital to magicians; after all, magic is “the Science
low Dexterity are clumsy and ungraceful. and Art of causing Change to occur in conformity
with Will.” Most other Gifted abilities and powers
are also dependent upon Willpower. This
Constitution Attribute is important for the Mundane, however,
This Attribute determines how physically for it can be used to resist magical coercion,
hardy or healthy the character is. Constitution is psychic mind control, and the influence of panic,
important when it comes to dealing with diseases, greed and lust, among other things.
damage, and fatigue. This Attribute is also used
(along with Strength) to determine how much
physical injury the person can survive and still Attribute Bonuses
remain functional. Constitution comes into play Depending on the character’s race, some
with physical skills that involve endurance, like Attributes may be modified. If the character
swimming and long-distance running. belongs to a race that is on the average stronger
than human, for example, then a bonus is added to
that Attribute. These are numerical bonuses, either
Intelligence positive (e.g., +1 to Dexterity for a graceful race) or
This Attribute determines the character’s negative (e.g., -2 to Intelligence for a race of drones
ability to learn, correlate, and memorize or mindless brutes). These bonuses are applied
information. Also, this Attribute is used to after Attributes have been purchased normally. For
understand and interpret information. Note that example, if a player spends three points on
intelligence and education are two separate Dexterity, and the Cast Member’s race has a +1
things; a character can be brilliant but illiterate. Dexterity, the character would have a final
Education is covered in the Skills sections, which Dexterity 4. Even if her character belongs to a
determines what a character has learned in her drone race, a player might want to create a true
life. Intelligence is important to anybody genius among its kind. She could spend eight points
pursuing a higher education, or performing most to get a base Intelligence value of six (five points for
technical jobs; most computer-related skills the first five levels, three points for the sixth). Still,
60 (except arcade games) are dependent on the after the -2 modifier was applied, the Cast
character’s Intelligence. Member’s final Intelligence would be four.
Roles
Racial Attribute Modifier Table
The following bonuses are added to Attributes after they are purchased, depending on the character’s race.
The number in the parentheses is the racial maximum. These maximums cannot be exceeded either during
character creation or by increasing Attributes through experience (see p. 146), except where a special
ability allows a character to exceed her racial limits.
While buying Attributes for non-human races, person is easily intimidated and influenced by
racial maximums must be observed. Humans others, a follower, and somebody who is likely to
have a limit of six for all Attributes, but other succumb to temptation.
races may have lower or higher limits. For Level 2: This is the average for human beings.
example, if the drone race could not have an Most people in any given group have Attributes
Intelligence higher than three, the most points in this range, typically with one or two Attributes
that could be spent on Intelligence would be five at levels one or three.
(for a base of five, modified down to three).
Level 3: This is above average but not
extraordinary. A Strength and Constitution of
The Meaning of Numbers three show some athletic aptitude, probably
somebody who works out regularly and
Here are some guidelines for the meaning of
vigorously, or a natural athlete who has not taken
Attributes:
time to develop her talent. Characters with a
Level 1: The character is below average in the Dexterity 3 are graceful individuals. An
Attribute. A Strength 1 indicates a poor Intelligence 3 indicates a bright person who can
physique, either a petite or flabby, sedentary easily learn new skills, if she has the temperament
person. A Dexterity 1 indicates clumsiness—a to do so. A Perception 3 character has good
character likely to drop things, not to be trusted senses and intuition, and is not easily fooled or
with delicate manual work unless she has trained confused. A character with a Willpower 3 is
hard to do so. An Intelligence 1 is below rarely convinced or bullied under normal
average—not mentally challenged, but certainly circumstances.
a bit slow on the uptake. A Perception 1
Level 4: An Attribute at level four is well above
character is not very aware of her surroundings,
average. Perhaps one out of every ten persons in
likely to miss what’s going on around her.
a random group has one or two Attributes at this
Characters with a Constitution 1 are delicate and
level. Strength and Constitution 4 can be found
often in poor health. They get sick easily, and
only in athletes, including the best football
their low physiques may be caused by abuse of
players in a large high school or college campus, 61
drugs, tobacco, or alcohol. A Willpower 1
Chapter Three
extensively trained Special Forces soldiers, and
other people who spend a large amount of time
and effort keeping in shape. A Dexterity 4 would
Character Creation Example only be common among gymnasts, acrobats,
(Continued) dancers, and other talented individuals. Mental
Jean continues to create her character, the Attributes at level four indicate near genius
fanatical Angel Graelle. The game is going to (Intelligence), acute senses and intuition
be relatively high-powered, so she can pick a (Perception), and an “iron will” (Willpower).
Legendary Character Type—a Supernatural, Level 5: This is the “practical” human limit.
to be exact. Jean has 30 points for Attributes, People with these levels are extraordinarily
20 points for Qualities (and up to 15 points talented, able to perform complex and difficult
for Drawbacks), 40 points for Skills, and 30 feats with little practice. While people with
points for Metaphysics. Pencil in hand, Jean Attributes at level five are not “record breakers,”
prepares to do some math—not her favorite they are among the best and the brightest
thing, but something that needs be done only representatives of humanity. In a small or
once before play. medium-sized community, only a handful of
The Lesser Seraphim are among the most people have one or two Attributes at this level,
powerful races in Armaggedon, and that and they are likely to be well known for their
Quality costs 35 points. Jean will address strength, wisdom, or toughness. Cities, large
that when she turns to her Qualities and college campuses, and groupings of the Gifted
Drawbacks (see p. 86). have more of these extraordinary individuals, but
even there they are not common.
For now, let’s focus on Attributes. Jean has
30 points to distributed among the six Level 6: This is the true human limit. A few
Attributes. She spends four points each on people with “freakish” Attributes may exceed it
Strength, Dexterity, and Constitution, for a (to level seven), but they are a handful even
total of 12 points. She decides Graelle has a among the teeming billions living on Earth in the
very high Willpower, so she buys a level of six. 21st century. Characters with one or more
Levels one to five cost a point apiece, but level Attributes at level six are extremely rare,
six costs three points, so the total cost for that something on the order of one in ten thousand,
Attribute is eight points. She has 10 points or less. People with more than one Attribute at
left, and she distributes them evenly between level six are perhaps ten times less common, and
her character’s Intelligence and Perception. so on.
If Graelle was a human, that would be it. As Level 7+: Someone with Strength 7 would be
a member of the Lesser Seraphim race, she as strong as a horse, for example. To give a basis
gets a number of Attribute bonuses. Checking for comparison, divide the Attribute by two, and
the table, Jean sees that Lesser Seraphim gain round up. This gives a measure of how many
a +3 to all physical Attributes, and a +1 to all times greater the Attribute is compared to the
mental ones. After adding those in, Graelle human norm. A Strength 10, for example, can
now has the following Primary Attributes: be translated as “five times stronger than a
Strength 7, Dexterity 7, Constitution 7, normal man;” Dexterity 12 would indicate six
Intelligence 6, Perception 6, Willpower 7. times the average human reaction time.
So Graelle is inhumanly strong, fast, and
resilient—enough to break all Olympic
records, and over three times as strong as the
Very High Attributes and Skills
average man. Her will is indomitable, above In general Tasks (but not Tests),
the human limit—only the most powerful or characters with an Attribute above 10 are
terrifying experiences have any effect on her. treated as if the Attribute were a 10. So, a
Finally, she has near-superhuman levels of character with a Dexterity of 12 and a
Intelligence and Perception. Given who her Guns skill of 4 would only add a 14, not
enemies are likely to be, she will probably 16, to her result. Tests use the full
need those high Attributes. Attribute, however, regardless of its level.
62
Roles
Secondary Attributes being unable to function. Other things that drain
Life Points include disease, extreme fatigue, and
Once the six Primary Attributes are determined, some supernatural attacks.
the player must do some quick calculations to
Each race has a different Life Point formula.
figure out the character’s Secondary Attributes.
Supernatural beings tend to be stronger and
The formulas uses Primary Attributes and varies
hardier than humans. A Seraphim, for example,
depending on the character’s race.
could be shot several times before being crippled
With the exception of Speed, which determines or slowed down. The varying formulas are
how fast a character can run at an all-out dash, presented in the Life Point Formula Chart.
the other Secondary Attributes form a pool of
points. Certain factors (injury, fatigue, or the use
of magic) temporarily increase or decrease the Endurance Points
amount of points in each pool. For example, Life Endurance Points measure the character’s
Points determines a character’s current health. If ability to withstand fatigue and exertion.
an injury is sustained, the health (the Life Points) Endurance Points use Constitution and Strength,
of the character is lowered. Healing the damage as well as Willpower, taking into account that
eventually raises the pool back to its original level. some people can push themselves past normal
physical limits through sheer will power. The
more Endurance Points a character has, the
Life Points
longer she can run, lift things, swim, and so on.
This Attribute determines the character’s As the character exerts herself, she starts losing
physical health. The Strength and Constitution Endurance Points. When Endurance Points are
of the character are the determinant factors. A reduced below zero, the character eventually
big, muscle-bound athlete can survive more passes out from exhaustion (see p. 141). In some
punishment than a pencil-necked, cold-catching cases, light damage from non-lethal attacks is
nerd. On the other hand, a bullet to the head or subtracted from Endurance instead of Life Points
a solid whack with an ax will probably kill either (see p. 139). Again, Endurance Point formulas
character. Life Points determine the amount of vary according to race, and are summarized on
physical damage the character can sustain before the Endurance Point Formula Chart.
Delusions (Type)
Variable Mental Drawback
Delusions are beliefs that have no basis in
reality—at least as reality is understood by
society at large. The character refuses to
abandon such beliefs even in the face of
overwhelming evidence to the contrary, or at best
comes up with rationalizations to explain away
any contradictions. The more impact a Delusion
has on a person, the higher its value as a
Drawback. Some examples are given below.
Delusions of Grandeur: This person thinks she
is somebody far greater and more powerful than
she really is. In extreme cases, the character
thinks that she is a historical or mythological
figure like Napoleon or Sherlock Holmes. The
more common type has an exaggerated sense of
overconfidence. Some examples: “I am a genius,
but nobody understands me—which is why the
best job I’ve held is cashier at a 7-11” (1 point);
“I am the Messiah; prepare for the Second
Coming!” (3 points).
Phobia: A Phobia (however defined) counts as
a Delusion, worth -1 to -3 points depending on
the severity. So, claustrophobia would be worth
-1 if the character is uncomfortable in enclosed
spaces and -3 if the character is unable to enter
an elevator without suffering an anxiety attack.
Prejudice: The belief that a group of people
(racial, ethnic, or national) has certain
characteristics (positive or negative). While
everyone has some prejudices in some way or
another, a deluded person staunchly holds to
these beliefs. In some cases, the person refuses
to trust or befriend any member of such a group,
regardless of the merits of the individual person.
Such a Delusion is worth one to three points,
depending on how intense the belief is, how
large a group it applies to, and how it dominates
the character’s life. At the one-point level, the
character could be an “Archie Bunker” type
bigot; at three points, she would be a rabid white
supremacist, unable to communicate with
people of the wrong color. 71
Chapter Three
Weird Delusions: Any strange belief that flies him all the time. When involved in a
in the face of reality. Some examples: “Aliens relationship, they are excessively needy. This
talk to me through my wristwatch,” “I have to behavior tends to annoy people around them.
wear this tin foil cap so the laser satellites don’t This is a one-point Drawback.
make me kill again,” “Dogs are the Spawn of Fear of Commitment: Whenever this character
Satan and must be destroyed.” The value starts feeling too close to somebody, she
depends more on what the character does about becomes afraid and starts pulling back. Maybe
the Delusion than about the Delusion itself. For she is afraid that if she lets somebody get too
example, if the character in the last example close, they will hurt her, and it is not worth the
simply refuses to pet dogs, and avoids being next pain. Or perhaps she fears that if she reveals too
to a dog, a one-point Delusion would be much about herself, the other person will see the
sufficient. If she tells people about her beliefs all “real her” and be appalled or disgusted. This
the time, and keeps pestering any dog-owners makes it difficult to have a healthy relationship
about the dangers of keeping such monsters with either friends or lovers. This problem is a
around, a two-point Delusion would be one-point Drawback.
appropriate. If she carries her insanity to its
“logical” conclusion and starts hurting or killing Fear of Rejection: This person is afraid of
dogs, the Delusion is worth three points and she rejection, and when she experiences rejection (or
is likely to get in trouble with the law. thinks she has been rejected), she feels hurt and
angry. She may be afraid to make friends or
approach people she is attracted to, and if her fears
Emotional Problems (Type) come true, may harbor a great deal or resentment
Variable Mental Drawback and anger. This is a one-point Drawback.
Those with Emotional Problems react in Overcoming an Emotional Problem: A
unreasonable ways to certain situations and common theme in fiction involves characters
problems. The reaction can be anger, pain, or who in the course of the plot manage to
anguish, typically more extreme than normal. overcome their flaws. Emotional Problems can
Maybe a traumatic event in their life (or even in be overcome by characters during play. This
a previous life) has made them this way. These should always be roleplayed. If the player was
emotional problems can be triggered by ordinary able to convey the inner struggle of her character
events in normal life, or events that may bring over the course of several Stories, the Chronicler
distress to most people but which prompt a might allow her to eliminate the Drawback
strong reaction from a disturbed character. Some without having to “pay” any Experience Points
situations that can trigger emotional problems to do so (see p. 146).
are discussed below.
Depression: This character’s emotional
Fast Reaction Time
problems make the very act of living seem like
2-point Mental Quality
a hard chore. Common symptoms of
depression include sleep problems (either Unlike most people, who are easily surprised
oversleeping or bouts of insomnia), severe and blind-sided, these quick individuals can often
procrastination (to the point that the sufferer anticipate their enemy’s moves and counteract
may lose her job), and a lack of interest in them. They almost never “freeze” in a
anything. A character with Depression is at -2 dangerous situation. In combat, contact sports,
to most Tasks, and tends to avoid becoming or other physical confrontations, characters with
involved in anything. This is a two-point this Quality can act first without needing to
Drawback. A severe shock may snap someone check for initiative, restricted by common sense
out of this state for a while (a life-threatening (Fast Reaction Time does not help the target of a
crisis might do it), but the character sinks back sniper half a mile away, for example). If
into inactivity afterwards. Certain drugs and opponents have Fast Reaction time, the
psychiatric treatment can reduce the effect of advantages cancel each other, and initiative is
this problem (which also reduces its value). resolved normally between them before moving
onto to other characters in the same combat.
Emotional Dependency: These types tend to be
This Quality also provides a bonus of +1 on
72 “clingy” and overly dependent on others. Once
Willpower Tests to resist fear (see p. 122).
they make a friend, they want to hang around
Roles
Hard to Kill
1- to 5-point Physical Quality
Characters with this Quality are extremely
tough, and can withstand an amazing amount of
damage before going down. Even after being
severely wounded, medical attention has a good
chance of reviving them, scarred but alive. This
Quality is bought in levels. Level five is the highest
possible for human beings. Some non-human
races may be allowed to have more than five levels
of Hard to Kill. This will be covered in individual
race descriptions. Each level of Hard to Kill adds
three Life Points and a +1 bonus to Survival Tests
(see p. 139).
Honorable
1- to 3-point Mental Drawback
The Honorable character follows a code of
honor that she does not break lightly, if at all.
The more restrictive and rigid the code is, the
higher its value. In a life-or-death situation where
honor must be ignored, the character might do
so, but even then a Difficult Willpower Test is
necessary to pass the psychological barriers
reinforcing the code of honor. Players whose
characters ignore honor for the sake of
convenience should be penalized for poor
roleplaying. The levels of the Honorable
Drawback are discussed below.
Level 1: These characters do not lie or betray
friends or loved ones, or people they respect.
Anybody else, especially people from groups they
dislike or are prejudiced against, is fair game.
This is a one-point Drawback.
Level 2: This code of honor is more complex,
and applies to everyone, friend or foe. The
character always keeps her word and does her
best to fulfill any promises she makes. She does
not betray the trust of others once she has
accepted it. Note that the character may be
reluctant to give her word except in a good
cause, because once it has been given she abides
by it. This is a two-point Drawback.
Level 3: This person lives by a strict set of
rules. In addition to all the other restrictions
above, she refuses to participate in acts of
betrayal such as ambushes, striking a helpless or
unsuspecting foe, or cheating in any way. Lying
is anathema, and is done only in cases of extreme
need. Even then, she does it without conviction;
any tasks requiring lying have a -2 to -6 penalty, 73
determined by the Chronicler. This Drawback
grants three points.
Chapter Three
Humorless Military Rank
1-point Mental Drawback Variable Social Quality or Drawback
The Humorless character lacks the ability to The character belongs to the armed forces.
laugh at life, and takes everything with the High rank has privileges: soldiers or sailors obey
utmost seriousness. Other people’s attempts at the character’s orders. On the other hand, low-
humor leave her cold or annoy her. Most people ranking soldiers are at a disadvantage. They get
find this facet of her personality unattractive or ordered around, and disobeying is not a good
bothersome. Clowns and practical jokers usually option. The value of Military Ranks ranges from
select the Humorless as their favorite target. –1 to +9, and costs 1 point per level (positive or
negative). Keep in mind that high Rank also
entails numerous duties that may restrict the
Lazy
character’s actions even more than very low
2-point Mental Drawback Rank. The rank names in the table below are
This character does not like to work and taken from the U.S. Army system; other services
always looks for ways to avoid it. This limits and other nations have different names for
how much she can learn or accomplish in life. A equivalent ranks.
Lazy character must roleplay an unwillingness to
work, except in situations where the work is Military Rank Table
extremely important, and even then she tries to
Rank Level Description
shirk her duties or select the easiest task. More
importantly, the character has a hard time -1 Private, Seaman
learning skills, due to her inability to spend the 0 Corporal
required time and effort.
1 Sergeant
When determining and improving skills for a
Lazy character, the character point cost becomes 2 Sergeant, First Class
higher after reaching a certain level. This level is 3 Lieutenant
determined by the character’s Attributes. A Lazy
4 Captain
but intelligent or dexterous person can learn a
great deal with little effort—at least at first. Skills 5 Major
are purchased normally until their level is equal to 6 Lieutenant Colonel
the Attribute most commonly associated with
them. Combat and physical skills are linked to 7 Colonel
Dexterity, technical and scholastic skills are 8 Major General
associated with Intelligence, and so on. After
9 General
reaching that level, further improvement costs
double. Given this, lazy people are unlikely to
ever excel at anything. Minority
For example, Gert is a near genius-level woman 1-point Social Drawback
(Intelligence 4) who has never had to work hard to A Minority character is considered a second-class
be successful. She could have been a great citizen because of race, ethnic group, or religion.
computer programmer, but has instead settled for He is a member of a small or disadvantaged group,
being a good one. Gert’s Computer Programming disliked by the mainstream. People of the dominant
Skill can be bought up to level four in a normal group tend to act in negative ways toward him;
manner—during character generation, each new many will be automatically suspicious, fearful, or
level costs one character point; after character annoyed at him for no reason other than who he is.
generation, each new level cost a number of This Drawback has a one-point value to reflect a
experience points equal to that new level. During relatively enlightened early 21st-century America,
character generation, level five costs two character where people cannot be denied service in a
points, and each level above that would cost six restaurant because of the color of their skin (in
character points (double the normal three). After most places, at least). In other settings, where
character generation, it takes 10 experience points prejudice has the full weight of the law and
74 to raise the skill to level five, and 12 points to raise tradition behind it, this Drawback might be worth
it to level six! Indeed, Gert never goes beyond two to three points.
level 4, too lazy to transcend this limit.
Roles
Multiple Identities Minimal: The character is expected to obey the
2 points/Identity Social Quality basic precepts of the organization or creed, and
not to betray its members. This is worth no
Some characters have more than one identity.
points. All members of an Association possess
The false persona comes complete with such
this Minimal Obligation. In some cases, the
records as a birth certificate, a social security
organization’s basic precepts put members in
number, and a credit rating. Only characters with
danger (the Heavenly Host, for example), but
criminal, espionage, or law enforcement
this is usually offset by the bonuses and benefits
connections are likely to have this Quality,
of membership in the group.
because convincing papers require access to good
forgeries and computer records. Each fake Important: The character is expected to
identity costs 2 character points. Note that routinely risk herself for the organization, and go
characters traveling under aliases or who have above the basic precepts of the membership. An
purchased a fake driver’s license do not need to Important Obligation is worth one point.
purchase this Quality. Each Multiple Identity Major: The character is expected to put the
grants a set of papers and records that pass all but welfare of the organization above her own. She
the closest scrutiny. Most police organizations is always on call, and does not have time to
can be fooled by the fake identity; an all-out pursue such activities as a normal job, or much
investigation by agencies like the FBI or NSA of a personal life. The penalties for disobedience
reveals the truth. or selfishness are severe, and may include death.
This is worth two points.
Natural Toughness Total: The character is expected to die for the
2-point Physical Quality organization, if need be. Missions for the
organization are extremely hazardous, and the
The character is tougher than normal, capable
character is constantly in danger of
of taking a punch without flinching. Tough
imprisonment, torture or execution. This is
characters have 4 points of Armor Value (see p.
worth three points.
160) against blunt attacks, such as fists, baseball
bats, and the like. Bullets and slashing attacks
are unaffected by this Quality, however. This Obsession (Type)
Quality is common among professional boxers, 2-point Mental Drawback
bouncers, and full-contact martial artists.
A particular person or task dominates the
character’s life, to the exclusion of most other
Nerves of Steel things. To pursue her Obsession, she goes to
3-point Mental Quality almost any lengths (as limited by her morality).
She may neglect other duties, both personal and
A character with this Quality is almost
professional, to pursue that which fascinates her.
impossible to scare. Whether she is too dumb or
This Obsession may be a person (who may or
too tough to be frightened is open to question,
may not be aware of her feelings, but who almost
but she can keep her cool even in the face of
certainly would be upset about their intensity) or
unspeakable horror. Only the most bizarre and
a task (like getting revenge on somebody, or
terrifying situations make an impression on a
performing some important or notorious feat).
fearless character, and even then she has a good
chance of not succumbing to panic. The
character only makes Fear Tests (see p. 122) Paranoia
when confronted with the most shocking events, 2-point Mental Drawback
and gains a +4 bonus to her roll even then.
“They” are out to get you. Trust no one.
Everything is a conspiracy, everyone is keeping
Obligation (Type) secrets. This character never knows when
Variable Social Drawback somebody is going to turn against her. A
paranoid character expects treachery at every
Some rights are accompanied by duties. An
turn, and rarely trusts even her friends and
Obligation must be followed to various degrees,
relatives. Note that in a world where secret
and grants a number of points depending on the
organizations manipulate centuries-old 75
strictness of its dictates.
conspiracies, being paranoid can be somewhat
Chapter Three
healthy. However, a character with this Missing or Crippled Arms: Both arms are
Drawback sees conspiracies and danger missing or crippled. The character cannot use
everywhere, including places where there are any tools normally. Some people with this
none. This makes her stories and beliefs less handicap have learned to use their feet with great
likely to be believed, even when they are true. skill to compensate for their loss. This is a four-
Paranoid characters often suffer from Delusions point Drawback.
and Emotional Problems (their point values are Missing or Crippled Legs: The character is
determined separately). unable to walk. Without the help of a
wheelchair, the best she can do is crawl or roll on
Photographic Memory the ground. This is a four-point Drawback.
2-point Mental Quality Paraplegic: Both arms and legs are crippled or
Those with photographic memories have an missing, or the character is paralyzed from the
uncanny ability to remember things. After neck down. Almost all physical activities are
reading a book, they can quote passages without impossible. A special wheelchair, operated with
missing a word, and they almost never forget the neck or mouth, can help the character move
anything. The Chronicler should provide around (if the unfortunate has access to such
information the character would remember instruments). Someone needs to take care of all
whenever it is necessary. Also, characters with the character’s basic needs, from feeding to
this Quality receive a +1 bonus on any skill changing her. This highly debilitating trait is an
where memorizing facts is useful; most scholastic eight-point Drawback.
skills (e.g., Computer Programming, Humanities,
Occult Knowledge, Science) fall under this Recklessness
category. Furthermore, in any Tasks where 2-point Mental Drawback
memory can play a role, the character gains a +1
to +3 bonus, at the Chronicler’s discretion. A reckless character is supremely
overconfident and impulsive, willing to take
incredible risks, often without thinking of the
Physical Disability (Type) consequences. Most of the time, she never looks
Variable Physical Drawback before she leaps—and gets into all kinds of
This Drawback covers any physical problems trouble as a result. A reckless character prefers
affecting the character’s limbs. A disabled to act first and think later. She says what’s on her
character may suffer from limb loss, spinal mind with no consideration for diplomacy or
column damage, and any number of tragic courtesy, rushes into dangerous situations, and
impairments. The possibilities are below. rarely wastes time on second thoughts. Reckless
does not necessarily mean suicidal, however.
Missing or Crippled Arm/Hand: The hand in Acting on impulse no doubt puts the character in
question cannot be used to grab or hold objects. jeopardy, but doing something clearly lethal is
Any Test or Task requiring two hands is at a not roleplaying, it’s just stupid.
disadvantage (-3 or worse) or simply impossible.
This is a two-point Drawback. A character with
a prosthetic hand can overcome some of these Recurring Nightmares
problems, reducing the Drawback to one point. 1-point Mental Drawback
Missing or Crippled Leg/Foot: The character is This character is plagued by terrifying dreams
unable to walk or run normally. With the help of that relive some traumatic experience or are just
crutches or a cane, she can move at up to one- frightening and disturbing. Every night, the
third her normal Speed value. Hand-to-hand Chronicler checks to see if the character suffers
combat Tasks suffer a -2. This is a three-point from the nightmare. This may be done at the
Drawback. Prosthetics can reduce the penalties, Chronicler’s discretion, or may be rolled
increasing speed up to half-normal, and reducing randomly (a roll of one on a D10 means the
combat penalties to -1. This reduces the character experiences a nightmare that night).
Drawback value to two points. On any night when the character is afflicted by
the nightmare, she loses D4(2) Endurance Points
76 as the result of her extreme restlessness.
Roles
Resistance (Type) Below Average (-1): The character owns
1-point/level Physical Quality $7,500 in property (including an old vehicle,
perhaps) and lives in an apartment. He has a
Some people are innately better at ignoring the
pre-tax income of $2,500 per month.
bad things that life throws at them. This ability
allows the character to fend off the effects of a Average (0): The character owns $25,000 in
particular type of harm. Each different Type of property. She has an income of $4,000 per
Resistance Quality must be purchased separately. month before taxes.
Some examples are presented below, but others Middle Class (+1): The character owns
may be devised by Chroniclers and players. $75,000 in property (will usually include a house
For Resistance (Disease), the Quality level is or condominium, not to mention vehicles). He
added to Constitution when resisting Contagion has an income of $7,500 per month before taxes.
Strength. For Resistance (Poison), the Quality Well-off (+2): The well-off own $450,000 in
level adds to any Constitution Test required, and property and have an income of $15,000 per
decreases the damage caused per Turn (to a month before taxes.
minimum of one). It could also be viewed as an
Wealthy (+3): The wealthy own $1,000,000 in
“iron-clad stomach,” and offers complete
property and have an income of $60,000 per
protection against eating bad or “off” food.
month before taxes.
Resistance (Fatigue) decreases any Endurance
Point loss by its level (to a minimum of one per Rich (+4): The rich own $3,000,000 in
time period involved). A Resistance (Pain) property and have an income of $75,000 per
Quality decreases the penalties associated with month before taxes.
severe wounds, and add to the Willpower and Multimillionaire (+5): This lucky chum owns
Constitution Test necessary to avoid being $7.5 million in property and has an income of
stunned (see p. 139). $300,000 per month.
Each additional level adds $7.5 million in
Resources property and $300,000 to monthly income.
Variable Social Quality or Drawback
(2 points/level, positive or negative) Secret (Type)
The character’s level of Resources determines Variable Social Drawback
how much material wealth she has access to. The character conceals a dangerous and
This trait varies widely. Some levels are hidden fact. The more damaging the revelation,
described below. The prices reflect standards of the higher the value of the Drawback. For
living in the year 2016. example, damage to one’s reputation and
Destitute (-5): The character has no money, the livelihood is worth one point; a threat to the
clothes on her back, maybe 15 dollars’ worth of person’s well-being (she might be arrested or
stuff, and a shopping cart. He is lucky to deported if the truth were known) is worth two
scrounge a few dollars a month. points; if the secret could cost the character her
Miserable (-4): The character owns about life, it is worth three points.
$150 worth of property (including the clothes on
her back). She may live in public housing, or Showoff
might be homeless. She is lucky to scrounge 2-point Mental Drawback
$150 a month.
The Showoff never misses a chance to cast the
Poor (-3): The character owns some $750 in spotlight on herself or her accomplishments,
property and lives in low-income housing. He while quickly excusing or covering up her
has an income of $750 a month or what he gets mistakes. She loves public acclaim, or at least the
from welfare. respect of her peers. Most of the time, she simply
Hurting (-2): The character owns about makes sure people notice her, but on occasion she
$1,500 in property, and lives in a small tries a bit too hard to attract attention to herself
apartment in a bad part of town. She has an and her deeds. This Drawback is slightly more
income of about $1,500 a month before taxes. complex than the Covetous (Conspicuous)
Drawback, and the Showoff is less likely to
77
betray her principles in order to hog the spotlight.
Chapter Three
Situational Awareness have the imagination to do anything artistic.
2-point Mental Quality This Drawback not only affects his art, but also
many social skills where creativity are necessary.
The observant almost always know what is
going on around them, and can react with A Talentless character suffers a -3 penalty
uncanny quickness. These characters gain a +2 when trying to do anything artistic.
bonus to any Perception-based rolls to sense Furthermore, the best he can hope for is a
trouble or danger in the immediate surroundings. mediocre result—the character can never get
It is difficult to sneak up on them; the same more than one Success Level in artistic pursuits,
bonus applies to resist any Stealth Tasks to regardless of how high his skill or roll is. This
approach them. penalty does not affect Tasks where other
people’s art is judged; many expert critics are
Talentless.
Status
Variable Social Quality or Drawback People with this Drawback also make poor
liars, charmers, or social butterflies. The same
(1 point/level, positive or negative)
penalty applies to such skills as Intimidation,
This trait represents the character’s standing in Seduction, and Smooth Talking—a lack of
the eyes of the people around her. It includes any creativity affects the ability to influence others.
fame, glory, or notoriety the character might have.
Note that wealth and Status are often linked; a
character gets a bonus to her Status equal to one- Zealot
half her Resources level (if positive). 0 is middle- 3-point Mental Drawback
class American; -5 is a homeless person, +10 is a Zealots are people whose beliefs (political,
member of an ancient noble house, a movie mega- religious, or personal) are so strong that they
star, or the hero of millions. dominate their lives and behavior. Zealots are
willing to sacrifice anything, including their lives
Talentless (or the lives of others) in service to the ideals they
hold dear. These characters are dangerous to
2-point Mental Drawback
themselves and others, and show a total
The Talentless individual totally lacks disregard for the law whenever it conflicts with
creativity and artistic aptitude. Maybe she is too their beliefs.
stolid and practical, or maybe he just does not
78
Roles
Supernatural Qualities losing it (this would preclude any Resource level
above zero). Alternatively, small accidents and
and Drawbacks annoying incidents plague the people around the
character. In this case, personal involvement is as
When available, Supernatural Qualities are important as that of physical proximity. A close
purchased using Quality or Metaphysics Points. friend of the victim suffers from the curse’s
Most Supernatural Qualities require the Gift effects regardless of how far away she is. By the
Quality or a supernatural origin before they may same token, all the people sharing a subway car
be purchased. Others define the character’s race with the accursed person also suffer from it.
(if non-human). For obvious reasons, only one
Severe or life-threatening curses are worth four
race can be chosen. Unless otherwise desired, only
to five points. For example, every day, an
Accursed, Good/Bad Luck, Old Soul, and Spirit
accident, mishap, or random occurrence
Patrons should be available to non-Gifted humans.
endangers the character’s life—a car skips a red
light when the character crosses the street, a gang
Accursed shootout breaks out in front of her, or a similar
Variable Supernatural Drawback dangerous chance event occurs. If the character
is alert, she might survive the mishap without
The character has been afflicted by a powerful
injury, but every day, she has to live with the
curse, one that may haunt her until the end of her
knowledge that sometime, somewhere,
days. The actual elements of the curse, and how
something dangerous and terrible is going to
difficult it is to remove it, determine the point
happen.
value of this Drawback. For the most part, it is
the result of a misdeed the character committed The difficulty in getting rid of a curse may add
in the past, and atonement for the misdeed is a one to five points to its value. If undoing or
major step (but may not be the only one) needed atoning for a past misdeed is the only requisite,
to remove the curse. no additional points are awarded. If the misdeed
is not known, add one point, as the character
A curse of this magnitude is only possible for
must spend time finding out why she was cursed.
the worst crimes and injuries. The Chronicler
If the undoing process is extremely complex, or
and the player should work together to decide
involves illegal activities (in some cases, killing
the origins of the curse, or the Chronicler may
the one who cursed the character is necessary),
craft it herself. In the latter case, the origin of
add two to three points. If a long quest
and the solution to the curse should remain a
culminating in a difficult magical ceremony,
mystery to the character.
divine intervention, or similar extraordinary
Depending on its severity, a curse can be worth factor is necessary, add four to five points. And
anywhere between one and 10 points. A 10-point some curses cannot be removed by any means.
curse would be a terrible thing, something that This adds six points to the value of the curse, but
would utterly ruin any chance for the character to no measure is effective in eliminating it.
lead a normal or happy life, or which might kill
the victim at any moment. Some rules of thumb
to determine the power of the curse are given Age
below. As usual, the Chronicler is the final judge 5-points/level Supernatural Quality
as to what is appropriate to the campaign setting. Some beings have been alive and active for
A major inconvenience or annoyance is worth several life spans; they could be powerful Gifted
one point. For example, the character seems to humans, ancient Undead, or long-lived Ghosts,
attract flies, fleas, and vermin; milk sours quickly Seraphim or other supernatural beings. Ancient
in the presence of the victim; little accidents characters are powerful, having refined their
plague the accursed one. powers with centuries of practice. This Quality
assumes the character has powers or natural
Something more dramatic and harmful would
abilities allowing her to survive this long (such
be worth two to three points. For example,
powers must be purchased separately). Gifted
people tend to be distrustful and angry at the
characters with the appropriate Essence Pool can
character for no apparent reason (-2 to -3 on all
purchase this Quality (see p. 202), as can long-
attempts to influence people), or the character
can never accumulate a lot of money without
lived beings such as Inheritors and True 79
Immortals.
Chapter Three
Each level of Age adds one century to the have some of the Aspects of the god who created
character’s life span. Truly ancient supernaturals them. Avatars gain fluency in Language (Prime) as
(nearly a millennium old) have ten or so levels of well as their normal native language (if they were
Age, and are extremely powerful. As such, they raised in a human culture), at no extra cost.
are not appropriate as Cast Members in Pre- Avatars are a supernatural race (see p. 270), and
Heroic and Heroic games, or even in most are generally appropriate in Mythical campaigns.
Legendary ones. Beings over 1,000 years old are
too powerful for even Legendary games, and
Beholden
work only in Mythical campaigns.
3- or 5-point Supernatural Drawback
Note that the Age quality refers to periods
during which the character was active. Many The Beholden are people linked to some
supernatural beings, like Vampyres and powerful supernatural being. These links may
Seraphim, often have long periods of “down have been established voluntarily (as done by the
time” when they were in slumber, or in Ecstasis. True Believers, who surrender their souls to
A player who wants to create a character from a Leviathan), or unwillingly (like the Avatars who
truly ancient period can do so, adding as many find Divinity roughly thrust upon them). There
levels of Age as she can afford, and consider the are two different levels of this Drawback.
rest of the time to be “down time” for whatever At the three-point level, the Beholden can be
reasons. The bonuses the character gets are used by the greater power as a source of
restricted to those levels of Age he bought, information. The deity or entity can see through
however. The maximum level of “non-down the character’s eyes, and sense everything going
time” Age allowed to a character is three, or her on around her. The Beholden can detect this
highest Mental Attribute, whichever is lower. intrusion by passing a Difficult Perception Test; if
Age gives the character more points to put into successful, she knows the entity is using her
Skills and Metaphysics, and raises the character’s senses. Trying to stop the entity requires a
Essence pool. Each level of Age gives the Difficult Willpower Test at -2; if successful, the
character one point per level of Intelligence to contact is severed for one hour per Success Level.
put into Skills, one point per level of the At the five-point level, not only can the greater
character’s highest mental Attribute (Intelligence, being use the character’s senses, it can also seize
Willpower, or Perception) to put into control of the character! The character can try to
Metaphysics, and one extra point to their resist by passing a Difficult Willpower Test at -1;
Essence pool per Willpower level. if successful, she retains control for one hour per
If using the Optional Skill Points Generation Success Level. If she loses, the entity seizes
System (see p. 88), a character with one or more control, and the character’s actions are in the
levels of Age also get a bonus of five Skill points hands of the Chronicler.
per level and no modifiers to their Attributes. In either version of this Drawback, the entity
This addition is cumulative with the Skill Points can “speak” to the character—offer advice, give
based on Intelligence normally gained with each orders, or simply bother the character.
level of the Age quality.
Age is not without its drawbacks, however. Divine Inspiration
Over time, enemies and secrets are accumulated, 5-point Supernatural Quality
and these always seem to outlast friendships and Prerequisite: The Gift
renown. For each level of Age, the character
must take one level of either Adversary or Secret The Inspired can transcend the limits of the
and gains no character points for them. flesh, and become a tool of a Greater Power.
They are Inspired to fight the forces of darkness,
and dedicate their lives to this purpose.
Avatar
The Inspired may use their own inner strength
30-point Supernatural Quality
under the delusion that their power comes from
Avatars are the human embodiment of a god’s without, or they may truly be the instrument of
power. The Avatar is an independent being, but an omnipotent being. The important thing is
80 the god can sometimes see and even attempt to that they must hold dearly to the tenets of their
control the Avatar. Like the Inheritors, Avatars faith, and must never go against them.
Roles
If an Inspired character breaks a commandment (see p. 199). Instead, they can use as much of
or hesitates in her faith, she temporarily (or even their Essence as they hold within themselves.
permanently) loses the capability to perform This ability is most effective amongst Magicians
Miracles. Furthermore, the powers of the Inspired (who can unleash devastating Incantations almost
can only be used in ways that serve the Higher instantly) and Seers (who can increase the
Power the character worships. Characters with Strength of their power at the cost of 2 Essence
Inspiration are able to channel Essence using their Points per additional Strength level). Not
link to a Higher Power. Most Inspired consider coincidentally, most Enlightened display one or
this Higher Power to be the “True God.” both of those powers. All Gifted with this power
Characters with Divine Inspiration cannot use can, among other things, use Essence defensively
Magic or Necromancy, but may have Seer Powers. (see p. 202) without any limitations. The
The Gift Quality is a prerequisite to Inspired cannot take the Enlightened Quality (in
purchasing Inspiration. An extended discussion a way, they are a sub-variety of Enlightened, one
of Inspiration powers can be found in Chapter that chooses a more restrictive path). The
Seven: Metaphysics (see p. 239). Enlightened have a base Essence Point recovery
rate equal to their Willpower every minute, plus
any levels of Essence Channeling they may have
Enlightened Human (in other words, Essence Channeling is still of
20-point Supernatural Quality some use to these characters).
Prerequisite: The Gift and Old Soul
Restriction: Cannot have a Spirit Patron Essence Channeling
Enlightened humans are to the Gifted what the Variable Supernatural Quality
Gifted are to Mundanes. These men and women
Essence is the Force of Creation. It exists in
may represent the next step in human evolution.
“solid” form in all facets of reality, in matter and
They have an instinctive understanding of the
energy. It is also present in “pure” form, but is
forces that humans may control. Before the
invisible to the Mundanes. Pure Essence is
appearance of the Magic Generation (see p. 25),
present in our minds and souls, in invisible
there were perhaps a couple of hundred
currents in the physical world, and in apparently
Enlightened humans in the world. By the early
solid shapes in the Otherworlds, levels of reality
21st century, that number had increased tenfold,
most humans only access through dreams or
as many adolescent or young adult Gifted showed
visions. Some among the Gifted have the power
tremendous potential, far greater than those of
to channel Essence, to manipulate it, and project
their predecessors.
the strength of their souls into the world.
The source of Enlightenment is not fully
Essence Channeling is purchased in levels.
understood. It may be the result of multiple
These levels determine how many points of
reincarnations on Earth, a natural reaction to the
Essence can be gathered in a single Turn. They
increase of Essence in the world, or the Creator’s
also determine how many Essence points are
Will. No one knows.
recovered every minute. The cost of each level is
The Enlightened have tremendous control over found in the Essence Channeling Cost Chart.
Essence, greater even than that of normal Essence may never be drawn down below zero,
Channelers. Invocations that take a great deal of and even drawing it down to that level is
concentration for a normal Magician can be dangerous (see p. 141).
unleashed in a moment by the Enlightened.
Their control over Essence allows them to resist
all manner of powers. By the same token, the Essence Channeling Cost Table
Enlightened are innately independent. They
cannot forge bonds with “greater” beings; thus, Level Character Point Cost
they can never become Beholden, nor can they 1-5 2 points per level
have a Spirit Patron. 6+ 5 points per level
The Enlightened have one major ability: they
can use Essence at will, like some supernatural
creatures. They are not limited by their Essence 81
Channeling level or the performance of Rituals
Chapter Three
Exile Good/Bad Luck
20-, 30- or 45-point Supernatural Quality 1 point/level Supernatural Quality or Drawback
Exiles are Seraphim (Lesser, Common, or If a character enjoys Good Luck, fortune
Greater) who have forsaken their Celestial smiles on her far more often than most people. If
heritage and become flesh permanently. Exiles the character suffers from Bad Luck, on the other
are difficult to find through mystical means: their hand, Murphy’s Law (“if anything can go wrong,
diminished nature is much harder to perceive and it will”) always applies to everything she does.
track down. The Celestials cannot use the Finder Each level of Luck counts as a +1 bonus (or -1
Theophany (see p. 259) to locate them. On the penalty) that can be applied to a Task or Test,
other hand, Exiles forsake most of their once per game session. Multiple levels can be
powers—they can no longer wield Celestial Fire, added together for a big bonus on one Task/Test,
fly, or use any Theophanies. Only Seraphim can or spread around several different actions. For
become Exiles. The process, and the exact example, if a character has three levels of Good
powers and abilities of Exiles are described in Luck, a +3 bonus can be applied to one action, a
Chapter Eight: Inhumans (see p. 256). +1 bonus to three actions, or a +2 bonus for one
The cost of being an Exile depends on the type and a +1 bonus for another.
of Seraphim the Exile was before her Descent. With Good Luck, the player decides when it
Playing a Lesser Seraphim Exile costs 20 points, comes into play. Bad Luck is in the hands of the
a Seraphim Exile 30 points, and a Greater Chronicler, who should exercise caution and
Seraphim Exile 45 points. good judgment when applying Bad Luck to Tasks
or Tests. If he uses Bad Luck for meaningless
Gift rolls, the Drawback becomes little more than a
5-point Supernatural Quality minor inconvenience. Conversely, applying Bad
Luck to Survival Tests or other critical rolls
This Quality is the prerequisite for acquiring generates resentment among players. Make the
most Supernatural Qualities and purchasing Bad Luck count, but do not abuse the characters.
Metaphysical powers and abilities. It is the
defining characteristic of supernaturally adept For example, Jenna has a two-point Bad Luck
human characters in Armageddon. Drawback. At one point in the Story, Jenna takes
aim with her gun as an enemy attempts to flee the
The Gift denotes a connection with the area. The character’s mission will be much
Otherworlds, a connection that allows the harder if the villain escapes, but Jenna is in no
character to sense things that are hidden from immediate danger, so the Chronicler tells Jenna
Mundanes. All the Gifted have the ability to that a startled bird flies in front of her, spoiling
perceive the presence of supernatural energies or her aim. A -2 penalty is applied to Jenna’s shot.
creatures. By succeeding at a Simple Perception
Task, a Gifted character can sense if a
supernatural being is near, and can detect strong Incarnate
flows of Essence in an area or object. This sensing 55-point Supernatural Quality
is not accurate; it does not tell the character An Incarnate is a younger Titan who has
exactly what or who emanates an excess of manifested herself in the world. Whereas
magical energies, although the Success Levels of Inheritors and Nephilim are half-human, the
the Task provide the Gifted character with Incarnate is a true Primal—the Old Gods’
successively more information. equivalent to the Seraphim. Some of these
All human Gifted, Lesser Gifted, Greater beings have dwelt all their lives in the
Gifted, and Gifted Master characters must Otherworlds, and have little experience with
purchase the Gift, using their Quality or our world. Others have lived among humans
Metaphysics Points. True Immortals (see p. 302) for decades if not centuries, and are as
do not purchase the Gift, but a special racial sophisticated as the most devious Qliphonim.
Quality (see p. 85). Other supernatural races Incarnate gain Language (Prime) 5 as well as
also do not purchase the Gift. their normal native language (if they were raised
in a human culture), at no extra cost. Incarnates
82 are a supernatural race (see p. 272), and are
generally appropriate in Mythical campaigns.
Roles
Increased Essence Pool Nephilim
1/5-point Supernatural Quality 24-point Supernatural Quality
(1/2-point after character creation) Angels sometimes mate with humans; the
While all living beings have Essence, Gifted result of these unions are the Nephilim, beings
and supernatural beings have a greater amount. who combine the divine nature of the Seraphim
Their connection to the Otherworlds has with the tremendous potential of humankind.
strengthened their souls, making them living The Nephilim are extremely strong and almost
beacons of energy. Having a large Essence Pool impossible to kill, and are highly resistant to all
is both a blessing and a curse. While Essence can occult powers. Nephilim are a supernatural race
be used to affect the world in many ways, it also (see p. 268), and can be used in Heroic or higher
attracts the attention of evil and supernatural campaigns.
beings who feed on the Essence of others.
Spending one point during character creation Old Soul
adds five points to the character’s Essence Pool. 4-points/level Supernatural Quality
This can be done multiple times. After character
These characters have been reborn many
creation, every two Essence Points costs one
times. As a result, their souls have become
experience point. This makes it more cost
stronger. Old Souls tend to be mature and
effective to build up Essence when creating the
precocious for their age. It would be nice to
character, representing the relatively slow
believe that age invariably provides wisdom, but
improvement of the character’s powers during the
Old Souls are equally likely to be depraved or
course of her life. Essence can be purchased after
insightful, cruel or kind. Whatever their
any game session where Essence was used, to
orientation, it is usually more extreme, having
indicate a strengthening of the character’s spirit.
been refined over several lifetimes.
Any character with the Gift Quality or
This Quality can be acquired multiple times
belonging to a supernatural race can increase her
during character creation (but it cannot be
Essence Pool.
acquired afterwards). Each “level” represents
some three-five previous lives lived before the
Inheritor character’s current incarnation. The player can
20-point Supernatural Quality determine who these former selves were, where
they lived, and what they know, or she can leave
Distant cousins of the Nephilim, Inheritors
such information in the hands of the Chronicler.
appear when the Pagan Gods breed with
From a roleplaying point of view, creating a
humans. The Inheritors are tougher than human
“past lives tree” can be interesting.
beings, and inherit one or more Aspects, unique
powers of the gods over certain areas of reality. Each level adds six points to the character’s
Inheritors are a supernatural race (see p. 272), Essence Pool, even if the character is not Gifted or
and are generally appropriate only in Legendary supernatural. This may make Old Souls very
or higher campaigns. attractive to certain supernatural predators.
Additionally, each level adds one character point to
the Attribute Point pool; these character points can
Kerubim/Qliphonim only be used to increase mental Attributes
30-point Supernatural Quality (Intelligence, Perception, and Willpower).
A lower rank of angels, the Kerubim were once Successive lives tend to increase the character’s
human, but have been given angelic powers to help overall insights and understanding—for good or ill.
defend Earth and humankind. The Qliphonim are For example, Mandy has three levels of the Old
the Infernal equivalents, damned humans sent to Soul Quality. This gives her three more points to
Earth to corrupt others. Kerubim/Qliphonim gain put into her mental Attributes, and 18 more
fluency in Language (Prime) as well as their normal Essence Points.
native language (if they were raised in a human An Old Soul is sometimes able to tap into the
culture), at no extra cost. Kerubim/Qliphonim are knowledge of her previous lives. These attempts
a supernatural race (see p. 261), and are generally require the character to pass a single Test using
appropriate only in Legendary or higher both Willpower and Intelligence as modifiers, and 83
campaigns, but may also be used in a Heroic game. each attempt drains the character of one Essence
Chapter Three
Point, which is regained normally. When Seraphim, Greater
attempting to perform an unskilled Task, the 60-point Supernatural Quality
character may receive a flash of knowledge from
These are the Eyes and Hands of the Heavenly
one of her previous lives. If the player took the
Host (or the Infernal Legion). They are angels and
time to decide what her character’s previous lives
demons who have been active in human (and
knew, then the character gains, for that one Task,
occult) affairs for centuries, if not millennia. Their
a skill level equivalent to the character’s Old Soul
experience and raw power often make them the
level, but only the skills that the character knew in
agents and trusted servant of even greater beings—
her previous lives are available. If the previous
the Archangels and Demon Princes who rule over
lives are not known, the character uses only one
their brethren. Greater Seraphim gain fluency in
half of the Old Soul level (rounded down), but
Language (Prime) as well as their normal native
virtually any skill might be known. The only
language (if they were raised in a human culture),
exception would be high-tech Skills that a previous
at no extra cost. Greater Seraphim are a
life would be unlikely to know. Asking one’s
supernatural race (see p. 251), and are generally
ancestral memories how to hack into a computer
appropriate only in a Mythical campaign.
system is not likely to work very well . . .
For example, Mandy, with three levels of Old
Soul, has about 10 past incarnations. The player Seraphim, Lesser
decided to take the time to figure out who those 35-point Supernatural Quality
people were. They include five peasants from The rank-and-file of the angelic and demonic
different time periods (the Chronicler insisted on hosts, Lesser Seraphim have spent most of their
at least that many characters being peasants, existence in Ecstasis, and have not grown in
since most people in pre-modern times tilled the power and knowledge over time. Lesser
soil for a living), a Confederate soldier, a Mongol Seraphim gain fluency in Language (Prime) as
raider, a Medieval Italian Princess, and a Wicce well as their normal native language (if they were
from the Victorian Era. In the course of an raised in a human culture), at no extra cost.
adventure, Mandy needs to ride a horse, and she Lesser Seraphim are a supernatural race (see p.
does not know how. Her Mongol past life, 251), and are generally appropriate in Heroic or
however, was an expert rider. If she passes the higher campaigns. Given time and the
Willpower and Intelligence Test, she can ride the opportunity to exercise their powers, they can
horse with an effective skill of three, at the cost actually evolve into Seraphim.
of one Essence Point. The skill is in effect for as
long as the ride lasts; if later in the day she needs
to ride a horse again, a new Test and an Spirit Patron
expenditure of Essence are required. If the player Variable Supernatural Quality
had not fleshed out the past incarnations, Mandy Many humans (both mundane and Gifted) and
would have been able to ride the horse, but with supernatural beings forge a relationship with a
a skill of only one. greater power—the Seraphim, Archangels,
Generally, only human beings can have Old Demon Lords, any of the Old Gods, and other
Souls. Supernaturals rarely reincarnate, or do so beings. Many Spirit Patrons confer special
only over spans of millennia. powers on their “clients,” either in return for
some service, special offerings or sacrifices, or
simply because the agendas of the entity and
Seraphim those of the character appear to be similar. Spirit
45-point Supernatural Quality Patrons also may require that the character take
Common Seraphim are the angels and demons on certain obligations in exchange for the power
of legend. Extremely powerful and ancient provided. Spirit Patrons are described in
beings, the Seraphim have many enemies. Chapter Seven: Metaphysics (p. 243).
Seraphim gain fluency in Language (Prime) as
well as their normal native language (if they were
raised in a human culture), at no extra cost.
They are a supernatural race (see p. 251), and are
84 generally appropriate for Legendary or higher
campaigns.
Roles
Character Creation Example
(Continued)
Jean goes over the Qualities and Drawbacks. First, Graelle is a Lesser Seraphim, which costs 35
points. Since that is a Supernatural Quality, she can use points from the Qualities and Metaphysics
pools—and she is going to have to, because she only has 20 and 30 points, respectively. She decides
to spend all 20 Quality Points and 15 Metaphysics Points to acquire Lesser Seraphim.
To gain any more Qualities, she is going to have to get some Drawback Points. Jean reads the list,
and decides Graelle is a Zealot (-3 points), has minor Delusions (Prejudice) against humans in general
(-1 point), and, due to her time alone, suffers from Emotional Problems (Fear of Rejection) (1 point).
Considering her character’s background and status, she also decides to giver Graelle a high-level
Obligation (-2 points) to Gabriel, whom she serves personally. Her devotion to Gabriel adds a
number of potential problems (and plot lines) to the game; Jen’s Chronicler tells her that Gabriel has
a number of enemies within the Host itself, and those who serve him are likely to be in the receiving
end of some of that animosity. Jen gives Graelle a powerful Adversary (-3 points)—the anti-
Grabrielite faction of the Host. That totals 10 points in Drawbacks.
Jen thinks she’s done, until the Chronicler reminds her that angels have a very strict Code of
Honor, easily worth three points. She adds that—now she has 13 points in Drawbacks. That is
above her maximum of 10, however. After thinking about it, she decides that the Obligation and
Adversary are closely related, so she reduces them by one-point each. Zealot and Code of Honor
overlap as well; she reduces the Code of Honor level to -2 points. She now has 10 points, which she
can use for Qualities, Skills, Metaphysics, and even Attributes.
Jen decides to spend some of points in Qualities. She gives her character Fast Reaction Time (2
points), Attractiveness +1 (1 point; this affects her Profane form, see p. 254). Finally, since so many
Seraphim powers depend on Essence, she spends four points to gain four Extra Essence Levels, or 20
Extra Essence points, raising Graelle’s Essence Pool to 107 points total. That leaves her with three
Drawback points, which she will use on skills.
86
Roles
Skill Types
Creating New Skills Skill Types are required for some skills and
represent broad areas of knowledge within the
It is impossible to account for every more generic skill category. For example, within
possible skill in this book. Chroniclers and the Guns Skill are the Handgun, Rifle, and Shotgun
players who do not find a skill here should Types. Types most often come into play with
feel free to come up with their own. When broad scholastic skills, such as Humanities,
creating a new skill, a few questions must Science, and Language. A Type must be chosen
be answered. each time the more generic skill is taken.
Is the skill very difficult to learn (i.e., any Additional Types count as separate skills. So, for
discipline requiring several years of example, a player who wants her character to
training)? If so, then it should be a Special know Humanities (History) and Humanities
Skill, with a higher point cost. Does the skill (Psychology) has to buy each Skill separately. The
require a person to specialize (which means degree to which Skill Types relate to each other,
the skill should be broken into several and the corresponding penalty for attempting a
separate Types) or is specialization optional Task with a related Skill Type, is for the Chronicler
or additional (in which case the Specialty to decide (see Unskilled Attempts, p. 120). As a
rules apply)? rule of thumb, defaults have penalties of -2 to -6.
Finally, what Attributes are commonly For example, driving a truck with the Driving (Car)
used with the skill in question, and under Skill would probably incur a -2 default penalty
what circumstances? Normally, physical (unless it is an 18-wheeler, which might have a -4
activities rely on Dexterity and in some or worse penalty).
cases Perception, scholastic disciplines rely
mainly on Intelligence, and so on. Artistic Skill Limit Rule
As with all Tasks, the Success Levels of artistic
Tasks indicate how good the artistic expression is.
Regardless of the final Task result, however, the
Special Skills Success Levels cannot exceed the skill level of the
artist. For example, a character with Fine Arts
Certain skills are more difficult to learn,
(Drawing) 2 cannot accumulate more than two
requiring more time and greater dedication.
Success Levels on a drawing. This rule applies to
They are called Special Skills, and include
Dancing, Fine Arts, Play Instrument, Singing,
Acrobatics, Martial Arts, Medicine, and others.
Storytelling, Writing and any other primarily
Special Skills cost two points per level until level
creative-based skill (in the Chronicler’s discretion).
five, and five points per level thereafter, unless
otherwise specified in the skill description.
Skill Specialties
The Meaning of Numbers Both fiction and real life display many
examples of people who specialize in a specific
The higher a skill level is, the more proficient
aspect or field of study within a skill. A history
the character is at using that skill. In general, a
student may specialize in the early medieval
level one indicates a beginner or amateur,
period, for example, or an occultist may know a
somebody who has just learned the rudiments of
great deal more about angels than anything else.
the skill. A level two or three represents general
competency—the ability to perform average tasks Specialties cost one point and give a +2 bonus
with ease. A level four or five indicates extreme to Tasks involving that field of expertise. For
competence in the subject, the result of a lot of example, a character could purchase Occult
study or practice. Higher levels indicate true Knowledge 3 for six character points. By
mastery of the skill or craft, and the ability to specializing with one point, the character could
perform the most difficult tasks with ease. gain Occult Knowledge (Symbology) 5. On the
character sheet, the character would have a
general Occult Knowledge Skill 3, and an Occult 87
Knowledge (Symbology) 5.
Chapter Three
Specialties are raised by improving the base commonly known by circus performers, dancers,
skill. For example, if the character’s Occult martial artists, gymnasts, and athletes. Also,
Knowledge Skill rises from three to four, her Acrobatics can be used instead of the Dodge Skill
Occult Knowledge (Symbology) Skill goes up to to avoid attacks.
six. Specialties may not be raised without
increasing the base skill level. Purchasing a new Acting
Specialty after character creation costs six
experience points. The ability to play a role and successfully
counterfeit behaviors, emotions, and other
Specialties should be distinguished from Types,
character traits. A talented actor can weep on
which cost no character points. For example, a
demand, or convincingly display an array of
character might take Humanities (History) at
emotions. This skill is useful to legitimate artists,
level three during character creation. This costs
and criminals and con men. Use Intelligence and
the usual three Skill Points. If she chooses to
Acting to give a good performance, and
specialize, she might learn Humanities (Pre-
Perception and Acting to spot or judge someone
Columbian History). This costs one point and
else’s act.
piggybacks on her History Skill; the Specialty
skill level is five.
Beautician
This is the ability to use make-up, hair
Learning New Skills dressing, and cosmetics to enhance a person’s
A Cast Member can learn new skills after appearance. Use Intelligence and Beautician for
character creation, during the course of play. the Task; each Success Level adds a +1 to a
This can be done in two ways: through formal person’s Attractiveness by hiding blemishes and
study or training, or by hands-on experience. enhancing a person’s good points. Modifiers to
The first option is more time consuming, but is these Tasks include the materials available (a +2
more dependable. in a fully stocked beauty salon, -2 or worse with
Learning new skills from scratch is usually improvised materials) and the subject’s basic
more difficult than improving pre-existing skills. Attractiveness level.
This is why it is generally better to start with a Beautician Skills can also change a person’s
character with a wide variety of skills at relatively appearance (Beautician and Intelligence). A
low levels than an overspecialized character with skilled character can use hair dyes, contacts, and
only a few skills. The latter character will have make-up to modify a person’s look greatly. This
trouble learning new things. skill can replace the Disguise Skill, or can add a
The costs of learning new skills and improving +1 bonus to Disguise Tasks for each Success
old ones are in Chapter Four: Rules (see p. 147). Level in the Beautician and Intelligence Task.
Using Beautician and Perception allows the
character to see how extensively a person is made
Using Common Sense up, and may be used to identify a disguise (this
The guidelines provided in the skills listed, like Task is resisted by the disguiser’s own Intelligence
all the rules in this book, should always take a and Beautician or Disguise Skills).
second seat to plain common sense. If a player is
trying to twist the letter of the rules to wring Brawling
some unreasonable advantage, Chroniclers
Brawling covers basic street fighting, karate-
should let common sense prevail.
parlor “martial arts” training, and similar
combat skills. In hand-to-hand combat, use
Skill List Dexterity and Brawling for kicks, punches, and
similar maneuvers. Use Strength and Brawling
Acrobatics (Special)
for take-downs, wrestling and slamming people
The ability to perform tumbles, somersaults, around.
and other complex maneuvers. This skill teaches
balance, flexibility, and speed. Use Acrobatics
88 and Dexterity for most Tasks. This skill is
Roles
Bureaucracy Craft (Type)
This skill provides familiarity with the The Craft Skill covers numerous skills such as
organization of, and procedures used by, those employed by carpenters, seamstresses,
bureaucratic institutions. With this skill, the weavers, weaponsmiths, woodworkers, etc.
character can find ways to improve an When the Craft Skill is purchased, a particular
organization’s service and performance, or Skill Type must be specified. Characters may
otherwise obtain their services or products more further want to specialize. For example,
efficiently. Use Intelligence and Bureaucracy to Gunsmith is the Specialty of the Craft
devise ways to make a large group or organization (Weaponsmith) Skill focusing on guns. Bowyer
more (or less) efficient; use Willpower and would likewise relate to bows.
Bureaucracy to “cut through red tape.” Intelligence and Craft are used to conceive and
plan an item. Dexterity and Craft are tested to
Cheating create the item, or repair a damaged item.
The skill of breaking the rules and tricking an Perception and Craft serve to appraise an item.
opponent. Mostly used in games of chance and The Fine Arts, Electronics, Engineering,
other forms of gambling. Use Intelligence and Mechanic, and other Skills may be used to
Cheating to perform the trick, or Perception and supplement the Craft Skill. Note that devising
Cheating to spot such a trick. and creating a particular item may be a time
consuming and difficult task. Often, it is far
easier to simply buy a mass produced item.
Climbing
A character with this skill knows how to best Dancing (Type)
use any surface to get to the top. Climbing Tasks
use Dexterity, Strength, or Constitution, This skill is not necessary to gyrate to a catchy
depending on the type of climb attempted. tune. Dancing represents training in a form of
dance, and includes anything from ballet to tribal
rituals to high accomplishment on the disco floor.
Computer Hacking The character must indicate the specific Type of
This is the skill used to penetrate computer Dancing with which she is familiar. Other Types
systems (usually through a modem), overcome have a default level equal to the Dancing level -2.
protection and password programs, and steal In all circumstances, the quality of the
information or inflict damage on the system. performance is reflected in the levels of success.
Most tasks use Intelligence and Computer Results from these Tasks are subject to artistic
Hacking, although spotting a specific type of skill limit rule (see p. 87). Dancing and Dexterity
defense or password system may use Perception are used to actually perform the steps and
and Computer Hacking instead. movements needed; Dancing and Perception are
used to recognize a style of dance and to judge the
quality of another’s performance.
Computer Programming
The ability to write a set of commands in
Demolitions
computer language. Uses Intelligence and
Computer Programming to write a program. The ability to set and disarm explosives. Use
Use Perception and Computer Programming to Intelligence and Demolitions to set up an
recognize elements of another program. explosive charge, Perception and Demolitions to
understand the setup of an unfamiliar bomb, and
Intelligence and Demolitions (resisted by the
Computers
bomber’s own Intelligence and Demolitions) to
This is the basic skill with computers, disarm an enemy bomb. Chroniclers may restrict
including how to use a keyboard and mouse, this skill to those with access to military or
basic commands, and so on. As computers espionage training.
become more “user-friendly,” Chroniclers can
assume that most computer Tasks require not
roll, except where they involve unfamiliar
programs and operating systems
89
Chapter Three
Disguise Electronic Surveillance
The ability to change one’s appearance using The skill to set up, use, and detect electronic
wigs, make-up, and clothing. High-tech spies can “bugs”—sophisticated microphones and even
also use rubber masks, implants, and other cameras hidden in a location to spy on or detect
gadgets to completely alter their face and even people. Use Intelligence and Electronic
body (such high-tech aids may give bonuses of +2 Surveillance to set up and use a “bug,” and
to +6, at the Chronicler’s discretion). Use Perception and Electronic Surveillance to detect
Intelligence and Disguise to apply a disguise, and one (resisted by the operator’s original
Perception and Disguise to spot somebody else’s Intelligence and Electronic Surveillance Task
disguise. result). Chroniclers may wish to restrict this skill
to those with military or espionage backgrounds.
Dodge
This is a basic combat skill, representing the Electronics
ability to move out of the way of attacks. This skill allows a character to build and
Dodges include sidestepping a blow, “hitting the repair all manner of electronic devices and tools,
dirt” to avoid gunfire, ducking behind cover, etc. and grants the character knowledge about
As a skill, Dodge is learned by people with some electronic systems and the like. The difficulty of
practice in diving for cover, generally military repairing a mechanism depends on how delicate
folks or those who put their lives on the line the device is, how damaged it is, and how
regularly (like adventurers). Dodge is used with advanced and complex it is. Chroniclers should
Dexterity for most Tasks. apply a penalty or bonus depending on these
factors. Finally, an electronic tool kit must be
Driving (Type) available for all but the most rudimentary
repairs. A lab or workshop may also be
The skill to control any land vehicle of the
required. All repair or construction attempts
specific Type. Most driving Tasks use Dexterity
take time, ranging from a couple of hours to
and Driving.
days. This too should be determined by the
Chronicler.
Understanding an existing electronic device calls
for a Perception and Electronics Task; repairing or
constructing a device requires an Intelligence and
Electronics Task. It should be noted that this skill
Common Types of and the Mechanic Skill complement one another,
Driving Skills and are often used together.
First Aid
This skill allows a character to treat basic
injuries, and use such techniques as CPR and the
Heimlich Maneuver. A successful Intelligence
and First Aid Task heals some damage to an
injured person (see p. 140). Typical Tasks
include identifying the problem (use Perception
and First Aid), performing First Aid (Intelligence
and First Aid), and using CPR or applying the
Heimlich Maneuver (Dexterity and First Aid).
Gambling
The knowledge of most common games of
chance, their rules, and the best strategies to win.
A character needs both Gambling and Cheating
to effectively break the rules.
91
Chapter Three
circumstances, the Chronicler should adjudicate
Common Gun Types the result given the goal and the levels of success.
Haggling can also be used to determine whether
Handgun: Any handgun, including the character is being misled or conned. Use
revolvers, semi-automatic pistols, and Willpower and Haggling to get the best deal; use
derringers. Perception and Haggling to spot a con.
Rifle/Shotgun: Long-barreled weapons
fall under this Type. Hand Weapon (Type)
Submachine Gun: Automatic weapons Each basic type of weapon is a separate skill.
firing pistol-caliber ammunition. Hand Weapon Skill Types include Axe, Club,
Assault Rifle: Military rifle with full- Foil/Rapier, Knife, Spear, Staff, and Sword.
auto capabilities. Note that a character Missile weapons like Bow and Crossbow are also
with the Rifle/Shotgun Skill can use an Types. They must be learned separately. When
Assault Rifle normally in semi-automatic using an unfamiliar weapon, use the most closely
setting, but will have a –2 penalty if firing related Hand Weapon Skill at -2 to -4 (depending
bursts and the like. on how dissimilar the weapons are).
Machine Gun: A large, usually tripod-
or bipod-mounted fully automatic Humanities (Type)
weapon. Each of the various Humanities disciplines
Grenade Launcher: Gun or gun (archeology, anthropology, economics, history,
attachment that fires small explosive law, political science, sociology, theology, etc.)
charges. counts as a separate Humanities Skill Type. In
some games, the Chronicler may just lump them
Mortars: Portable artillery that lobs all into one category, depending on how big a
shells in high arcs. role such skills play in the course of a Story.
Rocket Launcher: Explosive missiles Alternatively, separation between Humanities
fired from a tube. Some are direct-fire Skill Types (and even Specialties) may be
weapons, while others fire guided missiles. important to the storyline, and a variety of
penalties may be applied when trying to use a
specific Type outside its range. In any event,
most Humanities Tasks use Intelligence or
Guns (Type) Perception and Humanities.
Allows the character to use any one type of Humanities Skill Types can include many
firearm. If the skill is taken for one Type, the Specialties. For example, Humanities (Law)
character can use other classes of gun, but includes a number of different subjects, any one
generally at a -2 penalty to all Tasks. Use of which may be a Specialty (i.e., corporate law,
Dexterity and Guns to fire the weapon. Aiming environmental law, criminal law, etc.). Other
rolls use Perception and Guns; each Success Level than giving a character the normal +2 Task bonus
adds +1 to the Guns Skill on the next shot fired at for Specialties, Chroniclers may wish to penalize
the aimed target. A character may aim and fire on Tasks attempted outside the specialization. For
the same Turn, but she loses initiative to characters example, a character with Humanities (Ancient
who do not take the time to aim. History) gains a +2 bonus for Tasks involving the
Spartan wars, but may incur a -1 penalty for a
Haggling question concerning the Renaissance, or a -3
penalty for a question about World War I.
This skill provides the character with the
ability to deal for goods and services, or
otherwise bring two or more parties to some Instruction
common ground. It may be applied when Teaching is a skill and an art. The subject
buying, selling, or bartering goods or services. matter is important, but conveying that
Often used in a Resisted Task, each level of information in an interesting, stimulating, and
success modifies the price of the subject by 10%. comprehensive manner is the heart of the
92 It may also be used for less tangible exchanges, Instruction Skill.
such a political deal-making. In such
Roles
The first step in using the Instruction Skill is to character. Use Willpower and Intimidation for
pick a subject matter to teach. This may be any “real” intimidation attempts, or Intelligence and
skill known by the teacher, but it must be at least Intimidation to bluff.
two levels higher than the student’s level.
If the required skill level is possessed, the Language (Type)
teacher and student must spend a certain period Every character has level five in their native or
of time on lessons. For every week of game time primary language (for no charge). Additional
that the two spend at least 10 hours studying the languages must be purchased as separate Skill
skill, the teacher can attempt an Intelligence and
Types. The skill level in a language determines
Instruction Task. The Success Levels of this Task
not only basic fluency, but the “thickness” of the
are cumulative; for example, if the teacher and
character’s accent (see the Language Skill Level
student spend three weeks working on the skill,
Table). Most of the time, the character need not
the Success Levels of all three rolls are added
roll to see if she communicates; as long as the
together. When the teacher accumulates five
character knows the language, assume that she
Success Levels in the Task, the student gets one
can speak in it. A Task would be necessary in
experience point toward improving that skill.
situations involving highly technical or scholarly
For example, Rolando is an accomplished speech (which may use a lot of words the
singer (level five), and a decent teacher (level character does not know) or when dealing with
three). Maria wants to learn to sing better; she extreme regional accents or slang.
has Singing 1. Rolando’s Singing Skill is more
Special Languages: In addition to the normal
than two levels higher than Maria’s, so he may
languages of the world, there are two exotic
teach her. After they spend a good deal of time
languages: Prime and High Athalian.
working together during one week, Rolando tests
his Instruction Skill. He rolls a six, adds three for Prime is the language of Celestials; Seraphim
the skill level, and two for his Intelligence for a and the Titans speak it amongst themselves. Its
total of 11. That is two Success Levels. The next structure and grammar are extremely complex
week, they study together again, and Rolando and totally unlike any existing language.
rolls particularly well—gaining three Success Seraphim, Kerubim, Avatars, and Incarnates
Levels. Maria gains one experience point know the language as an additional native
dedicated to the Singing Skill. language (people who were originally human or
raised as human also gain their normal native
language, at no cost). Other characters may
Intimidation learn it, but it is treated as a Special Skill.
The skill to make people afraid. Bullies and Knowledge of this language is very useful to
others use Intimidation in most confrontational mystics and magicians: characters who learn it
situations. A good Intimidation Task result may and conduct rituals in it gain a bonus to their
stop a fight before it starts by convincing the Invocation Task equal to their Success Level in an
opponent that she doesn’t want to mess with the Intelligence and Language (Prime) Task.
102
HEAVENLY HOST AGENT
Character Type: Beginning Gifted Background
Character Concept: Seeker of Knowledge I wasn’t hired for this job. I was born into
Association: Heavenly Host it—as was my father, and his father before him.
Our family has given faithful service to the
Seraphim for centuries now. We have been
Attributes rewarded with long, prosperous lives, a
Str 2 (2) measure of occult power, and the knowledge
Dex 2 (2) that we play a crucial role in the salvation
Con 2 (2) of Man. When people see my drab, frail,
Int 3 (3) bookish exterior, they assume I am some
Per 3 (3) low-ranking librarian or clerk. I smile
Will 3 (3) inwardly and do nothing to correct
their mistake. I am a scholar, but
LPs 34 my field of knowledge is one few
EPs 26 appreciate. I am adept at
Speed 8 spotting signs of the unnatural
and perverse, and seeing
Essence 25
patterns of supernatural
Qualities and Drawbacks activity where the mundane
Adversary see only strings of unrelated
(Church of Revelations) (-3) events.
Adversary (Infernal Legion) (-1) Mostly we kept watch.
Charisma -2 (-2) We looked for signs of the
Emotional Problems Adversary—the corrupters
(Fear of Rejection) (-1) of souls, or those who
Gift (5) preyed on us mere
Impaired Senses (Sight) (-1) mortals. We observed,
Increased Essence Pool +10 investigated, and
(free) reported, and the
Resources (Well-off) (4) Seraphs did what was
needed. Things have
Skills changed. We still
Dodge 2 investigate, but now we often
Driving (Car) 2 take action as well. I hope
we are strong enough to do
Magic Bolt 4
what is needed.
Notice 3
Occult Knowledge (Seraphim) 4
Research/Investigation 4 Quote: “Two cases of
Stealth 2 stigmata, one of human
combustion. Clearly,
Metaphysics something is afoot.”
Spirit Patron (Seraphim)
Beholden (-3)
Cleansing Invocation 2 (4)
Essence Channeling 2 (4)
Farsight Invocation 2 (4)
Oath of Duty (-4)
Soulfire Invocation 2 (4)
103
HOLY MILITIAMAN
Character Type: Gifted Background
Character Concept: Warrior Those who have ears, listen. The Kingdom of
Association: Alliance God is at hand, but first we must make our
stand against the Unrighteous. We must smite
the demons that threaten our way of
Attributes life. Everything else must come
Str 3 (2 + 3 from Drawbacks) second to this, the Final War
Dex 3 (3) between Good and Evil.
Con 3 (3)
In the past, I made grievous
Int 2 (2)
mistakes. I thought the Federal
Per 2 (1 + 2 Government was the
from Drawbacks)
evil force that
Will 4 (4)
should be fought.
I fought in the
LPs 40 wrong war, and innocent
EPs 35 people were hurt. While I
Speed 12 battled the lesser evil, the
Essence 64 greater one grew strong
among my fellow warriors.
Qualities and Drawbacks Our militia movement was
Adversary corrupted and subverted
(Church of Revelations) (-2) from within. One day, my
Adversary (FBI) (-2) fellow militia members
Artistic Talent (Storytelling) (3) showed the Mark of the Beast
Charisma +2 (2) on their foreheads, and I realized
Delusion (Intolerance) (-1) I had been led into darkness.
Divine Inspiration (5) They tried to convert me, and
Gift (5) when that failed, they tried to kill
Hard to Kill 2 (2) me. It was then that I had my
Honorable (-2) first Epiphany, and God gave
Increased Essence Pool +35 (7) me the strength to do what was
Nerves of Steel (3) right. I left the bodies of my
Zealot (-3) former comrades behind, and
walked away, bloodied and
Skills battered but filled with
Brawling 4 righteous purpose.
Dodge 3 I have joined a new army.
Driving (Car) 2 I have grave doubts about the
Humanities (Theology) 4 quality of some of my
Guns (Handgun) 2 fellow soldiers, but I must
Guns (Rifle) 2 keep the greater evil in
mind. So far, the Lord has
Notice 3
not forsaken me. I must
Occult Knowledge 1
try not to let my doubts
Storytelling 4
forsake Him.
Metaphysics
Divine Sight Miracle (5)
Holy Fire Miracle (5)
Strength of Ten Miracle (5) Quote: “The Lord is my shepherd. I shall not
Touch of Healing Miracle (5) want.”
104
SPECIAL FORCES SOLDIER
Character Type: Mundane Background
Character Concept: Warrior I could tell you some damn good stories, but
Association: Alliance then I’d have to kill you. Let me put it this
Attributes way—over the years I’ve made a significant
contribution to international relations.
Str 5
Power comes out of the barrel of a gun,
Dex 5
but sometimes, that gun has to use a
Con 4
silencer. I’ve done what needed to be
Int 3 done, and I’ve done it well.
Per 3
This war is something else.
Will 5
When you shoot your target
in the head with a Barretta
LPs 61 .50 cal, and it gets up, you
EPs 47 know that things have
Speed 18 changed. When they
Essence 25 asked for volunteers for
Qualities and DrawBacks detached duty with
Acute Senses (Vision/Hearing) (4) “paranormal
Addiction (Smoking) (-1) organizations,” I was
first in line. It’s
Adversary (Army of
Revelations) (-3) interesting, being on the
Contacts (Military) (2) side of the angels for real,
Cruel (-1) even if the angels aren’t
Fast Reaction anything like what I remember
Time (2) from Sunday school.
Good Luck 2 (free) It can be weird, running ops
Hard to Kill 5 (5) with witches and psychics and
Honorable (-2) guys who can bench press small
Military Rank cars. But I’ve got something
(Sergeant, First Class) (2) most of ‘em don’t have:
Nerves of Steel (3) combat experience. Many of
Obligation (Major) (-2) the newbies don’t know to
Situational Awareness (2) duck for cover when someone
shouts “Incoming!” It’s up to
Skills me to teach them how to stay
alive. And this time, we are
Dodge 3
fighting a real Evil Empire.
Driving (Car) 3
It makes me feel better about
Driving (Tracked Vehicle) 1 doing what needs to be done.
Guns (Handgun) 4
Guns (Rifle) 4
Guns (Submachine Gun) 3 Quote: “Five hundred
Guns (Machine Gun) 2 yards? Easy shot.”
Guns (Rocket Launcher) 2
Hand Weapon (Knife) 3
Hand Weapon (Rifle Bayonet) 2
Intimidation 2
Language (Spanish) 1
Language (Arabic) 1
Martial Arts 3
Notice 2
Smooth Talking 2 105
Throwing (Sphere) 3
IMMORTAL STUNT MAN
Character Type: Gifted Background
Character Concept: Reluctant Hero I used to think I was pretty special. Best
Association: Lodge of the Undying stunt man in the industry. Even then, I knew it
wasn’t skill, but I thought I was the luckiest
sumbitch that ever leaped off a second story
Attributes
window. I couldn’t break my falls worth
Str 4 (3 +1 from True Immortal) shit, but I never got hurt. Well, I got hurt,
Dex 4 (3 +1 from True Immortal) but I got better real quick, so I figured I was
Con 4 (3 +1 from True Immortal) damn lucky. Then my “luck” fixed an arm
Int 3 (2 +3 from Drawbacks) broken in three places in less than a minute.
Per 3 (2 +3 from Drawbacks) That’s when I realized there was
Will 3 (2 +3 from Drawbacks) something more than met the eye
about me.
LPs 58 Not too long after the big
EPs 38 accident, a weird woman
Speed 16 paid me a visit. She told
Essence 96 me I was an Immortal,
and invited me to the
Qualities and Drawbacks Immortal club. I
Addiction (Smoking) (-1) figured it might be a
Adversary good idea so I joined
(Church of Revelations) (-1) their Lodge. I learned
Charisma +1 (1) a lot about
Clown (-1) Immortality, but for
Covetous (Lecherous) 2 (-2) the most part, I tried
Fast Reaction Time (2) not to think about it.
Hard to Kill 1 (1) I had money, fame, and
Increased Essence Pool +50 women—what else was
(10) there?
Recklessness (-2) Now we’ve got this war
Resources (Wealthy) (6) going on. I don’t mind driving
Showoff (-2) a car into a four-way head-on
Status 1 (free) collision—but only when it’s
True Immortal (15) a staged four-way head-on
collision. Wars aren’t staged,
Skills and even Immortals, I’m
Acting 2 told, can get killed. But it
Acrobatics 3 seems I’ve got no choice.
Brawling 3 It’s off to the trenches. And
I was looking forward to
Climbing 3
living forever.
Disguise 2
Driving (Car) 4
Notice 2 Quote: “Jumping off an
Occult Knowledge airplane without a
(Immortals) 1 (free) parachute is fun the first
Seduction 2 time; the second time, it
Smooth Talking 1 just hurts.”
Metaphysics
Battle Boost (5)
106
NEO-PAGAN WARRIOR
Character Type: Lesser Gifted Background
Character Concept: Avenger/Warrior We all are branches of Yggdrasil, the Cosmic
Association: The Pantheons Tree. The Old Gods are higher up than we are,
but they are part of the greater whole,
just like us humans. I do not worship
Attributes the Gods, not in the Christian sense,
Str 3 but I respect them. They
Dex 4 grant me power, and I
Con 3 grant them obedience.
Int 3 It works much better
Per 3 than the vague promises
Will 4 of reward after death. I
know that after I die, I will
LPs 40 stand on the plains of
EPs 35 Valhalla to fight and party
Speed 14 until I choose to be
Essence 30 reborn on this world.
Beats playing a harp
up on a cloud, if you
Qualities and Drawbacks ask me.
Adversary (Church of
Revelations) (-2) When I was in
Charisma -2 (-2) college, somebody
Gift (5) murdered the one I
loved. No cop or
Good Luck 6 (6)
priest was able to
Hard to Kill 2 (free)
help. Then a strange
Honorable (-2)
woman came to me.
Increased Essence Pool +10 (2) She told me of the Old
Nerves of Steel (2) Gods, and that she had used
Obsession (War and Combat) (-2) their power to find the killer.
It was a professor, and smart
Skills enough not to leave any
Dodge 3 tracks. I asked the Old Gods
Driving (Car) 3 to give me the strength to get
Gun (Handgun) 2 revenge, and they did.
Hand Weapon (Hammer) 5 Even before the War, I was
Intimidation 3 fighting in defense of Asgard
Martial Arts 5 and Midgard. Now, I can do
Myth and Legend (Norse) 3 so more openly. Soon, the
Notice 3 Old Gods will reclaim their
Stealth 2 forsaken glories. First, of
Surveillance 2 course, we have to take care of
Nidhoggr, the worm that
threatens Yggdrasil, and all
Metaphysics
that dwell there. It’s
Spirit Patron (Thor)
going to be a glorious
Oath of Duty (-2) battle.
Regeneration (Constitution
Points/Turn) (6)
Vigor (+5 Strength, +3 Dexterity, Quote: “Thor, give me the strength to open a
+5 Constitution) (13) can of whupass on these losers.”
107
HOMELESS SERAPHIM EXILE
Character Type: Supernatural Background
Character Concept: Forsaken I’d rather live in the gutter than in Elysium.
Association: Watchers In the gutter, it’s easier to tell who the scumbags
are. Humans can be evil, twisted, insane—but
Attributes even the worst of them aren’t as self-deluded
Str 8 (5 + 3 from Seraphim) as the so-called angels. I should know. I was
Dex 7 (4 + 3 from Seraphim) one of the Seraphim, watching humanity
Con 7 (4 + 3 from Seraphim) with amused contempt from Elysium. I
bought the whole party line—that
Int 7 (5 + 2 from Seraphim)
humans couldn’t be trusted, that they
Per 6 (4 + 2 from Seraphim)
were like children playing with guns
Will 8 (8 + 2 from Seraphim) and explosives, and that we
needed to make sure they
LPs 175 didn’t blow themselves up.
EPs 215 Then I was sent down to
Speed 28 Earth, to stop a Demon plot.
Essence 108 The Fallen were corrupting a
singer, using her talent to
darken the souls of her
Qualities and Drawbacks
audience. So down I went,
Adversary (Seraphim) (-2) and I fell in love with her.
Attractiveness +2 (2) When the mission was over, I
Charisma -1 (-1) couldn’t bear to leave her. So I
Contacts (Streetwise) 5 (5) broke my bonds with Elysium
Exile (Seraphim) (30) and became Flesh.
Nerves of Steel (3) And the bastards killed her to
Resources punish me. A tragic accident, the
(Below Average) (-2)
press called it, but I knew better.
Status (Homeless) (-5)
Elysium couldn’t bear to see me
happy, and they took her from me.
Skills
Acrobatics 4 That’s when I knew we were no
better than humans. I fled into the
Brawling 4
darkest pits of the world, among
Hand Weapon (Sword) 4
humanity’s poor, criminal, and
Intimidation 4 insane, and I felt more at home
Occult Knowledge (Seraphim) 4 among them than in the company
Rituals 5 of angels. Even after I joined the
Smooth Talking 3 Watchers, I stayed in the streets.
Streetwise 4 This is where I belong. Now that
the War has started, I can see the
Metaphysics Adversary’s plots among the
Blessing Invocation 3 (3) unwanted and unwashed.
Symbols of Protection
Invocation 3 (6)
Quote: “Touch my shopping
Shielding Invocation 4 (8)
cart and I’ll rip your head off.”
108
QLIPHONIM MILITARY ADVISOR
Character Type: Supernatural Background
Character Concept: Scoundrel I’ve been places. Viet-Nam, Cambodia, El
Association: Infernal Legion Salvador, just to drop a few names. Depending
on who you ask, I’m a CIA agent, a soldier of
Attributes fortune, or a military intelligence operative.
Str 7 (4 + 3 from Qliphonim) What I really am is far simpler. I’m a facilitator.
Dex 6 (4 + 2 from Qliphonim) People want to kill each other, and I help
Con 7 (4 + 3 from Qliphonim) them. Mostly, I show them how to do it
better. Still, they always have the
Int 5 (5)
motivation. It’s not my fault they become
Per 6 (5 + 1 from Qliphonim)
so good at it. I’d almost pity them, but
Will 7 (8 + 1 from Qliphonim)
after you spend a few years with guys who
make a habit of carrying their
LPs 120 victims’ severed ears on
EPs 135 necklaces, you get a bit
Speed 26 jaded.
Essence 103 Things are different
Qualities and Drawbacks now, though. This war
Adversary (Heavenly Host) (-1) is not just humans
Adversary (Army of Revelations) (-3) killing each other for
Charisma +2 (2) fun and profit. This
Contacts (Military) (4) time, somebody is
going to win. Humans
Covetous (Power) (-2)
are wonderful
Cruel (-1)
weapons, and I’m the
Increased Essence Pool +15 (3) guy to get them primed
Obligation (Major) (-2) and ready and aimed
Qliphonim (30) at the right target. So
I’m still moving
Skills around, using fake
Brawling 4 credentials to get me
Bureaucracy 2 from place to place, and doing
Demolitions 3 a little wet work myself.
Dodge 4 Listen to me and I’ll help
Driving (Car) 3 you win the war. Collateral
Guns (Rifle) 3 damage? Inevitable, my
Guns (Rocket Launcher) 2 friend. Innocent victims?
Haggling 3 Fortunes of war. You
Hand Weapon (Knife) 3 can’t make an omelet
Instruction 3 without breaking some
Intimidation 3 eggs, right?
Piloting (Helicopter) 3
Seduction 3 Quote: “No
Smooth Talking 3 prisoners!”
Surveillance 2
Stealth 3
Traps 2
Metaphysics
Maleficia Skill 3 (6)
Concealer (5) 109
SORCERER
Character Type: Greater Gifted Background
Character Concept: Seeker of Knowledge Things have changed a great deal. Fifteen
Association: Alliance years ago, when I was being initiated into the
secrets of magic, we skulked in the shadows and
Attributes
were terrified of letting the mundane see our
Str 2
powers. Not anymore. For centuries, we
Dex 2 have hidden, our existence the stuff of
Con 3 legends and fairy tales. Now, of
Int 4 course, everyone knows the
Per 4 bogeymen are all too real, and
Will 5 they need the wizards to come
out and send the monsters
LPs 33 away. No problem. Just
EPs 35 don’t think we’ll go
Speed 10 back into the
Essence 70 shadows after the
dust settles.
Qualities and Drawbacks
False modesty
Adversary (Church of
Revelations) (-5) aside, I was one
of the best of my
Adversary
(Rival Magician) (-2) Covenant. There were
Covetous (Power) (-2) some personality
Delusion conflicts—some people were
(“I’m invincible”) (-2) jealous of me, others were
Essence Channeling 8 afraid. I figured it was time to
(25) move on. This Alliance is
Honorable (-1) promising, and some of its
Increased Essence Pool+50 (10) members have access to secret
Gift (5) powers my old Covenant
wouldn’t have dreamed of sharing
Hard to Kill 1 (1)
with me—if they knew them at all.
Obsession (Learn all secrets of magic) (-2)
So I’ll risk my life and sanity
fighting alongside angels and
Skills demons and pagan gods. The price
Dodge 3 is right. Besides, after seeing the
Driving (Car) 3 effects of Taint, I realize that
Guns (Handgun) 3 some things cannot be allowed
Magic Bolt 5 to exist in this world.
Notice 4
Occult Knowledge (Taint) 3
Research 4
Rituals (Alliance) 5 Quote: “Nice try, but you
Stealth 2 should have known about
Shieldings. Now I’m going
to have to burn you a little.”
Metaphysics
Affect the Psyche Invocation 2 (4)
Consecration Invocation 2 (4)
Elemental Fire Invocation 3 (6)
Farsight Invocation 2 (4)
Lesser Healing Invocation 2 (4)
Shielding Invocation 4 (8)
110 Soulfire Invocation 3 (6)
Warding Invocation 4 (8)
DEATH INHERITOR
Character Type: Supernatural Background
Character Concept: Weird One All good things must come to an end. I am
Association: Lone Wolf part of the natural order. Why do you fear me?
Do you truly think death is the end of
Attributes everything? And if it is, do you think running is
Str 5 (2 + 3 from Inheritor) going to change anything?
Dex 4 (4)
People always thought I was weird.
Con 8 (5 + 3 from Inheritor) Maybe it was the pale skin or the dark
Int 4 clothing, or the way I knew when people
Per 4 were going to die. During my freshman
Will 8 (11 + 1 from Inheritor) year in college, my boyfriend got a little
too frisky. He punched me when I
LPs 105 EPs 93 told him to stop. They wheeled him
Speed 24 Essence 75 out in a covered stretcher. The
Medical Examiner ruled it a heart
Qualities and Drawbacks attack. I knew better. I realized
Adversary (Believer Cult) (-4) then that I was Death incarnate. I
wrote my first poem that night, and
Attractiveness +2 (2)
my first song the following week. I
Artistic Talent (Music) (3)
started performing in nightclubs,
Cruel (-1) did well enough for a while. You
Charisma -3 (-3) may have a copy of my single, A
Delusion (“I am Death”) (-2) Fine and Private Place.
Increased Essence Pool +10 (2)
I let some guy buy me a drink.
Inheritor (20)
He was even darker than me,
Nerves of Steel (3) and was full of stories about
Paranoia (-2) Leviathan, a being more
Recklessness (-2) powerful than Death itself.
Resources 2 (4) He started getting a little too
frisky when I laughed in his
Skills face. They wheeled him out
Brawling 3 in a covered stretcher. But
Dancing 3 he had friends, and they are
Dodge 3 trying to get me. Then the War
Driving (Motorcycle) 3 started, and Death was everywhere.
Driving (Car) 2 This is Death’s time, a time of ending
Intimidation 3 and destruction. This is my time.
Hand Weapon (Knife) 3
Musical Instrument (Guitar) 3 Quote: “You were dead the
Notice 3 moment you pulled a gun on me.
Singing 4 How you die is now up to you.”
Smooth Talking 2
Streetwise 2
Writing (Poetry) 3
Writing (Song-writing) 3
Metaphysics
Aspect: Death
Primal Skill 5 (10)
Agony Primal Power (8)
Death Senses Primal Power (2) 111
Death Gaze Primal Power (10)
112
CHAPTER FOUR:
RULES
113
Chapter Four
“Loader! Sabot!” buildings, or demons from the most colorful
“On the way!” descriptions of Hell.
The M-1A2 tank shuddered as it spat death “Churchie’s deploying parabiologicals,” Brady
downhill. announced through the open channel. The
Vulcan anti-aircraft gun behind the lines opened
“Hit!” up. Its 20mm gun was woefully ineffective
The Holy Fist tank rolled gently to a halt, against modern jet aircraft, but it was great to
some two thousand meters away. Smoke poured shoot down flying monsters. The dug-in
from it, but it did not explode. The Fist’s fire infantry, the Bradleys, and M-113s that had
suppression systems were as carried them to the lines, and
good as the M-1’s, if not the M-1’s three machine guns
better. A man crawled out of added their fire to it.
the crippled tank. Most of the flying
Lieutenant Brady stretched creatures—”parabiologicals”
him on the ground with a was the euphemism given to
burst from his cupola them by the U.S. Army—were
machine gun. “See you Hell, shredded in flight. A few
Churchie!” managed to reach the lines.
“Loader, HEAT!” Brady knocked one away with
The Holy Fist had been a point-blank burst, and saw
the only heavy tank that had how huge and savage it
made it to Brady’s position. looked. It stank of open grave
The rest of the attackers sites and old human blood and
were a motley array of excrement.
funny-looking Brazilian He had never been so
tankettes and APCs. High terrified in his life. A hundred
explosive rounds would meters to his left, two of the
smash them easily; no need creatures pounced on Minelli’s
to spend the more expensive tank. Minelli got one with his
depleted uranium armor- machine gun, but the other one
piercing rounds. caught him before he could
“Fire!” slam the hatch shut. It tore
him apart. Nearby
This time the target went infantrymen shot it off the
up in a ball of flame. tank before it could crawl
The attack was lagging, Brady decided. inside, but that did not do much for Minelli.
Several staggered lines of burning and smoking Meanwhile, the second wave of the Churchie
vehicles showed the success of Captain Suarez’s attack got close enough to fire light guns and
ambush. The reinforced tank platoon had gutted missiles. One of the Bradleys got splashed by an
a mechanized company. One of the four M-1 anti-tank missile. It looked like they were going
tanks was a smoking ruin itself, however, its to get flanked if they stayed. Brady ordered a
turret half-torn away by the only shot the Holy retreat to the next prepared position.
Fist had fired. Captain Suarez had been inside.
Brady was now in command. Looking behind his platoon as they retreated,
Brady saw four of the flying monsters put a flag
No more intact targets were in range. More with the Church’s Circle on the hill he’d vacated,
vehicles advanced through the smoke, however. almost like a mockery of that old picture with the
Vehicles and . . . Marines on it. He ordered them blown apart
“Oh, shit.” with an explosive round, out of sheer spite. It
Winged shapes floated over the battlefield. did not change anything.
Some looked like snakes with bat wings and In this corner of the battle, the Churchies were
human faces. Others looked like mutated winning.
114 versions of the gargoyles that decorate old
Rules
Introduction Using the Rules
In most Armageddon games, a great deal of
Like all games, the Unisystem has rules. They
the characters’ actions do not require rules,
help the Chronicler determine what happens at
rolling dice, consulting charts, or determining
certain points of the Story. No one game system
Success Levels. Common examples of such
can satisfy every gamer or gaming group,
“ruleless” actions are discussed below.
however. The Unisystem is designed to offer
several options to Chroniclers and players, but Talking: Unless the character is gagged, mute,
the main rule is that each gaming group should or trying to speak in a language he does not
do what works for them. If a rule does not know very well, speech is always possible. A
satisfy, is too complicated or requires more player need only recite the character’s “lines.”
detail, or is just plain unpopular, change it. Be Routine Actions: These include anything that
sure that the entire game group knows of any any person can do, such as picking up objects,
changes beforehand, however. This minimizes walking from one place to another, opening and
complaints and arguments that detract from the closing unlocked doors. Any action that a
enjoyment of the game. normal person can perform with little or no
effort requires only that the player announce his
character is going to do it.
Running A Game Traveling: Getting there is not always half the
Usually, roleplaying games unfold in this way: fun. Just like in movies and books, the
the Chronicler describes the situation, and then Chronicler can “cut” any long, tedious actions.
asks the players what their Cast Members are For example, if the characters are traveling to
doing. Dialogue is conducted normally. A Europe by plane, and the real action awaits them
typical descriptive set-up might go as follows. there, the Chronicler can sum up their trip in a
few sentences:
Chronicler: You are driving your car down a
lonely country road. It’s dark outside, and your You bought tickets for the first available flight;
car’s headlights are barely enough to break the subtract the cost from your funds. The plane
darkness in front of you. It feels almost like you was half-empty, and it took off late at night, so
are the only people on Earth. As you go around most of the passengers were asleep for most of
a bend in the road, you notice a pickup truck the trip. You enjoyed a few hours of rest, and
stopped by the roadside, a couple of hundred feet now you are at the airport, going through
away. A person—it’s too dark to see the Customs.
gender—stands by the vehicle. He or she notices In general, if the rules are not required, do not
your vehicle and starts waving. What do you do? use them. The feeling of the players telling a
In this example, three Cast Members are in a Story should be disrupted as little as possible.
car, each controlled by a separate player. Each Only when the outcome of an action is in
character has a chance to do something, doubt, and the results of that action are
although the driver has the most choices—he important, should the rules come into play. The
could stop the car, slow down and see what is rules answer the question “What happened?”
happening, speed up and avoid the accident
Generally, the outcome of an action depends
entirely, or anything else. The other Cast
on the Attributes or skills of the characters (all
Members could talk to the driver, or look around
those numbers on the character sheet), the
for anything suspicious, for example.
circumstances (which may impose bonuses and
In this case, and throughout most games, the penalties), and good old luck (determined by the
Chronicler presents a situation. When he asks result of a dice roll or card draw, unless the
“What do you do?” it is the Cast Members’ turn Story-Driven Method is used).
to start contributing to the story. Sometimes the
players take the initiative, informing the
Chronicler of their plans or intentions. In that
case, the Chronicler describes the consequences
of those actions. Through this interaction, the
Story that is the game’s end result is crafted.
115
Chapter Four
Dice an axe) will cause more damage than a smaller
weapon (like a switchblade) when wielded by
Dice are the most commonly used tools in someone with the same strength. So, the smaller
gaming and, in this author’s opinion, the best weapon uses a smaller damage die.
method to determine random outcomes. Six-sided dice (D6s): These are the most
Regardless of which method a Chronicler common dice available, easily borrowed from
chooses, the dice system is considered the default any number of board games. D6s are usually
method in the bulk of the rules presented in used for damage results, although they can
Armageddon. If the card method is used, for replace D10s in a pinch.
example, simply replace the words “roll” or
“dice” with “draw” or “card.”
When dice are used, the Unisystem relies on
When to Roll
four different kinds: ten-sided, eight-sided, six- Sometimes Chroniclers and players fall into
sided, and four-sided. Such dice can be found in “roll-playing” mode—rolling dice for all kinds of
any good hobby or gaming store, and in many actions, even those that really do not matter.
comic books stores. Dice are denoted by placing When a player wants to roll to see how nicely his
a “D” in front of their numerical value. So, a D4 Cast Member can park a car (unless there is some
indicates a four-sided die. storyline reason why this is important), roll-
Ten-sided dice (D10s): Used for Task/Test playing has crept in. Rolls should be made when
determination and to determine the damage the outcome of an action has an impact on the
weapons inflict, D10s are the most commonly Story, especially if success is doubtful. Rolls can
used dice. Entire game sessions can come and go add to the excitement and tension of the game,
without using any dice other than D10s. They because nobody, including the Chronicler, knows
can be replaced in a very rough sense by using what the final outcome will be. Will the Gifted
two six-sided dice and subtracting two from the finish his Invocation before the zombie can bite
roll (treat a result of “0” as a “1”). him? This is the type of situation where a roll
may help heighten the mood.
Eight- and four-sided dice (D8s and D4s): In
the Unisystem, these dice are only used to
determine damage. Different damage types Rolls Do Not Rule
represent different weapon types. It stands to
reason, for example, that a bigger weapon (like There is another type of situation to consider:
it was supposed to be a minor encounter—a
single Churchie surprised two Cast Members. A
Eliminating Some Dice fight ensued, and the Chronicler got lucky,
rolling several 10s in a row for the fanatic’s
The “default” Unisystem relies on two attack. All of a sudden, enough damage has been
types of dice rolls: outcome rolls, which use inflicted on a Cast Member to kill him—thus
a D10 and add modifiers, skills, and ruining the main storyline.
Attributes, and damage and armor rolls,
Chroniclers should sometimes consider
which usually require rolling a die and
“altering” roll results, if those results are both
multiplying it by a set value. The second
unlikely and disruptive to the basic plot. In the
type of roll is used only in combat
example above, perhaps the outcome rolls could
situations. Some gamers may prefer to
be “adjusted” to represent minor wounds or just
reduce the randomness of combat, or
a scary near miss. It helps if the Chronicler
simply reduce the number of dice rolled.
makes his rolls out of sight of the players.
The quickie way of eliminating damage and
armor rolls is to use the “average” value of If it becomes common knowledge that the
a die roll (actually, a little below average). Chronicler ignores roll results to keep the Story
This value is listed in parentheses next to going however, a great deal of the uncertainty
each damage or armor formula. Instead of and thrill of the roleplaying game is lost. The
rolling damage or armor dice, simply apply Chronicler should keep this practice to a
the set number each time a hit is scored. minimum—so that when he needs to use it his
116 players do not catch on.
Rules
Using Cards
For gamers who want to keep randomness when determining results, but for some reason want
to avoid dice, cards can be used. Each player should start the game with a standard deck of 54
playing cards. The cards should be shuffled at the beginning of each game. When determining an
action, draw a card instead of rolling dice.
Numbered cards use their value. If a face card is drawn, consider the result to be a “5” and
draw again. If the next card is another face card, the final result is considered to be a “10”.
Otherwise, the draw result is considered to be a five. If an Ace is drawn, use the Rule of 1. If a
natural 10 (but not two face cards) is drawn, use the Rule of 10 (see p. 121).
Jokers are generally discarded. However, if the Chronicler wants to add an unexpected element,
the following rule can be used. If a Joker is drawn, draw another card. If the new card is black,
a mishap has occurred. The attempted Task or Test fails in some unexpected and spectacular way,
which is left to the Chronicler’s imagination. If the second card is red, the action is automatically
successful, usually owing to luck rather than skill (again, the Chronicler can use his imagination
to give the result an interesting and creative meaning).
Those are the only differences from the basic game. All the other rules described in this book
apply normally. Damage rolls are either replaced with the set damage numbers written in
parentheses, or the dice are kept for that part of the game.
Player-Controlled Outcomes
With card-based gaming, the Chronicler can allow the players more control over their “luck”
when performing Tasks or Tests. This is a special subsystem that can only be used with cards.
At the beginning of the game, each player draws a “hand” of six cards from the deck. The
player decides which card he will use on a given Task or Test. If the player thinks the attempt is
important and really wants to succeed at it, he plays the best card in his hand. The player, however,
cannot draw new cards until his entire hand is “played.”
Unless the player’s hand is downright terrible, he will be able to choose which Tasks are
successful, simply by using his highest value cards on a specific Task or Test. Of course, if the
player uses up his best cards too quickly, he may be stuck with a couple of aces at a critical point
in the Story!
When the Rule of 10, the Rule of 1, or face cards come into play, the second card is drawn from
the deck, not the hand. Also, if the player initiates an action, the Chronicler may require him to
draw from the deck. This eliminates players using up low cards in meaningless actions.
This subsystem is particularly appropriate for dramatic moments. Nobody wants to “fumble”
when trying to cast the Invocation that might decide the fate of an entire city, for example. It also
encourages strategic thinking—the player must decide when to play his best cards, and when to accept
failure with good grace. By taking into account the needs of the Story, the player may decide his
character should fail at certain points, adding to the drama of the game.
This optional rule requires that players spend some time deciding what cards to use in a given
situation—they still do not know how difficult the situation may be, or what the opposition may
draw against them. It usually helps move the Story along in a dramatically appropriate way, as the
Cast Member tends to have “good luck” when the Story calls for it more often than not. On the
other hand, this method cuts down on the uncertainty of the moment, and may end up having the
players think more about strategy than the flow of the Story.
117
Chapter Four
Story-Driven Roleplaying Diceless Damage
For Chroniclers and players who want to Using the Story-Driven Method, damage can
avoid randomness, the Story-Driven Method be applied using the fixed values (listed in
may be used. The Chronicler assigns outcomes damage or armor descriptions). Alternatively,
dependent on the Story’s flow and the player’s damage can be adjusted to suit the game’s
basic abilities. dramatic needs. Here, a light wound is a cut on
a limb, a nasty bruise, a cracked rib. It is not
immediately incapacitating, but requires medical
Task Resolution or supernatural help or it may worsen in time.
Story-Driven Method games use a straight Most weapons that inflict an average of less than
number comparison. If the character’s 10 points of damage cause light wounds.
appropriate Attributes and skills are equal to or A serious wound can do a number of things.
greater than the Difficulty Number (see Difficulty It can drop the target immediately (the victim
Number Table), the Task or Test succeeds. The may or may not survive the ordeal) or it can kill
Chronicler determines the Difficulty Number the victim if no medical help is available (the
based on the needs of the Story, and how detailed victim may still continue to move and act for
and creative the player is in describing his Cast several minutes or even hours, however). Being
Member’s action. If the roleplaying part of the shot or stabbed in the torso area is the most
action is good enough, the numbers involved common serious wound. The Chronicler
should not be a factor, and the action should be decides if the victim falls down, either as the
successful automatically. result of physical shock, or just the
For example, Bertha, played by Holly, wants psychological realization that he has been
to talk (using her Smooth Talking Skill) a injured, or whether the victim carries on with
security guard into letting her sneak into a his actions (people have been known to
private party. Holly gives a great performance continue fighting or running even after
as Bertha, vamping it up and weaving a wild sustaining mortal wounds). As a rule of thumb,
but believable tale. The Chronicler does not any weapon whose average damage is 10-20
bother comparing numbers or results, but points inflicts serious wounds on a direct hit.
simply plays the guard, who, with a stunned Consider most handguns, regardless of their
smile on his face, lets her pass. average damage, to inflict serious wounds in
the torso area. Even small caliber bullets can
In another example, Boris, a desperate lone do a lot of damage by bouncing around the
wolf, is played by Louise. He is trying to break victim’s body.
into a warehouse to secure some supplies. The
Chronicler decides that this is a Difficult Task, A critical wound instantly drops the victim,
and asks Louise to tell her Boris’ combined and most likely kills him immediately. Critical
Dexterity and Lock Picking Skill. Boris’ Dexterity wounds include beheading, a large caliber
is a 4; his Lock Picking is a 5. The total of 9 is bullet hit to the head, being cut in half by a
better than what is required for a Difficult Task train, and similar mass trauma.
(usually a 6 to 8), so Boris is successful.
When two characters are using skills against Difficulty Numbers Table
each other, the higher combination of Attribute
Type of Task Difficulty Number
and skill wins. Only special circumstances alter
this. A weaker fighter who goes on the defensive Easy 1-2
and is extra careful may last for a while before Challenging 3-5
being defeated by his stronger enemy. A player
Difficult 6-8
who comes up with a good “dirty trick” or tactic
may prevail against superior odds. Again, it is Very Difficult 9-10
description, narrative skills, and the Chronicler’s Heroic 11-12
judgment that are the final determinants of most
Impossible 13-15
118 outcomes.
Rules
The Basic Rule There are two types of Tests: Simple and
Difficult. Simple Tests are relatively easy
Unless the Story-Driven Method (see p. 118) is things—lifting an object using the entire body,
employed, all actions are resolved by rolling a for example. To resolve a Simple Attribute Test,
ten-sided die (D10) and add the Attribute and/or roll and add one Attribute doubled, or two
skill numbers the Chronicler deems applicable. different Attributes.
Tell the result to the Chronicler, who adds or Difficult Tests are more challenging. Lifting
subtracts any modifiers (for example, noticing something with only one hand, for example,
something is more difficult in darkness than in makes for a Difficult Strength Test. In those
broad daylight). If the final result is a nine or cases, only one Attribute involved (not doubled)
higher, the action succeeds. Otherwise, the is added.
attempt fails. The higher the total value, the For example, Ashe is wandering through a
more successful the action is (in some cases, just forest at night, alone. What Ashe does not know
being successful is enough; in others, the degree is that a Risen creature is prowling these selfsame
of success may have some significance). This woods and is closing in on him. The Chronicler
basic rule applies when using skills, engaging in tells Ashe to roll a D10 and add his Perception
combat, working magic, and so forth. Attribute, doubled. The woods are pretty quiet
and the Tainted dead are not known for their
Tasks subtlety. The creature is not even trying to be
quiet, making this a Simple Attribute Test.
Most actions, from sneaking around in the Ashe’s Perception is 4, which doubled adds a
dark to writing the Great American Novel, are total of 8 to the die roll. Ashe rolls the die and
considered Tasks. A Task uses one Attribute and comes up with a 7, for a total of 15. The
one skill. The Chronicler decides which ones are Chronicler says, “Ashe, you hear a guttural
appropriate to the action at hand. The die is growling noise behind you. Something is rushing
rolled, and the applicable Attribute, skill, and through the forest toward you. It should reach
modifiers (if any) are added to the result. you in less than a minute. It’s so loud you heard
from it some distance away. What do you do?”
For example, Tracy is playing Sergeant Julie,
Special Forces. She wants her character to
identify the strange noises coming from the Determining What
darkness outside the trenches. The Chronicler
tells Tracy to use Julie’s Perception (to see how Attributes to Use
well Julie’s hearing is picking up the noises) and The Chronicler often has to quickly decide
Notice Skill (the character’s practice in picking what Attribute to use for a given Task or Test.
up things that slip by most people). Julie’s For most situations, the relevant Attribute is
Perception is four; her Notice is two. Tracy rolls described in the skill description, the Story write-
a D10, getting a result of six. This result, added up, or somewhere else in the book. For tense,
to her skill and Attribute levels, produces a total dramatic situations, however, the Chronicler
of 12. Since the result is over a nine, it is enough should avoid slowing the game down by
to be successful. The Chronicler says, “Julie, you thumbing through all that material. Simply let
identify the sound—someone out there is cutting common sense guide the choice. The following
the razor wire around your position. That means rules of thumb should be enough to judge what
the enemy is infiltrating your position—a prelude Attribute should be used for a given Task or Test.
to an attack. What do you do now?”
Strength: Strength works when something
requiring brute force is involved. Physical skills
Tests like Sports, Climbing, or Swimming sometimes
require Strength.
Some actions use only a character’s Attributes; Dexterity: This is one of the most commonly
no skills are applicable. Examples include lifting used Attributes. Dexterity applies to any Task or
things (using Strength) and remembering Test requiring accuracy, physical balance,
something (using Intelligence). These situations
are known as Attribute Tests, or just Tests.
quickness, and hand-eye coordination. In 119
combat, most rolls rely on Dexterity.
Chapter Four
Constitution: Constitution is used in physical a skill. Nick has a Dexterity of four, so he only
Tasks involving long-term endurance and vitality, adds two (given the -2 penalty) to the roll of a
or in Tests against diseases and toxins. D10. If the total is nine or higher (which would
Intelligence: Anything that primarily involves require the die roll to be a seven or higher), Nick
memory and reasoning uses Intelligence. manages to hit the brakes and stop the car
Remembering a name, understanding a difficult without causing an accident. Otherwise, his
concept or idea, solving a mathematics problem panicked attempts cause the car to swerve, go
or a puzzle—all use Intelligence. into a spin, or worse. If Nick’s father were
piloting an airplane, the Chronicler would be
Perception: Generally, Perception is used to justified ruling that Nick automatically fails any
spot, recognize, or identify things. Some overlap unskilled Piloting Task. Nick better think of
with Intelligence arises because memory is used something else, and fast . . .
to recognize and identify things. In general, if the
Task or Test involves any of the five senses, use
Perception. Resisted Tasks/Tests
Willpower: This Attribute is most commonly
used defensively—to resist other skills, powers or Sometimes, a character tries to do something
abilities. It is also used for Tasks or Tests when and another character (either a Cast Member or
a character tries to intimidate another. one of the Supporting Cast) tries to stop or
Willpower helps a person maintain eye contact hinder him. Similarly, an attempted action may
during a staring contest, for example. be noticed or foiled by the target or victim of the
action. When this happens, a Resisted Task or
Test must be resolved.
Unskilled Attempts In a Resisted Task or Test, both sides roll a
Sometimes, a character must attempt D10 and add the appropriate Attribute and skill.
something he is not trained to do. Unskilled If both fail (no one rolls over nine), neither side
attempts always have a hefty penalty, but very accomplishes the effect desired. If one fails and
talented people may be able to succeed even on the other succeeds, the successful character
the first attempt. Use the appropriate Attribute prevails. If both succeed, the results are
(do not double it) with a minimum -2 penalty (in compared, and the higher total result, after
addition to any other modifiers). Furthermore, adding and subtracting all modifiers, is the
the Task’s level of success can never be higher winner of the contest. Some examples of
than Decent (see p. 123). Resisted Tasks and Tests follow.
Some skills require so much training and Arm Wrestling: Both sides make Simple
preparation that untrained people have no Strength Tests; the higher successful result wins
chance of performing them. A penalty of -6 to the contest. For dramatic purposes, the contest
-10 can be applied if the character ties to perform might be spread over more than one roll (two out
very complex skills. For example, attempting of three, or three out of five, for example).
surgery with no help other than a few medical Pursuit on Foot: Both sides use Dexterity and
manuals incurs a -10 penalty. Alternatively, the Constitution. If one person started running first,
Chronicler may rule that the attempt he gets to add a +2 to the roll. Also, the side with
automatically fails (or, to keep the players in the higher Speed gets to add the difference
suspense, he may let them make rolls—who between the two Speeds. Just subtract the lower
knows, they might get lucky). Speed from the higher one, and add the result to
For example, Eric is playing the part of Nick, the faster character’s roll. The winner manages
a 14-year old. Nick is riding with his father in a to either catch up with or lose the pursuer,
car. Suddenly, his father slumps over the steering depending on his intention.
wheel, unconscious (unknown to Eric/Nick, he Sneaking: The person sneaking uses Dexterity
has been struck down by a magical curse). The and Stealth. The target uses either Perception
terrified 14-year old tries to stop the car before it and Notice or a Simple Perception Test.
crashes off the road. This Task would normally
Combat: Combat is described in more detail
be resolved by using the the Dexterity Attribute
120 and the Driving Skill, but Nick has no Driving
later (see p. 120). Many combat actions use
Resisted Tasks or Tests.
Skill! A penalty of -2 is assigned for the lack of
Rules
Role of Luck Table
Result After Second Roll
Second Roll Rule of 10 Rule of 1 Alternative Luck Rule
1 10 -5, roll again For those desiring something a bit
2 10 -3 simpler, the second roll in a Rule of 1 or
3 10 -2 Rule of 10 situation should be D6-1. If the
first roll was 10, add the result. If the first
4 10 -1 roll was 1, subtract the result. If the second
5 10 1 roll is a 6, add or subtract 5, and roll again.
6 11 1 This option requires the use of a different
die, and increases the chance of a higher or
7 12 1 lower final result, but the change is not so
8 13 1 significant that it is unbalancing.
9 14 1
10 15, roll again 1
9-10: First Level (Adequate): The Task or Test got done. If an artistic endeavor, it is just adequate, and
critics/audiences are likely to give it "ho-hum" responses. A complex and involved Task takes the
maximum required time to complete. An attempted maneuver was barely accomplished, and might
appear to be the result of luck rather than skill. Social skills produce minimal benefits for the character.
Combat: Attack inflicts normal damage.
11-12: Second Level (Decent): The Task or Test was accomplished with relative ease and even some flair.
Artistic results are above average, resulting in a warm reaction from many, but not most. Complex and
involved Tasks take 10% less than the maximum required time. Attempted maneuvers are skillfully
accomplished. Social skills manage to gain some benefits for the character (including a +1 to further
attempts on the same people under similar situations).
Combat: Attack inflicts normal damage.
13-14: Third Level (Good): The Task or Test was completed with ease. Artistic results are largely
appreciated by connoisseurs and well liked by the public (although some critics will be able to find
something wrong). Complex and involved Tasks take 25% less time than normally required. Attempted
maneuvers are done with seeming effortlessness, apparently the result of great skill. Social skills are not
only successful, the character receives a +2 on future attempts on the same people (this is not cumulative
with subsequent high rolls—use the highest bonus only).
Combat: Attack inflicts normal damage.
15-16: Fourth Level (Very Good): The Task or Test was extremely successful. Artistic endeavors are
rewarded with a great deal of appreciation from the intended audience. Complex and involved Tasks can
be finished in half the time. Social skills produce a lasting impression on the people involved, resulting in
a bonus of +3 on all future attempts in that skill involving the same people.
Combat: Increase the damage rolled by one before applying the Multiplier.
17-20: Fifth Level (Excellent): The Task or Test produced excellent results. Any artistic endeavor
impresses the audience greatly, leading to a great deal of recognition and fame. Social skills have a future
bonus of +4, as above.
Combat: Increase the damage rolled by two before applying the Multiplier.
21-23: Sixth Level (Extraordinary): The Task or Test produced amazing results, accomplishing far more
than was intended. Artists gain fame after one such roll, but their future accomplishments will be
measured against this one, which may lead to the “one-shot wonder” label. Social skills gain a future
bonus of +5, as above.
Combat: Increase the damage rolled by three before applying the Multiplier.
24+: Further Levels (Mind-boggling): For every +3 to the total above 23, increase the Success Level by
one, and the Social skills future bonus by one.
Combat: Add +1 to the damage rolled, before applying the Multiplier, for every additional Success
Level.
Damage Modification Example: Luigi punches an opponent and his attack roll is a 17 (fifth level of
success: +2 damage bonus). Luigi’s normal punch damage is D4 x 3. Given his Success Levels, the damage
is modified to (D4+2) x 3, or 9 to 18 points. Even on a bad damage roll, the attack inflicts a decent 123
amount of damage.
Chapter Four
Fear Table
Success Level Effect
1 Shakes: All the character's actions suffer a -2 penalty for two Turns. Lose one
Essence Point.
2 Flight: Victim runs away screaming for one Turn. If cornered, the victim may
fight or react in a more rational way. Lose two Essence Points.
3 Physical reaction: Fear causes a messy physical reaction (often involving bodily
functions best left to the imagination). Not only is this embarrassing, but it
imposes a -1 penalty to all actions for D4(2) Turns. Lose D4(2) Essence Points.
4 Paralyzed: The character cannot move for D4(2) Turns. Only intervention by
other characters (who may shake him, slap him, or otherwise force him to act)
allows him to take any action. Lose D6(3) Essence Points.
5 Faint: The shock and fear are so severe that the character collapses,
unconscious. A Difficult Constitution Test is required to recover
consciousness. This can be attempted every minute, or whenever somebody
tries to stir the character. Lose D10 x 4 (20) Endurance Points and D8(4)
Essence Points.
6 Total Hysterics: The victim becomes a screaming, babbling, totally useless
maniac for D8(4) Turns. Lose D10(5) Essence Points.
7+ It Gets Worse: Higher results are left to the Chronicler’s imagination. They
124 may include life-threatening effects like heart attacks or comas, or a bout of
temporary insanity lasting hours, or worse . . .
Rules
Getting Scared If the result is less than nine, the victim was
simply scared for a few seconds but was able to
In the dark and dangerous world of recover (one Turn’s action lost). If the total is
Armageddon, characters often experience equal to a nine or higher, consult the Fear Table.
frightful events. In such a world, even the The table uses Success Levels to determine how
strong-hearted get scared once in a while. badly the character suffered as the result of the
terrible shock.
The Chronicler can use the Fear Table for
Fear Tests guidance and inspiration, but he should not let
When facing a fearsome creature or otherwise dice rolls rule the game. If a result seems
experiencing fright first-hand, Mundane inappropriate at the moment or to the character,
characters must pass a Difficult Willpower Test. the Chronicler should devise his own outcome or
Gifted and Supernatural characters require only result of the fear.
a Simple Willpower Test. If the victim fails her
Fear Test, she succumbs to panic. Most of the
time, the character “freezes up” for at least a Time
Turn. Alternatively, she may run away.
Like any other story, a roleplaying game is a
Chroniclers who want to add more detail can
narrative that occurs over a specific length of
consult the Fear Table (see p. 124).
time. Some games have detailed breakdowns of
game turns, rounds, or phases. The Unisystem
Fear Modifiers uses everyday measures of time (seconds,
minutes, hours, and days), saving the more
Certain circumstances make it easier for arbitrary Turn measure (1-5 seconds) for combat
characters to feel afraid. Very gory and and similar tense situations.
gruesome events add penalties of -1 to -4,
Additionally, a distinction must be made
depending on how graphic the violence is.
between Game Time and Real Time. “Game
Hideous creatures may bring penalties of -1 to
Time” is the “fictional time” of the story. “Real
-5. Some beings have alien or thoroughly evil
Time” is what the players and Chronicler spend
auras that inspire a deep, instinctual fear in
playing the game. Game Time is as fluid as the
people. Such creatures may bring penalties of -2
Chronicler decides it to be. A decisive event
to -8 to all Fear Tests! Some creature
taking only a few minutes of Game Time may
descriptions include modifiers to Fear Tests.
require the players to spend several hours of
Real Time to resolve. For example, a combat
Essence Loss Because of Fear with multiple participants may take seconds in
Game Time, but many minutes in Real Time
Losing one’s nerve often results in a because character’s lives are at stake. By the
temporary Essence loss. If Essence is reduced same token, a period of hours, days or even
below zero because of a terrifying experience, years can be made to “flash by” in Real Time if
the character is mentally scarred by the ordeal. the story demands it. “Well, after four days of
Maybe seeing the same creature again will drive continual rituals, you are ready for the final
the character into screaming hysterics—or ceremony.” Most of the Unisystem rules use
maybe he will be come obsessed with finding Game Time, and are designed to take as little
and killing it and all its kind. See the rules for Real Time as possible.
Essence loss for more information (see p. 141),
or consult the Fear Table.
Combat
Using the Fear Table Combat actions are handled just like any other
The Fear Table can be used when a character Tasks. A character attempts to do what he wants
fails a Fear Test. Roll a D10, subtract the (usually entails inflicting bodily harm on others).
character’s Willpower, and apply any Fear Test Whether he is successful depends on his skill,
penalties as bonuses. So, a -4 penalty to a Fear what the target is doing to stop him (if anything),
and the luck of the dice.
125
Test counts as +4 bonus to the Fear Table roll.
Chapter Four
Turns Running Combats
Combat can be as formal or as informal as the Each Turn gives enough time for all characters
Chronicler desires. To simplify things, action is involved to perform a desired action (within
broken down into Turns. A Turn is a short limits; some actions may take several Turns).
length of time, about one to five seconds of The Turn may be broken down into six steps.
Game Time in length. Basically, this is enough Ideally, an entire combat Turn should take no
time for a normal person to perform one combat more than a couple of minutes of Real Time (very
Task, like slashing at an enemy, firing a handgun, large groups engaging in combat will, of course,
or diving for cover. The main reason for using stretch the length of time). The Chronicler
Turns is to keep things organized. In a Turn, should eliminate any step he feels will needlessly
every character gets a chance to do something, slow down a combat situation. Determining
and may have something happen to her in return. initiative is often a matter of common sense.
The Chronicler determines what action or Intentions can be summed up in a sentence or
actions are possible in a Turn. While people can two, unless the Chronicler and the players enjoy
theoretically do a lot of things in just a couple of a detailed description of action scenes. The
seconds, combat situations are highly stressful actual dice-rolling is meant to be fairly quick; an
times. Something as simple as reloading a pistol attack-defense sequence can be done in two rolls.
can be delayed by adrenaline-induced trembling. It is the Chronicler’s job to describe the action.
It is easy to swing a baseball bat around, but Rather than just say, “You hit, and inflicted ten
actually delivering an aimed blow at a target points of damage,” descriptions should be more
requires concentration and deliberation. like “You slashed the guy in the arm. From the
Remember, this applies both to the Cast way the blood spurts out, you cut him deeply—
Members and the Supporting Cast. Many the man yelps in pain and backpedals away.”
opponents should also suffer from fear, “buck Keep the imagery lively; make the players feel that
fever,” and other combat impairments. their Cast Members are in a dangerous situation.
Remember that an extended action (emptying a
gun at a target, for example) may prevent the
character from doing anything else (like diving Intentions
for cover if somebody shoots back) during a
At the beginning of each Turn, the Chronicler
given combat Turn.
asks the players what their Cast Members
intentions are. Each player gets to state actions.
This could be something as simple as “I duck for
Turn Steps cover” or “I hit him with my baseball bat” or as
1. Intentions: Asks each player what his complex as “I aim at the demon’s head” or “I
character plans to do during the next Turn. jump behind a crate, toss a grenade, and pray.”
2. Initiative: Determines who gets to attack The Chronicler decides if the intention is
first, or allows it to be determined randomly possible, if it takes one Turn or less, and what
(see p. 127). skills are necessary. The Chronicler can point
3. Performance: Attack, defense and non- out to the player any risks or problems the action
combat Tasks or Tests are performed, starting may bring about—if the player’s Cast Member
with the character with the highest Initiative would know or understand those risks. Some
(see pp. 128-133). Chroniclers let a player’s intentions stand even if
they are stupid or suicidal; others try to “coach”
4. Damage: Any damage inflicted by the their players through every action. Both
results of the Performance step is applied to the extremes are bad. There is nothing wrong with
target or targets (this can end the fight right reminding a player of something he may have
then and there) (see pp. 137). forgotten in the “heat of battle” (again, if it is
5. Repeat: Further Tasks are resolved and something that his Cast Member would have
damage inflicted until each character has had a noticed). On the other hand, some players may
chance to act during the Turn. resent being told what to do all the time.
126 6. End: The Turn ends and the process starts
again back at the Intentions step.
Rules
Surprise Attacks Chronicling Initiative
If an attacker achieves complete surprise Described here are some examples of non-
(i.e., sneaking up on someone without being random Initiative determinations.
spotted, or a sniper firing from a concealed Meeting Engagement: Two armed groups
position), the target has no chance to defend (or individuals) come upon one another at
against the attack. In cinematic games, the the same time. If both sides decide to shoot,
Chronicler may allow characters with the Chronicler can determine that, unless one
Situational Awareness or Fast Reaction side possesses some significant advantage
Time to defend even against a surprise (Fast Reaction Time on one side but not the
attack, albeit with a -4 penalty (reduced to - other, for example), the exchange of fire is
2 if the character has both Qualities). simultaneous: attacks and damage rolls are
determined for both sides at the same time.
If both sides are equally good, they might
wound or kill each other.
Initiative Multiple Shots: With ranged weapons,
Most of the time, Initiative should be a matter multiple shots can be fired in a Turn. That
of common sense. The party or person who does not mean that the first to attack gets to
initiates the violence usually goes first at the empty his gun before anyone else replies.
beginning of a fight. After the first Turn of Instead, the first person to attack may fire
fighting, Initiative depends on what happened in once (or, for semi-automatic weapons, twice)
the previous Turn. Typically, the combatant who at one target. Then the next person shoots,
actually managed to land a blow or hurt his and so on. If the initial attack did not kill or
target gets to go first. The Chronicler can always disable the target, and he retains his
decide who attacks first based on the particular composure long enough to shoot back, he
circumstances at the time. Sometimes, actions may do so. The same is true of any multiple
happen simultaneously, or close enough that it actions—before the second action can be
does not matter. taken, the opposite side gets to act.
Initiative can be determined randomly. To do Changing Intentions: The side that loses
so, each player with a Cast Member in the initiative may change intentions under some
situation rolls a D10 and adds the character’s circumstances, forgoing their previously
Dexterity Attribute. The highest result wins the declared actions. For example, if a player
Initiative for that Turn, and makes the first move. announces his character will shoot that turn,
The remaining characters act in descending order but he loses the initiative, the Chronicler may
of Initiative. give him the chance to Dodge for cover
instead. “As you take aim, you see your foe
Note that certain Qualities and abilities can
has the drop on you. You have a split second
affect a character’s Initiative.
decision: take the shot, and hope he misses, or
As noted, some circumstances may also duck?” If the Cast Member chooses to Dodge,
determine Initiative. Characters with ranged he loses his chance to fire that Turn (unless the
weapons usually get to attack before those Cinematic Combat Rules on p. 132 are used).
Group Initiative
To speed up play, the Chronicler may decide to allow each discrete side of a combat or tense
situation to roll for Initiative instead of each character. Generally, this means only two rolls are
made (one for the Cast Members and one for the Supporting Cast). The character on each side
with the highest Dexterity provides the roll bonus. This method, while faster, is less realistic.
Furthermore, it allows all members of one side to attack or act before anyone on the other side 127
attacks or acts. If the "bad guys" outnumber the Cast Members and gain Initiative, it could
prove very deadly.
Chapter Four
holding hand weapons or no weapons at all. A
magical or psychic attack, which requires only a
thought to activate, goes before hand-to-hand or
ranged attacks under most circumstances. Also,
a guy who sucker punches somebody gets to go
first. A sniper firing on an unaware target half a
mile away automatically gets Initiative. As
always, the Chronicler has the last word.
Performance
The Performance step lumps together any
Tasks or Tests required to complete the actions
declared during the Intentions step. As such, a
great many things can happen during this step.
Several are discussed below. For all others, the
Chronicler should determine which Task or Test
must be performed (if any), and interpret the
results of those attempts.
Multiple Actions
In general, each character may take one action
without penalty in a Turn. More than one action
may be performed, however. The main
limitation is skill: dividing concentration is
difficult. Each additional action taken in a Turn
has a cumulative -2 penalty. In other words,
taking one extra action occurs at a -2 penalty, a
third action is at -4, and so on.
In close combat, things work slightly
differently. Characters may perform one attack
and one defense Task or Test each Turn at no
penalty. Any actions beyond this attack and
defense suffer a cumulative -2 penalty.
For example, Jin the Kung Fu expert, played
by Dan, is facing three Fiends. The ugly
monsters all attack him at almost the same time.
Jin punches one of them, and tries to evade their
attacks. His attack and one defensive move are
free. The second defensive move is at -2, and the
last one is at -4. Not surprisingly, the last attack
strikes home, and the Fiend inflicts a nasty
wound on the martial artist.
Limits on Multiple Actions: In Armageddon,
highly skilled characters are fairly common, and
even the –2 cumulative penalty may not deter
them from making multiple attacks. If desired, a
Chronicler may impose a maximum of three
attack actions in one Turn. No limit should be
placed on defensive actions, however. Also,
128 consider the Cinematic Combat Rules options
(see p. 132).
Rules
Close Combat parry other hand-to-hand attacks. Instead of
parrying, the defender may dodge out of the way,
Close combat is conducted somewhere around using Dexterity and the Dodge Skill (if the
arm’s length using fists, feet, or hand weapons character has it), or must be resolved as a
(such as knives, swords, and sticks). In close Difficult Dexterity Test (if not). So, even an
combat, the character with Initiative gets to unarmed, unskilled person may try to get out of
strike first. The target may attempt a defensive the way of an attack by passing a Difficult
maneuver, like blocking the attack with a hand Dexterity Test.
weapon of his own, dodging or jumping out of
the way, and the like. An attack and defense set is resolved as a
Resisted Task. Note that lighting conditions
Striking at an enemy is a Task: use the modify both close and ranged combat, see
character’s appropriate skill (Brawling, Martial Ranged Combat Modifiers Table, p. 131. The
Arts, Hand Weapon) and Dexterity. If the enemy Chronicler may apply circumstantial modifiers as
has a hand weapon of his own, he can try to well. If the successful attacker gets a higher
parry the attack, using his own Weapon Skill and result than the defender, his blow lands and
Dexterity. Characters with Martial Arts can inflicts damage. If the defender ties or gets a
parry hand weapons with their bare hands; those higher result, he manages to deflect or dodge the
with Brawling or no close combat skills can only attack. Otherwise, that’s all there is to it.
Ranged Combat
strike. Only one shot can be fired on the Turn in
Ranged combat involves any sort of missile which the character aimed his weapon.
weapon, from a thrown stone to a bow and
arrow to a machine gun. The attacker with Modifiers: Modifiers to ranged weapon
Initiative gets to fire at the target; this Task attacks are listed on the table nearby. Note that
involves the attacker’s appropriate ranged range affects the Task. Ranges for various
combat skill and Dexterity. Range, lighting, and weapons are listed in the weapon tables (see pp.
other modifiers affect the Task. 153, 154, 157). If looking for modifiers takes
too long, the Chronicler should dispense with
Defenses: In ranged combat, the target has them, or determine them on the spot.
precious few choices. He can stand his ground
and fire back, hoping the attacker will miss, or he
can duck for cover. Ducking for cover uses Firing Multiple Shots
Dodge and Dexterity. If the result is greater than One to five seconds is a lot of time for modern
or equal to the attacker’s Task result, the target automatic and semi-automatic firearms. An
was able to hit the ground or jump behind cover average submachine gun has a cyclic rate (the
in time to avoid the shot. This is the only type of number of bullets fired if the trigger is kept
action the target can take in the Turn. Further, pressed) of over 600 rounds per minute—
once a character has acted on his Initiative in a meaning it shoots up to 10 shots in one second!
Turn, subsequent ranged attacks that Turn may Even a semi-automatic pistol or double-action
not be dodged. This is why most firefights are revolver (which fire as fast as the trigger is
dominated by the group that fires first; the pulled) can be emptied in under five seconds.
targets are pinned down and cannot fight back. The main drawback of firing multiple shots is
Aiming: A character who wishes to shoot can most rounds miss the target. While rapid-firing,
also take some time to aim his weapon. This most automatic weapons experience “muzzle
delays his attack to the end of the Turn (giving climb” as the gun bucks and starts firing higher
the target a chance to fire first, move behind and higher up. Semi-automatics also experience
cover, or perform other actions), but it makes the recoil, often ruining the character’s aim. The
attack more likely to hit. Aiming is a Task rules below take this factor into account.
130 using Perception and a weapon skill; each
Success Level adds a +1 bonus to his attempt to
Rules
Ranged Combat Modifiers Table
Point-Blank Range: +1 to Strike Tasks, and add 1 to the Damage Multiplier.
Short Range: No modifier.
Medium Range: -1 to Strike Tasks.
Long Range: -3 to Strike Tasks, and reduce Damage Multiplier by 1.
Extreme Range: -6 to Strike Tasks, and reduce Damage Multiplier by 2.
Poor Lighting Conditions (A dark alley, candlelight, moonlight): -1 to Strike Tasks.*
Bad Lighting Conditions (Moonless night): -4 to Strike Tasks.*
Total Darkness: Use a D10 roll with no other modifiers; only a natural roll of 9 or higher strikes the
target. If a character makes a Difficult Perception Test, he can add each Success Level to the D10 roll,
accounting for the use of senses other than sight to spot the target.*
Multiple Shots: -1 for each additional shot, or -2 if the weapon has heavy recoil. -3 cummulative per
burst after the first. -4 cummulative per 10-shot spray after the first.
Gun Scopes: A telescopic scope adds +2 to +5 to any Aiming Tasks.
* Lighting modifiers also apply to close combat attacks.
Semi-Automatic Multiple Shots: Any weapon as a “group;” make a strike Task for each group.
that fires a shot every time the trigger is pulled Each Success Level means one bullet of the group
can fire multiple times in a Turn. Each successive hits (again, Success Levels only affect the number
shot gains a cumulative -1 penalty (i.e., the of hits, not the damage). Each group of shots
second shot is at -1 to hit, the third shot is at -2, after the first is at a cumulative -4 penalty to hit.
and so on). If the gun has a heavy recoil (a .44 Automatic Fire—Suppressive Fire: Automatic
magnum, for example), the penalty is a fire can be used to “sweep” an area, suppressing
cumulative -2. As in all Multiple Actions, all any targets there (i.e., making them kiss the
parties involved get to fire or act once before ground and pray for deliverance) and hitting
successive shots are resolved. anybody stupid enough to stick their head into
Automatic Fire—Bursts: The most efficient the “beaten zone” (the area the shots are
way to fire an automatic weapon is to shoot spraying). No roll is made. The player simply
short bursts of three to five shots. This allows announces an intention to spray an area with
the shooter to keep control of his weapon. A gunfire. Rather than using “cones of fire” or
burst fires at no penalty. Each Success Level in complicated formulas to determine the area
the Task means the attacker scores a hit, up to covered, assume that most automatic small arms
the total number of bullets in the burst. For sweep an area the size of a doorway or two.
example, a shooter firing a three-shot burst who Anybody straying into the area is struck by
scores two Success Levels hits with two bullets, D4(2) shots.
each doing damage separately. If he racks up
three Success Levels or more, all three rounds
strike the target. Success Levels only affect the
Shotguns
number of hits, not the damage (Outcome Table For the most part, shotguns use two types of
Multiplier modifications do not apply). If firing missiles: shot (small pellets contained in a
multiple bursts, each successive burst suffers a cartridge), and slugs (solid shot). Shot scatters,
cumulative -3 penalty. creating a “cone” of bullets that spreads over
Automatic Fire—Rock ‘n Roll: A favorite in distance. It is thus easier to hit a target with shot
the movies, the shooter keeps the trigger than with a normal bullet. Characters using a
depressed and “hoses” the target with a stream shotgun loaded with birdshot (the smallest
of bullets. In reality, most of the bullets fired go pellets) gain a +2 bonus to strike targets at any
high as the gun’s muzzle is forced up by the range; those with buckshot (larger pellets) apply
constant recoil. Each group of ten shots counts a +1 bonus. Slugs are treated like normal bullets. 131
Shotgun damage is discussed later (see p. 153).
Chapter Four
Cinematic Combat Rules half. On the other hand, the role of luck is also
halved. This method can help speed up combat
Armageddon can be played in a cinematic a great deal, however, and is recommended
fashion—possible characters include beings when several characters are involved in a
with superhuman powers already, so why not firefight or melee.
go all the way and allow actions possible only
on the silver screen? Cinematic Combat is Two-gun Shooting: In real life, shooting a
meant to be fast and furious, with the gun in each hand just makes noise and spends
protagonists able to mow down large numbers ammo. In cinematic games, however, a
of inferior foes. The Chronicler should decide character can shoot with both hands, with a -1
beforehand which of these rules (if any) will be penalty for the off-hand. Recoil penalties
used in the game, and let the players know. accumulate separately for each pistol.
Reduced Rolls: This rule uses rolls only for Shoot and Dodge: Characters who shoot
the actions of important characters. Cannon while making acrobatic leaps (in the John Woo
fodder Adversaries use instead flat Attack and tradition) can use Acrobatics or Dodge while
Defense Values. To determine these numbers, they fire. Both the shooting and the Acrobatics
take the Adversaries’ Dexterity and appropriate or Dodge Tasks incur a -2 penalty. The
skill (weapon skill for attack, close combat or Acrobatics or Dodge result is used in a Resisted
Dodge skill for defense) and add six to it. For Task against any and all ranged fire attacks
example, a Soul Police Agent (see p. 334) would directed against the character that Turn. Only
have an Attack Value of 13 (his Dexterity of 3 ranged attack results higher than the
and his Guns (Handgun) Skill of 4, plus 6), and Acrobatics or Dodge result hit.
a Defense Value of 12 (his Dodge Skill of 3, his Healing Luck: Characters with the Good
Dexterity 3, plus 6). When characters attack, a Luck Quality (see p. 82) can use one of their +1
total result (after all modifiers) greater than 13 luck bonuses when they receive an injury. Doing
would hit the Soul Police Agent. To defend, all this reduces damage by D10(5) points or by
they need to generate a result of 14 or greater. half, whichever is greater, before any damage
The Adversaries also use the flat damage modifiers are applied. It becomes a “lucky
value for their weapons, rather than rolling break”—just a flesh wound, the bullet hit the
them. This method reduces combat rolls by character’s lucky coin, the character rolled with
the punch, and so on.
Throwing Damage and Range minimum Strength needed to lift 2,000 points is
11, so Ursus’s modified Strength is four. This
Ranged combat is not always about guns. creates the following range intervals: Point-
Every so often someone wants to throw Blank—two yards; Short—three yards;
something to cause harm. For humans throwing Medium—eight yards; Long—12 yards; and
rocks or grenades, regular ranged combat rules Extreme—20 yards.
cover things nicely. Supernaturals throwing cars
and such is a different story, however. The damage caused by such a thrown object
depends on its size and weight (see Thrown
To determine the maximum range a large Object Damage Table, p. 133).
object can be thrown, first determine the
minimum Strength needed to lift the object easily
(see Strength Table, p. 59). Subtract this number
Thrown Object Range Table
from the character’s Strength to get a modified Point Blank: Modified Strength-2
Strength value. The range intervals in yards Short: Modified Strength
(meters) are derived from that value.
Medium: Modified Strength x 2
For example, Ursus has Strength 15. He grabs
a 2,000 lbs. car and lifts it over his head. The Long: Modified Strength x 3
132 Extreme: Modified Strength x 5
Rules
Targeting Specific Body Parts Chart
These rules can be used for dramatic purposes, but add more complexity to combat. The following chart
determines the penalty to the attack, and the modifier to the damage inflicted. Damage bonuses occur after
penetration (if the target is not wearing armor, all damage is modified accordingly).
Head: -4 to hit. Blunt damage is doubled; slashing/piercing is tripled. Bullet type damage is modified by
two levels (i.e., armor-piercing bullets inflict triple damage, normal bullets inflict four times damage, etc.).
Endurance Point damage (in non-lethal combat) is quadrupled.
Neck/Throat: -5 to hit. Blunt damage is doubled; slashing/piercing damage is quadrupled. A slashing
attack on this area that does enough damage to kill the victim results in decapitation. Bullet damage is
modified by one level (armor-piercing bullets inflict double damage, and so on).
Arms/Legs: -2 to hit. Damage in excess of Life Points/3 cripples the limb; extra damage is lost.
Hand/Wrist/Foot/Ankle: -3 to hit. Damage in excess of Life Points/4 cripples the area. Extra damage is
lost.
Vital Points (heart, lungs, spine, kidneys, etc.): -2 to hit. Blunt damage is doubled; slashing/piercing
damage is tripled. Bullet damage is modified by one level (see Neck/Throat bullet damage).
Cobra Venom: This powerful corrosive Curare may be administered through poisoned
neurotoxin has an average fatality rate. The darts or other injection, with each application
Delivery Method is injection. Depending on the having a Strength 4 dose. Additional darts or
species, this venom has a Strength of 3 to 6. doses increase this Strength by one level (i.e.,
Each bite injects one dose, and inflicts Corrosive three hits with darts have a combined Strength
damage based on its Strength for 5 turns. For 6). If the victim fails a Resisted Simple
example, the bite of a relatively weak cobra Constitution Test against the poison’s Simple
(Strength 4 venom) inflicts D8(4) points of Strength Test, the victim’s Dexterity is reduced by
damage for five Turns. If the bite is drained, the one per Success Level of the poison’s Strength
venom does half damage. After administration, Test. If Dexterity is reduced to zero, the victim is
an antitoxin prevents further damage. A cobra totally paralyzed and unable to move. If the
can bite more than once in a 24-hour period, but Success Levels of the poison are greater than the
the strength of the venom drops one level per victim’s Constitution +1 (three Success Levels for
subsequent bite, as the dosage is reduced. In the the average Constitution 2 person), the victim’s
example above, the cobra’s next bite causes heart stops, and he dies in 20 minutes unless
D6(3) points of damage. On the other hand, if medical or magical healing is applied. Even if the
the cobra bit the same person twice or more, the victim wins the Resisted Test, his Dexterity is
damage is cumulative. reduced by one level per dose. The effects of
curare (if the victim survives) last for 6 minus
Some cobras can spit venom. It is treated as a Constitution hours (minimum one hour).
Strength 1 Corrosive (one point). If the venom
hits a victim’s eyes, he must pass a Difficult
Constitution Test or be blinded for one hour. Supernatural Healing and Poisons
After that, a Simple Constitution Test at +4 must Any Gifted or supernatural power that heals
be passed, or the blindness becomes permanent. injuries can undo the damage inflicted by
Arsenic: This irritant poison can be found in corrosive and irritant poisons. If the poison is
some insecticides and weed killers. In the ancient still in the victim’s system, it must be removed or
world, arsenic oxide, which is colorless and the damage or effect continues even if the
flavorless, was a favored poison, although its previous damage was cured.
effects take a long time, and people can actually Mindheal (see p. 229) can cause the body of
develop an immunity by ingesting small doses. the victim to expel the poison; this requires a
Resisted Task using Mindheal Strength and the
135
Chapter Four
Willpower of the Seer against a Simple Strength The Common Cold: This disease is typically
Test using the poison’s rating. The Touch of airborne, has a Strength 6 (very easy to catch),
Healing Miracle (see p. 242) undoes the effects of and relatively mild Severity (-1 to -2 to all Tasks
any poison and removes them from the body of for a day or two). Reduce Endurance by one-
the victim, at the cost of 10 Essence Points. third while the person is sick.
Ebola: Transmitted through body contact
Disease (although an airborne version might be
concocted by some germ warfare lab some day),
Diseases have three major game characteristics: and has an incubation period of a few days.
Vector (how the disease is transmitted), Strength Strength is four to six, and the Severity is
(how easy it is to catch it), and Severity (how Terminal. When the symptoms appear, the
much damage it inflicts). patient suffers a -1 penalty to all Attributes; a
Vectors include airborne (the virus or bacteria further -1 is imposed per day (cumulative).
can survive in the air for some time, infecting Symptoms include fever, pain, and aches similar
anyone who breathes it), vermin (an insect, like to the flu. In a day or two, internal bleeding
lice or mosquito, transmits the disease), body begins (lose 6 Life Points on the first day, and an
contact (the person must be in some form of additional D10+6 points per day thereafter).
casual contact, touching, for example, or sharing Survival requires a Difficult Constitution Task at
sleeping quarters), waste (drinking or eating -4 (one roll allowed).
things contaminated with the waste products of
the diseased; this may also be caused by insects
who contaminate food or drink), and bodily
Other Sources of Injury
fluids (transmitted through intimate contact, Drowning and Suffocation: Without
blood transfusions, and so on). preparation, a human being can hold his breath
If the character is exposed to the disease, for 1.5 minutes (2.5 minutes if the character has
Strength is used in a Resisted Test (Strength time to take a couple deep breaths first) plus
doubled versus the victim’s Constitution D10(5) x Constitution seconds. After that, the
doubled) to see if he catches the disease. person passes out and dies in a couple of
Prolonged exposure, weakness (from wounds or minutes. Strangling cuts off a character’s air
exhaustion), and so on may produce penalties of supply and inflicts damage directly to the victim’s
-1 to -6 to the Constitution Test. throat and windpipe. Manual strangulation
causes one point of damage per two levels of
The Severity (Mild, Moderate, Serious, or Strength (rounded down). A strangling rope
Terminal) determines how much damage the inflicts one point of damage per Strength level; a
disease inflicts. Many diseases simply produce wire garrote causes D4 x (Strength-1) slashing
weakness and are not fatal except under very bad damage (damage is tripled).
circumstances, while others are invariably fatal.
Severity effects include Task penalties (due to the Falls: A falling character takes D6(3) points of
debilitating effect of the disease), as well as damage for every yard (meter) drop, to a
Endurance and Life Point loss. Mild diseases maximum of D6(3) x 50 (terminal velocity).
inflict no permanent damage. Moderate diseases Note that a few people have survived falls from
incapacitate the character and may inflict great heights. This damage usually results in
damage, especially if not treated. Serious bruises and broken bones.
diseases inflict damage and may have lethal Fire: Being exposed to fire inflicts D4(2) points
effects. Terminal diseases kill. There are simply of damage per Turn. Being engulfed in fire does
too many types of diseases with different D6(3) points of damage every Turn. A character
symptoms and effects to cover them adequately who suffers more than one-fifth of her Life
here. Chroniclers wishing to introduce disease Points in fire damage experiences severe second-
into their game may want to do some research degree burns or one third-degree burn. One who
and then use the guidelines here to put them in suffers more than one-half of her Life Points in
gaming terms. fire damage has second- and third-degree burns
Some sample diseases are discussed below. over a large area of her body; this may cause
permanent or crippling injuries. Absent mystical
136 healing, the character will never heal fully.
Rules
Breaking Things simply do it without rolling damage. On the
other hand, if a Cast Member is using an axe to
All objects (doors, bottles, cars, tanks) have a break down a door while a raging fire consumes
Damage Capacity, Armor Value, and a Barrier the house he is in, a few rolls to see how long it
Value. The Damage Capacity is how many takes him to escape can heighten the tension.
points of damage it takes to either destroy the For example, Lucas is a cop, with Strength 4,
item or simply render it useless. The Damage attempting to kick open a door just like on TV.
Capacity of an object fulfills the same role as Life His Kick Damage is D4 x 5(10). He makes a
Points for living beings. Armor Value is how Strike Task (with a +5 bonus, since the door is
much damage can be absorbed by the object not exactly dodging away), and gets a +2 bonus
before taking damage. Barrier Value indicates to damage. Lucas’ player rolls a three, raised to
how much protection it affords someone hiding five because of the bonus, for a total of 25 points.
behind it. In effect, the Barrier Value acts as The door lock has an Armor Value 6 and 15
“armor” that an attack must punch through in damage points, so it is broken, and the door
order to hurt whatever is behind that object. swings open. If he had kicked a reinforced lock
Be careful to distinguish Damage Capacity (AV 20; DC 30), not only would he not have
from Barrier Value. It takes more damage to broken the door, the Chronicler would have been
destroy a door than to fire a bullet through it well within his rights to have Lucas take the
(and injure whoever is behind it), for example. damage he inflicted—promptly breaking every
For the most part, the Damage Capacity bone in his foot!
measures how much it takes to make the object Now suppose that the perp inside the room
stop functioning, or to blast a large hole (a sees Lucas through the peephole and decides to
yard/meter radius in the case of a wall) in it. shoot him through the door! The perp fires a .45
Generally, the Chronicler should only worry pistol at point-blank range (only the door and
about the Damage Capacity of objects when the some two yards of air stand between him and
Story absolutely demands it. If characters want Lucas). Total damage rolled is 32 points. The
to smash a plate glass window, they should door has a Barrier Value of 12, so 20 points get
Injury
Damage in the Unisystem is measured in Life
Points, representing the character’s vitality and
toughness. As Life Points are depleted, the
ability of the character to continue moving and
performing actions becomes impaired. If they
are reduced to below zero, the victim is
incapacitated and in danger of dying.
Metaphysical Powers are discussed in detail in Chapter Seven: Metaphysics and Chapter Eight: Inhumans.
147
148
CHAPTER FIVE:
TOOLS
149
Chapter Five
Ryadh, Saudi Arabia killed in uprisings or revolts or battles. On the
0400 hours other side, most of my people can name parents
Colonel Dufresne contemplated the motley and grandparents, uncles and cousins who were
formation passing his observation post with a likewise killed. But now we all have fresher
sense of wonderment. There they were— memories of what this Kirche der Offenbarung
Merkava Mk3 Israeli tanks flanked by Russian- has done to both of our peoples. The last time
made BTR-80 Iranian armored personnel something like this happened, it was my people
carriers, and Saudi-owned M-1 tanks. A who were branded sub-humans, infidels. Now, it
company of American XM8 light tanks led the is all of us, and you and the Muslims now have
way. A squadron of Comanche attack helicopters learned what it is like to be persecuted, to be
floated above the formation. The American imprisoned and killed for no other reason than
vehicles had been air dropped, along with who you are. This Church has managed to
Dufresne and the rest of the division, almost two remind us that we all are People of the Book—
years ago. Back then, having the putative allies that, after you remove all the trappings and silly
not shoot at each other was the most you could dogma, we all believe in the same God. And,
ask for. To see the ragtag remains of the armies there are, of course, other signs.” He cast his
of half a dozen countries actually working glance towards the skies.
together with a minimum of bickering was a As if summoned by Ari’s words, a trio of
miracle of sorts. winged forms, glowing faintly, trailed past the
“Not a sight I would have expected, or observation post. They followed the helicopters
welcomed, ten years ago,” said Captain Ari Ben and the armored formations towards the
Medi behind Dufresne. The Israeli soldier was battlefront, where Jews, Muslims, and Christians
the liaison between Dufresne’s forces and the were locked in battle against the Army of
allied units. Revelations. Even in the distance, the figures
Dufresne nodded in agreement. “It’s amazing. were clearly human-shaped, except for the wings.
I cannot . . .” he paused for a second. “I don’t Each bore a flaming sword, an anachronism that
want to offend, but how can you stand working would have made Dufrene laugh if he hadn’t seen
side-by-side with the Iranians, with people who the footage of those blades slicing the wings off
wanted you and your people dead?” And not just jet aircraft, or hadn’t examined the burnt-out
working together, but doing so with incredible shells of tanks which had been carved open like
effectiveness, he did not add. After the allies had so many sardine cans.
weeded out radical elements from all sides, they Dufresne had never been much of a religious
worked with a harmony that astounded the man. Raised a Catholic, he had all but jettisoned
American, used to news reports of rabid hatred his parents’ beliefs. Very few could remain
and sectionalism. skeptical in the face of sights such as this,
“It wasn’t easy, my friend,” Ben Medi replied. however. He crossed himself. Ari murmured a
“One third of my command is made up of prayer.
Palestinians and Lebanese, mostly Muslims. Overhead, the angels continued to follow the
Almost to a man, they have relatives who were human army towards the sound of the guns.
150
Tools
Introduction measurements, the second is for those using the
metric system. Further details on Encumbrance
There are literally thousands of items that a and its effect on movement and Endurance
Cast Member might like to possess as she Points can be found in Chapter Three: Rules (see
attempts to survive the world of Armageddon. p. 122).
Space limits prohibit the listing of all, or even a Cost: This is expressed in early-21th Century
number, of these items. As this is a game about dollars. The amount given is average for the Free
war, the most important of these possessions are Territories, and reflects serious shortages in
those found on a battlefield. Thus, this chapter materials due to the war effort. Many weapons
presents some sample items that may be used to are simply unavailable for purchase (aside from
bring the fight to the Adversary—in sum, black market rates that can double or triple
weapons, battle gear, and vehicles. “list” price, or be set by the Chronicler as high as
Most items include a description, game stats, desired). These weapons may be given to the
an Encumbrance Value (EV) and cost (where Cast as part of the mission, but otherwise must
applicable). Weapons and armor present be “requisitioned” in some other manner.
additional features, such as range, damage
imposed, or Armor Value. Vehicle entries are
even more expansive. Close Combat Weapons
Range: These numbers are expressed in yards From hand-to-hand, to melee weapons, to
(meters) and are divided into point-blank, short, chainsaws, close combat weapons are not for the
medium, long, and extreme ranges. The ranges faint of heart. Most were unusual until the war
listed are the limits: anything below the limit is broke out. Now, anachronistic melee weapons
considered to be in that range, anything beyond are much more prevalent—wielded by
it goes to the next range level. Note that superhuman beings, they are also decidedly more
projectiles may continue to travel some distance dangerous. These weapons use Dexterity and the
after going past extreme range. They may even appropriate Brawling, Martial Arts, or Hand
still be lethal, but the chance of hitting the Weapon Skill.
designated target is basically nil. The Chronicler Two-Handed Weapons: Close combat
should designate damage to unintended targets weapons used with two hands raise the effective
as he feels is appropriate, or as needed by the Strength of the wielder by one. For example, a
storyline being played. Strength 3 character wielding a two-handed axe
Damage: The damage range normally imposed has an effective Strength 4 for purposes of
by the weapon is given. This is expressed by a damage calculations.
die designation and a modifier. Slashing/Stabbing Weapons: Edged or pointed
Cap: The magazine capacity indicates how weapons have a better chance of inflicting
many bullets are contained in a fully loaded gun. permanent damage on their victims. An edge can
There is a lot of variation out there, however. At slice muscle tissue and even chop through bone.
almost any given caliber, for example, a rifle can A point can reach deep into a target’s vital
be a single-shot bolt action or break-open action, organs. To simulate this, any stabbing or
or a semi-automatic with a 30-bullet clip. slashing damage that is applied to a target (after
Revolvers have five to six shots, while semi- taking into account any reduction due to Armor
automatics can have as many as 15 to 17 rounds Value) is doubled. Blunt weapons (from punches
(laws restricting magazine size to 10 rounds are to kicks to sledgehammers to dropping safes) do
still in effect, but few free governments or police not enjoy this benefit, although they often cause
forces have the spare resources to enforce those more general damage.
regulations). For this reason, a range is often
given, from the smaller magazines and revolvers
to the biggest available on the market.
Encumbrance Value (EV): This measures an
item’s weight, plus an additional factor to
represent bulk. Both interfere with movement,
and drain an equipped person physically over
time. EV is expressed in two numbers separated 151
by a slash; the first number is for those using U.S.
Chapter Five
Close Combat Weapon Table
Weapon Type Damage EV Cost
Punch D4(2) x Strength* n/a n/a
Kick D4(2) x (Strength + 1)* n/a n/a
Small Knife D4(2) x (Strength - 1)** 1/1 $20
Large Knife D4(2) x Strength** 1/1 $50
Short Sword/Huge Knife D6(3) x Strength** 2/1 $100
Fencing Foil D6(3) x Strength** 2/1 $150
Broadsword D8(4) x Strength**& 4/2 $300
Bastard Sword D10(5) x Strength**& 4/2 $400
Greatsword D12(6) x (Strength + 1)**@# 8/4 $500
Rapier, Edge D6(3) x Strength**& 2/1 $300
Rapier, Point D8(4) x Strength**& 2/1 $300
Katana D10(5) x Strength**& 2/1 $1000
Spear D6(3) x Strength**& 4/2 $300
Spear Charge D8(4) x (Strength + 1)** 4/2 $300
Staff (Short Punch) D6(3) x Strength 4/2 $150
Staff (Swing) D8(4) x (Strength + 1)@ 4/2 $150
Small Mace D8(4) x Strength 2/1 $100
Mace D10(5) x Strength& 4/2 $200
Large Mace D12(6) x (Strength + 1)# 6/3 $300
Wood Axe D8(4) x Strength**& 1/1 $50
Battle Axe (D8 + 1)(5) x Strength**& 4/2 $200
Greataxe D12(6) x (Strength + 1)**@# 6/3 $400
Halberd D12(6) x (Strength + 2)**@# 10/5 $500
Small Club/Stick D6(3) x (Strength - 1) 1/1 n/a
Police Baton/Large Stick D6(3) x Strength 2/1 $20
Baseball Bat/Large Club/Pipe/Chair D8(4) x Strength& 2/1 $50
Chainsaw D10(5) x Strength**& 20/10 $200
Broken Bottle (D4 - 1)(1) x Strength** n/a n/a
* Causes Life Point damage, unless Endurance damage rules are used (see p. 139)
** Slashing/stabbing weapon
& Weapon may be used two-handed
@ Weapon must be used two-handed (damage modifiers accounted in formula)
# If no D12 is available, replace it with (D10+2)
# Artillery and heavy self-propelled munitions weigh thousands of pounds. They are towed by, or mounted
on, vehicles, or simply part of ground installations.
154 * Guided Missiles have a minimum range, instead of Point-Blank. This is the minimum distance the missile
must travel before its guidance system works.
Tools
Explosive Area of Effect Table
Explosive Type Ground Zero General Effect Maximum Range
Offensive Grenade 1 yard 3 yards 5 yards
Defensive Grenade 2 yards 6 yards 10 yards
40mm Grenade 2 yards 6 yards 10 yards
40mm AP Grenade 1 yard 4 yards 6 yards
40mm HEDP Grenade 1 yard 6 yards 10 yards
Mortar Shell 3 yards 8 yards 15 yards
Light Artillery/Light Bomb 5 yards 10 yards 20 yards
Medium Artillery/Medium Bomb 10 yards 20 yards 50 yards
Heavy Artillery 15 yards 30 yards 75 yards
Heavy Bomb 20 yards 50 yards 100 yards
Fuel-Air Explosive Bomb 75 yards 250 yards 300 yards
Light SAM/AAM 1 yard 2 yards 5 yards
Medium or Heavy SAM/AAM 1 yard 10 yards 20 yards
Light Anti-Tank Rocket/Shell 1 yard 2 yards 5 yards
Medium Anti-Tank Rocket/Shell 1 yard 5 yards 10 yards
Heavy Anti-Tank Rocket/Shell 1 yard 10 yards 20 yards
Damage
Explosive weapons have three damage numbers, representing the damage inflicted at different ranges.
If a bomb, shell, or grenade explodes in direct contact with the target, Ground Zero damage is doubled
against that target. Missiles are assumed to explode in contact with the target—do not modify their
damage. Rocket damage degrades quickly with distance. Those weapons are meant to destroy specific
targets. 155
Chapter Five
40mm Grenade: 40mm grenades are launched
from a weapon and explode on contact. The
weapons come in two basic forms. The first is a
launcher that must be broken open, like a
Heavy Weapon Skills shotgun, to reload. The second is attached under
Use Guns (Missile Launcher) for any man- the barrel of an assault rifle. Both are single-
portable anti-tank or anti-aircraft weapon. shot, and have the same range and cost. All
Artillery uses the Guns (Artillery) Skill, grenade launchers have a minimum safe firing
although the skill is used mainly to position range of 30 yards (meters); closer than that, the
the gun—computers do most of the shooting. firer risks being caught in the blast. Launched
Vehicle weapons (cannon, bombs, and the grenades use a Dexterity and Guns (Launcher)
like) also use the Guns Skill. Each vehicle Task. Hand grenade scatter rules apply.
weapon system counts as a Type, so the crew The armor-piercing (AP) version is effective
of a tank would know the Guns (Tank) Skill, against hard targets. The High Explosive, Dual
while the pilot of a fighter-bomber would Purpose (HEDP) ordinance has a shaped-charge
know the Guns (Fighter-Bomber) Skill. In warhead and a pre-fragmented casing, making it
general, bombs and artillery should be deadly against both hard (vehicles) and soft
treated as something that just happens on the (people) targets.
battlefield. Except for calling in an artillery Mortar: With a 80mm shell, mortars can be
or air strike, most characters have little found in heavy weapon platoons, or mounted in
control over those weapons. vehicles. Mortars consist of a tube, a tripod, and
shells. The tube is aimed by adjusting the tripod.
The shell is then dropped into the tube, and
lobbed high in the air to drop down on the
target. Differences in ranges are largely
irrelevant to a mortar shot; treat all ranges as
medium. All mortars have a minimum firing
Explosive Weapon Descriptions range of 100 yards (meters). For safety reasons,
Grenades: These are hand-thrown explosives. the tube cannot be tilted higher. Otherwise, the
The qualifiers “Offensive” and “Defensive” can firer risks being caught in the explosion.
be confusing to civilians, since Offensive Mortars are fired with a Perception and Guns
grenades actually pack less punch than Defensive (Mortar) Task. Hand grenade scatter rules apply.
ones. The reason is simple: Defensive grenades Artillery: Light artillery is a 100-120mm
are used by troops in trenches or other howitzer or cannon; Medium is a 130-150mm
fortifications; they are intended to blow their cannon; Heavy is a 160-200mm+ cannon. All
way through some obstacles, as well as eliminate fire high-explosive ammunition.
anyone in the area. Indeed, their blast radius is Bomb: A Light bomb is 20-50 lbs (10-25 kg).
often greater than the distance they can be A Medium bomb is 500-1,000 lbs (250-500 kg).
thrown and users have to toss them and duck A Heavy bomb is 1,500-2,000 lbs (750-1000
under cover. Offensive grenades are intended for kg). All are designed to be dropped from
use in the open. Their blast radius is smaller to aircraft.
protect the troops who use them. Grenades use Fuel-Air Explosive Bomb: These explosives
a Strength and Throwing (Sphere) Task. first release a highly volatile spray over an
Bomblet: A small anti-personnel bomb. These extremely large area, then ignite it, creating a
bombs are sub-munitions carried by a larger massive explosion. The Fuel-Air bomb described
bomb. The bomb explodes above ground and here is a small model; larger ones rival the
releases dozens or hundreds of bomblets, explosive power of tactical nuclear weapons.
completely covering the area. Assume that all Light and Medium SAM and AAM: These are
targets in the area (unless they are inside a anti-aircraft weapons. Ground-based weapons
covered trench or vehicle) suffer at least General are Surface-to-Air Missiles (SAMs) and airborne
Effect damage, and one fourth of them suffer missiles are Air-to-Air Missiles (AAMs). The
Ground Zero damage. smaller models (light) are man-portable, like the
156 Stinger missile. Medium missiles are transported
by vehicles (missile launchers or aircraft).
Tools
Heavy SAM: These are the heaviest anti- Heavy Anti-Tank Rocket/Shell: These include
aircraft weapons, like the Patriot missile. They such weapons as the Hellfire anti-tank rocket.
are too large to be carried by aircraft, and are They are fired from helicopters or heavy mobile
limited to ground installations. launchers. Any damage that penetrates armor is
Light Anti-Tank Rocket: Man-portable rocket tripled, as the blast of plasma tends to ignite fuel
launchers, like the LAW or AT-4. and cause the vehicle to explode.
Medium Anti-Tank Rocket/Shell: Typical
examples include the TOW series of anti-armor
vehicles, or light artillery or tank cannon (80- Setting-Specific Weapons
100mm) firing High Explosive Anti-Tank This section describes weapons specific to the
(HEAT) rounds. Armageddon setting.
159
Chapter Five
Armor Armor Types and Layering
Characters may wear different types of armor
The protection afforded by armor is
over different parts of the body (a helmet and a
represented by its Armor Value. Armor Values
light Kevlar suit, for example). If the optional
are expressed much like damage effects—a
Targeting Specific Body Parts rules (see p. 133)
variable number (typically a die roll), a
are used, simply use the armor value that applies
Multiplier, and a flat value added to the roll.
to that specific area.
This represents the fact that no suit of armor
offers the same protection over every inch of the Some characters may want to wear two types
body. When a character is struck, roll the base of armor on top of one another. Modern armor
die times the Multiplier, add the flat value, and is not meant to be layered; wearing a Kevlar vest
subtract the result from the number of damage over another Kevlar vest is extremely
points inflicted. If the armor result is greater uncomfortable, and only possible when the
than or equal to the damage result, the character lightest form of Kevlar is used. It is also not as
suffers no injury. effective as it would appear at first glance. In
general, when layering armor, add the average
value of the weakest armor, halved, to the Armor
Armor Encumbrance Value of the heavier layer. Note the full amount
Wearing armor slows a character and makes of all Encumbrance Values are applied. The
some things (like being quiet, or reacting quickly) medieval armor listed in the table assumes a
difficult. These problems are measured by the cloth padding: heavy padding adds +1 to the
armor’s Encumbrance Value (see p. 151). Armor Value, and leather adds +2 to the armor
and one encumbrance level.
Body Armor Table
Armor Type Armor Value EV Cost
Cloth Armor*^ D4 - 1(1) 1/1 n/a
Leather Jacket^ D4(2) 2/1 $400
Leather Armor*^ D6 + 1(4) 10/5@ n/a
Chain Mail*^ D6 + 6(9) 40/20# n/a
Plate and Mail*^ (D8 x 2) + 8(16) 50/25% n/a
Plate Armor*^ (D8 x 3) + 8(20) 70/35& n/a
Leather Helmet*^ D6 + 1(4) 2/1 n/a
Metal Helmet (D8 x 2) + 8(16) 8/4 n/a
Class I Armor D6 + 7(10) 4/2 $600
Class IIa Armor (D6 x 2) + 9(15) 4/2 $850
Class II Armor (D6 x 2) + 14(20) 8/4@ $950
Class IIIa Armor~ (D8 x 2) + 17(25) 10/5# n/a
Class III Armor~ (D8 x 3) + 18(30) 12/6# n/a
Class IV Armor~ (D8 x 5) + 20(40) 16/8# n/a
Riot Shield~ (D8 x 2) + 17(25) 8/4 n/a
Helmet~ Use Type I-IV Armor 2/1 $200
U.S. Combat Armor~ (D10 x 5) + 20(45) 20/10% n/a
AoR Battle Dress~ (D8 x 4) +20(36) 14/7% n/a
171
Chapter Six
Introduction Gabriel. Michele contacted various secret
societies worldwide and asked for their support
The war against Leviathan involves everyone in creating a hybrid organization, a network that
on the world—and its periphery. The ultimate would share information and resources against a
choice is simple: oppose the Mad God, or common foe. While some groups refused, others
become one of its creatures. Neutrality only agreed, cautiously at first, then more openly as
serves to strengthen the enemy. This is doubly the dangers posed by the Church became more
true for those who belong to the occult apparent to all.
underground—their power and knowledge make The Norse god Odin also officially joined the
them too dangerous to leave alone. Alliance, and pledged the entire pantheon of the
This does not mean those who oppose the Aesir to it. Seeing a Seraphim and an Old God
Church of Revelations have joined forces in a working together did much to allay the concerns
single monolithic organization, however. For of other supernatural groups. The Watchers
one, the Gifted and supernatural denizens of the established loose ties to the organization.
world are a fractious lot, nursing enmities and Shortly thereafter, a third member joined the
grievances against each other, often for centuries leadership of the group. This was a ghost, the
or even millennia. A single group could not spirit of a dead human, who claimed to be none
accommodate all those conflicting interests. other than the soul of Benjamin Franklin.
Infighting over who would lead might take years Michele, Odin, and Franklin have shaped the
to come to a resolution, years that the planet course of the Alliance over the last eight years.
cannot afford to waste. As a result, the forces
arrayed against Leviathan are split into Beliefs
numerous factions, each with its own leadership,
organization, and goals. Some of them work The Alliance does not have an ideology or set
together for the greatest good, while others have of beliefs beyond those concerning the war. The
their own agenda in addition to (and in some organization has gathered more information
cases ahead of) the conduct of the war. about the Church of Revelations than any other
group. All members know about the
Six of these Associations, the largest and most
concentration camps, the steady transformation
influential in the conflict, are described in this
of the Believers into inhuman creatures, and the
chapter. This section amplifies the summaries
Church’s plan to transform humankind into a
provided in Chapter Three: Roles. It includes the
tool dedicated to bring Leviathan into this
organization, history, and goals of the
reality. Preventing this is their one and only goal;
Association, and the role it plays in the battle
everything else is secondary.
against Leviathan and its minions.
To achieve their goal, the Alliance has a number
of directives. First, the nations opposing the
Alliance Believers’ conquest must be assisted and protected.
The same applies to any resistance movements in
The Alliance is the largest Association in
the conquered territories. Additionally, the Alliance
Armageddon, a group formed with the express
seeks to learn more about Leviathan, the Dark
purpose of battling the Church of Revelations. It
Apostle, and the Believers—any weaknesses,
has gathered humans and supernaturals, angels
dissension in the ranks, or some new way to strike
and demons, Immortals and demigods, fierce
at the Adversary. Recruiting new members is also a
rivals and former enemies, to fight side by side
major, though still secondary, goal. The Alliance
for the first time. Although this organization is
constantly tries to draw more members, or even
often wracked by internal struggles and petty
entire organizations, into its fold.
conspiracies, it provides fresh hope for the future
of the world of Armageddon.
Organization
History The Alliance is loosely organized. Many of its
members also belong to other organizations, and
The Alliance came into being sometime after
for them the Alliance acts more as a
2008. The first major mover and shaker in the
clearinghouse of information and contacts than a
organization was the former Archangel Michele,
172 ruling agency. The Alliance has connections to
who about a decade before had come to Earth as
several national intelligence and military
a result of the machinations of the Archangel
Associations
agencies, including the CIA and SOTF-COM (see line for too long, especially those with beings
p. 32). It also has access to the records of several who care little about humans anyway. As a
Covenants of Magic (see Allies and Enemies). result, more trustworthy Teams spend almost as
With these assets, the Alliance has the best much time policing their own organizations as
intelligence resources of the Free World and can they do fighting Leviathan’s minions.
coordinate the actions of dozens of groups.
Those who pledge themselves to work for the Allies and Enemies
Alliance full-time are assigned to Teams, which
are headquartered in diverse parts of the world. The Alliance’s relationships with many of the
Each Team consists of three to ten members, one numerous organizations of the Armageddon
of whom is appointed leader. The Teams are world are detailed below. Those not discussed in
assigned missions by Central Command, which is this book (noted with a “*”) are covered in
the most organized part of the Alliance. Central various Unisystem products, such as CJ Carella’s
Command studies information coming in WitchCraft roleplaying game.
through its contacts, and sends Teams on Cabal of Psyche*: This society of psychics
missions designed to disrupt the plans of the seeks to protect people with the Sight from the
Church of Revelations. world—and vice versa. Members are taught to
Each Team knows the location of a safehouse, use their powers carefully and responsibly.
the names of the other Team members, and little When the war started, members joined the
else. If captured, they cannot reveal any valuable Alliance in large numbers.
information about the upper echelons or other Combine*: This shadowy organization (or
cells and their activities. Orders arrive via e-mail organizations) has been manipulating the
or anonymous phone calls, which are identified governments, economies, and societies for
through a system of code words that changes centuries. The Combine had some help from the
weekly. Mission reports are filed through the Heavenly Host (see p. 175), but its true masters
Internet, and are sent and received blindly, with and goals remain a mystery even to their most
no direct contact. This security has paid off—so deadly enemies. The Combine appears to have
far, no Soul Police or the Church agents have been infiltrated and largely destroyed by the
managed to infiltrate or “turn” any members. Church of Revelations—or maybe it is just biding
its time. Some elements of the Combine have
started cooperating with the Alliance and other
The Effects of the War groups to suppress the Church of Revelations.
Unlike other Associations, the Alliance was Covenant of Legba*: This is the largest
specifically founded to face the threat of grouping of Voodoo magicians in the world. The
Leviathan. The war has changed the Covenant follows the African god Legba, and
organization just the same. For one, it has grown fights the machinations of evil societies.
in size, from a small group revolving around the Members use Magic and Spirit Patron powers.
Archangel Michele to an international group The Legbans are strong supporters of the
with thousands of agents, wielding enormous Alliance, and of the Pantheons through the
mystical and mundane power. Its size is also a Voodoo Gods.
liability, however, as it is harder to coordinate Heavenly Host: The Host is willing to help,
and oversee the myriad Teams operating around but cooperation is imperfect, and it is clear the
the globe. Since many Teams have members with angels do not share all their information and
divided loyalties and secret agendas, this lack of resources with their allies.
oversight has allowed some unscrupulous House of Thanathos*: This group is obsessed
members to engage in power plays which have with discovering the secrets of Death. Members
little to do with the war. include magicians and necromancers, but the
As casualties mount and the power of the Covenant is dominated by the once-dead—
Church increases, many members have become Vampyres and Phantasms, primarily. The House
more ruthless and fanatical in their efforts. has concentrated on defending the Death Realms
Generally, the Alliance is caution about avoiding from the depredations of Leviathan, but they
“collateral damage.” Every killed innocent is also cooperate with other groups.
one less human standing between Leviathan and Infernal Legion: Demons have proven to be all
the world. This attitude has begun to deteriorate too willing to help, though sometimes they 173
among those Teams who have been at the front appear to be corrupting the organization to their
Chapter Six
own ends. So far, all such attempts have failed,
but demons are to be watched closely.
Knights Templar*: This ancient secret society
both predates and survives the historical Knights
of the Temple of Solomon. Members use Magic
and the powerful Keys of Solomon, mystical
patterns that give them tremendous power over
spirits and even angels. For millennia, the
Templars have fought the Combine’s attempts to
keep humankind enslaved. The arrival of the
Dark Apostle has forced the Templars to shift the
focus of their struggle, and they now collaborate
with other groups, but largely on their terms.
Lodge of Undying: The Lodge has turned over
most of their resources to the Alliance, and
Immortals operate in the group in all capacities.
Mockers*: A small and misunderstood
Covenant, the Mockers are survivors of
encounters with the Mad Gods. They emerged
Tainted, but relatively sane. They have Taint
powers, but their wills remain their own. The
Mockers make deadly enemies for all Mad God
cults, and Leviathan is no exception. Their
nature makes it difficult to garner allies, however.
Nomads*: These wanderers are largely Ferals,
people whose souls are a hybrid of human and
animal spirits, and who turn into animals at will.
The Covenant also includes all manner of beings,
however, from Gifted and Mundane humans to
Inheritors and Undead. The group serves the
Moon Gods, and these deities have directed them
to battle Leviathan. They maintain connections
with both the Alliance and the Pantheons.
Pantheons: The Norse Gods have joined the
Alliance in numbers, and other Pantheons have
followed suit. There is still considerable friction
between Incarnates or Avatars and the Alliance’s
“mere” humans, however.
Pariahs*: This group is made up of abused and
terrorized people, many of whom have developed
Gifted powers as the result of their ordeals.
Members mostly use the Disciplines of the Flesh,
which allow them to alter their bodies by reliving
the most traumatic events of their lives. Some
Pariahs have succumbed to the lure of Leviathan,
but most of them fight its minions, sometimes
working with other groups.
Rosicrucians*: These ceremonial magicians
follow the hermetic school of magic. This order
concentrates on the study of magic and the well
being of its members. They have a great deal of
power and influence, and recruit members
174 mainly from the educated and moneyed elite.
Members rely almost exclusively on Magic. The
Associations
Rosicrucians tentatively joined the Alliance, but doing what they think God would want. Now,
then split off when its ties to the Infernal Legion with the ultimate enemy beating down the Gates
were discovered. Some Rosicrucians remain, and of Heaven, the angels must make some very hard
cooperation still exists, but it is guarded. choices if they—and humanity—are to survive.
Sentinels*: This society came into being during
the Middle Ages to combat supernatural History
predators. They have hunted down monsters
and evil cults for centuries. Members include Creation: The oldest angels are the Seraphim.
Mundanes, the Divinely Inspired, and Seers. The They are celestial beings, creatures born before
Sentinels work closely with the Alliance and, to a the creation of the universe, or shortly
lesser degree, the Heavenly Host. afterwards. This is not to say the Seraphim
remember the beginning of the universe, however.
Storm Dragons*: Martial artists extraordinary,
The Celestials (gods, angels, and similar beings)
the Storm Dragons practice Tao-Chi, a powerful
are descended from the original Sephyr, primal
discipline allowing them to tap their Essence to
entities who helped give form to the universe.
perform incredible feats. The Dragons have led
resistance to the Church of Revelations This descent is not exactly a lineage of parents
throughout Asia and the Americas. and children. It might be more accurate to say
the Seraphim are fragments or greatly changed
Twilight Order*: These necromancers
versions of their own selves. Their recollection
combine ancient thaumaturgical practices with
of Creation remains muddled; at the time, their
modern spiritualism; they are mystics and ghost-
thought processes were utterly alien even to their
hunters. Members use Necromancy, Magic and
current selves. At creation, they were beings who
the Second Sight. The Twilight Order has lent
hardly noticed the passing of millennium or birth
some aid to the Alliance.
of galaxies, and yet could perceive the dance of
Watchers: The Watchers have been willing and
subatomic particles. The Seraphim are no longer
sincere allies. Their penchant for secrecy can be
those beings—whether this makes them
a problem, but they are generally to be trusted.
“debased” or “evolved” is the subject of some
Wicce*: These magicians follow the ancient
debate—and those memories are little more than
traditions of the early European cults. They
confusing images.
believe that magic is a natural force, meant to be
The Seraphim did not come into being until
used with care to maintain balance and harmony.
billions of years later, when the first human
Members use primarily Magic and the Sight.
beings became self-aware. The former Sephyr
The Wicce have long had dealings with a number
changed, narrowed their focus, and became more
of Old Gods and nature spirits. The Wicce are
human-like. Some were heralds and warriors
strong supporters of the Alliance.
(the Seraphim) while others became builders and
Other Associations: The Alliance is
rulers over elemental forces (the Titans). The
continuously tries to convince other groups to
Seraphim and the Titans shared the world with
join in or at least collaborate with it.
the rising humankind. The Heavenly Host dwelt
in the Sephiroth of Binah, visiting Malkuth (the
Heavenly Host human universe) frequently, and treating humans
as near-equals by the time the Elder Kingdoms
They are the angels, the beings of light who
arose on Earth.
have fascinated, terrified, and inspired millions
The First Schism: The fall of the Elder
of people for thousands of years. They claim to
Kingdoms sundered this harmony, and broke the
be God’s Messengers, carrying out His plans for
Heavenly Host. Fearing the destruction of Earth,
humanity. Even in the most favorable myths,
the Lord Archangel Lucifer unleashed the Flood
however, the angels are not flawless beings. The
and led the Seraphim in a war that eradicated all
greatest among their number turned against the
trace of humanity’s glory. Lucifer then went too
Creator and was cast down into Hell.
far, and decided humanity itself should be
The reality is even harsher than these stories,
eradicated. He claimed to speak with the voice of
however. The Heavenly Host is beset by doubts
God (the Metatron), but when it was discovered
and fear. Their goals are lofty, but their methods
that the Creator had fallen silent even before the
are questionable at best. Their claims that they
Flood, the other angels turned against Lucifer and
implement the wishes of the Creator is a lie. For 175
cast him out. After a brutal war, Lucifer and his
millennia, they have been acting on their own,
cohorts were trapped in a hellish prison in the
Chapter Six
Death Realms. The Host suffered yet another spiritual growth of humankind, however. Even
split in its ranks shortly afterwards—a group of as humans learned the secrets of Science, they
angels who thought the Flood too harsh fled actually lost ground in the fields of Faith and
Elysium and hid on Earth. Magick. Technology without morality
Divided, decimated by war and desertion, and eventually led to the horrors of the 20th century.
bereft of true leadership, the Seraphim embarked The Secret Plan had failed; humans, while still
on a Diaspora, leaving a small contingent of angels not having reached the level of power of the
behind while the rest sallied forth, looking for the Atlanteans, had unleashed all manner of
Creator. The millennia-long quest was a costly technological wonders and threats. The
failure. Still, upon returning, the Host found a new Combine became so powerful that Gabriel could
purpose: to make humanity worthy of the Creator’s not destroy it without revealing his part in its
attention. When they came back, they found creation. Hoping to keep some modicum of
humans worshipping the Titans as their gods. control, he continued to assist its works.
Enraged, the Seraphim tried to overthrow such This situation led to the events of the Second
practices and establish monotheism over the world. Schism. The Archangel Michele, the Warrior
This Celestial War ended with the defeat of the Old Angel, discovered evidence of the Secret Plan
Gods, who lost most of their worshippers and were sometime during the 1990s. After a number of
forced to retreat to their otherwordly Realms. plots and assassination attempts, Michele and
The Second Schism: Even though he helped several hundred Kerubim and Seraphim
orchestrate Lucifer’s Fall, High Archangel abandoned the Heavenly Host and exiled
Gabriel shared some of the Lord Archangel’s themselves to Earth. Thus, it was a divided and
fears of humankind. The Elder Kingdoms had conflicted Host that greeted the New Millennium
threatened the destruction of all reality, and the and the rise of the Church of the Revelations.
Archangel tried to make sure humans did not
enjoy such a rapid rise ever again. While the Beliefs
Seraphim were away in the Diaspora, humans
were kept ignorant and primitive by the Old The basic purpose of the Seraphim is to protect
Gods. These entities enjoyed being worshipped; Creation and humanity. Left to their own
they ensured the development of science or devices, the Seraphim have carried out their
arcane art was kept hidden from the masses. mission with varying degrees of success. Lucifer
caused the Flood to destroy all the advanced
After the angels returned and wrestled control
civilizations of the time. Then he considered the
over humans from the Old Gods, Gabriel
utter extermination of humans before being
decided to continue their work. Knowing that
dethroned and thrown into the Pits of Abaddon.
most Seraphim would object to this, he kept his
Gabriel has tried to keep humans ignorant and
plan from all but a handful of faithful allies, and
helpless, a plan that ultimately failed but still left
used humans for the most part. These human
humans unprepared to deal with the supernatural
agents were rewarded with prolonged longevity
powers of the Church of Revelations.
and great financial and political power. They
helped persecute those who sought to improve The members of the Heavenly Host believe
the lot of humans, and in doing so corrupted they are the agents of the Creator, and that they
several organized religions and governments. are doing His Will in this world. They consider
themselves to be caretakers and guardians of
Humans made poor puppets, however. In a
humankind. Human beings are the heirs of
few centuries, Gabriel lost control of the
Creation, and will one day become entities as
organization he had helped create. This
great as the Creator Himself. This, however, is
shadowy society, known as the Conspiracy or the
far in the future. Many Seraphim and Kerubim
Combine by outsiders, has pursued its own goals
believe humans are little more than weak,
for many years.
ignorant, and helpless children who can be easily
A breaking point came sometime between the
distracted, deceived, or corrupted. They must be
14th and 15th centuries. The Black Death—a
protected from their own follies as well as
supernatural as well as a mundane disaster—
outside threats. Humanity, they believe, is not
weakened the Seraphim and the Combine both.
ready for the powers of magic, science, or even
The Renaissance and the Age of Enlightenment
faith. Unfortunately, humans are harnessing
176 battered through the restraints of human
these powers despite everything the Host has
creativity. The Combine managed to restrain the
done to hold them back.
Associations
177
Chapter Six
Behind their façade of self-righteousness, Seraphim: These are the rank-and-file of the
however, most angels are wracked by doubts. Celestial Host. There are two sub-races of
The knowledge that they have not been given Seraphim, known as Lesser and Common
direct orders from the Creator for untold Seraphim.
millennia weighs heavily on many of them. The Greater Seraphim: These experienced and
more introspective angels wonder if this is all powerful Seraphim are in command of
some sort of test, and whether they have passed companies or phalanxes. They also serve as
or failed. Many fear that their pride is as great troubleshooters, shock troops, and enforcers for
as Lucifer’s, and their final punishment will be the Archangels.
even more horrible. A few wonder whether or Archangels: Archangels are a sub-order of
not the Creator cares at all for them, or for Seraphim who possess a great deal more raw
humankind. This crisis of faith has been set aside power. They are closer to the original Sephyr
for the current conflict, but it continues gnawing than most Seraphim. The Archangels command
at many of them. the troops of the Celestial Host, and each is in
charge of an entire Army, comprising ten
Organization thousand Ethereals, Seraphim, and Kerubim.
Their great power has a limitation, however;
The Heavenly Host has seven ranks of
they lose most of their greater abilities if they
authority, from the near-mindless Ethereals and
leave the dimension of Binah, becoming only
the lowly once-mortal Kerubim to the Council of
slightly more powerful than the Seraphim.
Four that rules all. Advancement through the
The Council of Four: These four High
ranks was very slow until the coming of the war.
Archangels rule the Heavenly Host. Their office
Many angels spent hundreds of years in Ecstasis
grants them near omnipotence, although their
and gained precious little experience or wisdom
influence on Earth has been weakened due to the
in that time. Now, they are being sent to Earth
barriers separating Malkuth from Binah. Until
in increasing numbers, and leaders found lacking
recently, the four members of the Council were
are often replaced.
Gabriel, Michele, Uriel, and Raphael. After
Human writers have often speculated about the
Michele’s sudden desertion and the Great Schism,
organization of the Seraphim. Some of their
Sophia, the Archangel of wisdom, was elected to
guesses have been wildly imaginative, but for the
the post. Although officially the Four are equals
most part wrong. These mistaken impressions
in all ways, in reality Gabriel is the de facto leader
were actually encouraged by the Seraphim’s agents
of the Host. A persuasive (some might say
to keep humans in the dark. Some fanciful stories
manipulative) Archangel, Gabriel has shaped the
described the total number of angels in the
policies of the Host since the Fall of Lucifer.
millions, and were equally wrong. Before the war,
The conflicts with the Elder Kingdoms, the
the Heavenly Host numbered a little over one
Titans and the Infernal Legion have turned
hundred thousand Seraphim and Kerubim, and
almost every angel into a soldier, and they are
about as many Ethereal spirits. Of these, nearly ten
organized along military lines, in squadrons
thousand Seraphim have been permanently
(formations of three to ten angels), companies
destroyed, most of them during the Battle of Rome.
(ten squadrons, totaling up to a hundred angels),
Ethereals: The most numerous order of being,
phalanxes (ten companies) and armies (ten
these spirits unquestioningly obey the commands
phalanxes). The typical Army is made up of
of the angels. These beings are not mindless, but
roughly five thousand Ethereals and a similar
they lack true free will.
number of assorted true angels.
Kerubim: The lowest-ranked angels are the
Before the War, the Seraphim sent agents to
Kerubim, who once were human and now labor
Earth only for three types of mission: to gather
to help and guide their former brethren.
information, to randomly help humans, and to
Elder Kerubim: The more experienced and locate and destroy major supernatural
capable Kerubim are given the task of infestations or dangerous humans. Scouting and
commanding and supervising their fellow Lesser espionage missions were conducted by Kerubim
Angels. Their authority can ordinarily only be and the occasional Seraphim agent. To aid these
challenged by the Greater Seraphim or activities, the Heavenly Host established a
Archangels, although technically all Seraphim number of “safe houses” throughout the world,
178 are their superiors. with agents, both human and divine, charged
Associations
with intelligence-gathering. The Kerubim also A war of escalation could lead to Leviathan
occasionally came to Earth to help humans; manifesting itself in reality even before it
unlike the Seraphim, the Kerubim can sometimes managed to convert all living humans.
sense a human’s distress, and may feel obligated The Host currently wages a form of limited
to respond to such calls. Unfortunately, only a warfare. It helps the underground movements in
relative handful of suffering humans ever the Conquered territories, finds and destroys
managed to reach the Kerubim with their pleas, Revelationists operating in the Free World, and
and only a few of those were helped. The most on occasion sends a few hundred Seraphim to the
important missions involved destroying humans battlefields of the world to confront the Shaitan
and creatures that threatened Creation. and Sheol monsters that assist the True Believers.
Supernatural predators, cults of the Mad Gods, The Council fears committing great numbers of
and the more extravagant demonic schemes were angels to any one battle. When Uriel impulsively
the primary targets. Some of these activities sent an entire army to defend Rome, thousands
occur at present, but the war occupies most of of Seraphim were destroyed, shot down with
the Host’s attention. weapons powered by Taint (see p. 326), or torn
apart by hordes of monsters.
The Effects of the War While many angels were able to recuperate
from their injuries in Binah, many were
In the past, the Heavenly Host had an official
destroyed for what might be hundreds, maybe
policy of non-interference. Contact with humans
thousands of years, or perhaps permanently. Not
was kept to a minimum, and of the hundred
since the First Celestial War has the Host suffered
thousand or so angels, less than five hundred can
such casualties. It has made its leaders careful,
be found on Earth at any given time. The war
even timid in some ways.
changed all of that. Most safe houses in the
Conquered Territories were destroyed, and
hundreds of Seraphim, Kerubim, and human Allies and Enemies
agents were captured or slain. The urgency of The Host has few friends, and has spent most
the situation has forced the angels to take of recorded history making enemies.
unprecedented action. Alliance: The Host has sent a number of agents
The Angels were caught completely to work for the Alliance, despite the fact that a
unprepared by the Dark Apostle and the Cult of renegade Archangel serves as one of the group’s
Leviathan. Somehow, the Revelationists leaders. The relationship remains uneasy,
infiltrated the Combine and took over most of its especially when the Seraphim are involved.
assets and influence in Europe and South Infernal Legion: The ancient foe of the Host
America. The Seraphim had sensed a major has not been forgotten—or forgiven. For the
disturbance in the flows of Essence as early as time being, the Host does not watch the demons
1980, when the Dark Apostle was born, but they closely, but neither have they completely relaxed
could not pinpoint its cause. The Host had also their guard. Many Seraphim and some
become concerned with the increased birth of Archangels feel that, if they achieve victory over
Gifted humans, from magicians to the divinely Leviathan, the Legion should be targeted next.
inspired. Something big was afoot, they could Lodge of the Undying: Many Seraphim
sense, but they did not know what. remember the days of the Elder Kingdoms with a
They managed to get close to the truth, but by mixture of fear and hatred. True Immortals are
then it was too late. Fifteen Seraphim and twenty constant reminders of those days, and angels
Kerubim were in Munich on April 30, 2008, and prefer to avoid their company. In times past, the
perished in the same holocaust that gave birth to Host hunted down Immortals, especially those
the Dark Apostle (see p. 27). Binah itself was who became too involved in the affairs of normal
invaded by monstrosities from Leviathan’s home humans. Nowadays, the Host tends to ignore
universe, keeping the angels distracted long True Immortals, who for their part bear little
enough for the Church to make its move. The love for the angels.
Council of Four decided not to confront the Dark Pantheons: The Old Gods nurse old grievances
Apostle directly. Doing so risked a metaphysical against the Host, but a rapprochement is being
“action-reaction” cycle: it seemed the more sought by both sides. The more benevolent
power brought against the Dark Apostle, the deities would like to forge some sort of union of 179
more power he was able to gain from Leviathan. the forces of light to battle the forces of darkness,
Chapter Six
The Archangels
The Archangels are beings of god-like power. In addition to their power over Celestial Fire and
other Seraphim powers, Archangels can manipulate tremendous amounts of Essence (in the tens of
thousands). Described below are the Four High Archangels and a few other Archangels of note.
Gabriel: Also known as Jibril and Gabriele (when he assumes female form), Gabriel is the leader
of the Host in all but name. It was he who overthrew Lucifer—and, if one believes Lucifer, he who
manipulated Lucifer into unleashing the Flood and planning the destruction of humankind.
Despite his varying form, Gabriel apparently thinks of himself as a male. Tremendously charming
and persuasive, Gabriel favors subtle and cunning agents.
Uriel: Uriel is the angel of fire and retribution. He is a warrior, and given to rash actions. It
was his decision to send his Army to Earth to defend Rome, and his considerable power that
allowed ten thousand angels to appear on Earth without any normal preparation. Even the
disaster at Rome has not tempered him, and most of the angels sent to the battlefields on Earth
serve him.
Raphael: The angel of healing and mercy, Raphael is the gentlest of the Four. He opposed the
Flood, and was among the first to follow Gabriel’s overthrow of Lucifer. Raphael is the only High
Archangel who customarily surrounds himself with Kerubim, whose company he finds preferable
to that of Seraphim. Most of his agents are Kerubim who focus on healing and mediation.
Michele: Also known as Michael and Mikail, Michele is a warrior Archangel. She cast down
Lucifer and led the war against the Infernal Legion. When Michele discovered Gabriel’s role in the
Secret Plan, she abandoned Elysium and hid on Earth, where she helped found the Alliance.
Sophia: The archangel of wisdom and beauty, Sophia was largely removed from the politics of
Elysium, making her—in Gabriel’s eyes—an ideal candidate to replace the rebellious Michele.
Sophia did not remain a meek mouthpiece for long, however. She has her own vision of the
direction the Host should follow, and challenges Gabriel’s position among the Four.
Azrael: The angel of Death, Azrael has no Army under his control. Instead, he keeps to himself
(or perhaps it could be said that he is imprisoned) in a dwelling linked to the Death Realms.
Azrael’s power is the match of both Gabriel and Lucifer.
Barakiele: Her name means “God’s Lightning.” This archangel shares a number of powers with
the Sky Gods. She challenged the likes of Zeus and Thor, and traded bolts of power with them
during the Celestial War. Barakiele likes to act decisively (and violently), and she favors agents
and servants who follow in her footsteps.
180
Associations
both during the current crisis and afterwards. Leviathan wins the war, the known universe
Most angels remember the presumption and ceases to exist; if Lucifer wins the war, there will
arrogance of the Old Gods, however, and view be Hell to pay.
their former enemies with distrust.
Watchers: These renegades are not as hated as History
the Legion, but few Seraphim have anything to
do with them (the Kerubim are slightly more The stories are correct in one thing: it was
tolerant). Many members of the Host think of Lucifer’s pride that caused his downfall. When
the Watchers as weak at best, corrupt at worst. some of the Elder Kingdoms became a threat, his
reaction was to destroy them all. Then, he
Other Associations: Angels view most groups
sought to assume the prerogatives of the Creator,
with suspicion or even outright hostility. Even
and tried to destroy all of Humankind. The
Inspired humans are not greeted warmly by
other angels overthrew him for his hubris.
many Angels. A large percentage of Seraphim
often try to assume the leadership of any group Lucifer and his followers were cast out of
they join—this does not make them any friends, Binah. From the Death Realms, Lucifer
of course. Others—a growing number, as the continued his war against the Host, however.
Angels acquire more experience working The Lord Archangel recruited malignant
alongside humans—have started to reconsider spirits—Fiends—to fight at the side of his
their prejudices. followers. The conflict dragged on for centuries
before an agreement ended the hostilities.
Lucifer and his minions would serve a purpose:
Infernal Legion to punish those humans whose crimes demanded
retribution. The Fallen Seraphim, now called
The Fallen Seraphim were those who most
demons, were allowed to venture onto Earth in
resented humankind, or whose misplaced loyalty
small numbers, provided that they did not attack
to Lucifer led them astray. Exiled from the
humans directly or attempt to control or
Realm of Binah, trapped in the world of the
otherwise destroy the free will of humans.
dead, the Infernal Legion is dedicated to
Demons could tempt, but not force. They could
tempting and deceiving humans. While
punish, but not attack without provocation.
forbidden from harming humans directly (a rule
Almost as soon as the agreement was reached,
often ignored or twisted), the Fallen prefer to
the Fallen started to break and twist its terms.
fool humans into harming each other. They
Many of the Fallen’s operations involved not only
claim most people make their job almost too
the corruption of humans, but a search for ways
easy; mortals are all too ready to take advantage
to defeat the Heavenly Host and to return Lucifer
of their fellow man, or to give in to ill-advised
to his “rightful” position as the Lord Archangel.
impulses and lusts. Since humans possess free
will, their misdeeds are ultimately their Along the way, the demons began recruiting
responsibility, but the Fallen delight in providing new members from among the Dead. Since their
a little push here and there. These demons numbers were smaller than those of the Host
consider themselves to be the mystical equivalent (only about a quarter of the Seraphim chose to
of undercover cops or confidential informants, follow Lucifer into exile), the Fallen bolstered
weeding out evil humans who, after death, are their ranks with malignant spirits and the souls
dragged into the Pits of Abaddon to be punished of evil humans, which became their own version
for their crimes. of the Kerubim. They also used their powers to
bring large numbers of Fiends to Abaddon. By
The war took the Infernal Legions by surprise.
the time of the War, the Infernal Legion was
Like their angelic counterparts, the demons had
almost as numerous as the Host, although not
thought the final conflict would be between
quite its match in raw power.
Heaven and Hell. Instead, another force entered
the fray, an enemy that new and ancient, and
which, if victorious, will destroy both Heaven Beliefs
and Hell. This has forced the Fallen into the The Fallen’s avowed purpose is to “prove” that
dubious role of defender. With the danger, humankind is unworthy of its role in the scheme
however, also lies an opportunity. The Fallen of Creation. Every time a mortal harms
Seraphim see the war as a chance to reclaim their somebody to get what he wants, or betrays a 181
position, and to punish humankind for its sins. If principle in the name of self-interest or lust, the
Chapter Six
demons feel they have won a small victory. They choice between Damnation and service. Those
are, in effect, bigots pointing at people and events who choose the latter find themselves only
that seem to confirm their prejudices. They like worsening the state of their souls. Although less
to set people up to take the fall, like informants powerful than the Fallen, Qliphonim are master
prodding their targets to commit crimes, which manipulators, quite adept at exploiting human
they can then report to the authorities. The weaknesses. Some Qliphonim eventually
Infernal Legion is populated by supernatural con- develop a conscience and disobey orders,
men, tricking their marks into knowingly doing however. Once again, free will makes all humans
evil, and then gleefully punishing them. or former humans unpredictable creatures.
The one thing that confounds and angers them Elder Qliphonim: Those among the Dammed
is encountering people who refuse temptation who prove themselves valuable servants are
and do what they feel is right. Even those people raised to this rank. These Qliphonim are among
can be tricked into replacing morality with self- the most devious and powerful of their kind, and
righteousness, and discipline with fanaticism, some actually aspire to one day dethrone the
however. Demons are the ultimate cynics. Fallen and rule Abaddon in their stead.
Being exiles and the losers of a civil war, many Fallen: These Seraphim backed Lucifer during the
of the members of the Legion have geared up for First Celestial War. They have the same powers and
a rematch. The prophecies of a Final Battle natural abilities of their Celestial counterparts,
seemed to indicate a conflict between them and although their Essence is colored by negative
the Heavenly Host, an ultimate war with Earth emotions, and many prefer bizarre or repulsive
and Binah as the prize. The standard shapes to the typically beautiful forms chosen by
interpretations indicated that the Heavenly Host the Seraphim. The Fallen are divided between
would win, but, as many a demon has pointed Lesser and Common, and are organized into the
out, the bible is propaganda for the Heavenly same squadrons, companies, and phalanxes used by
Host. Some demons waited for Armageddon the Celestial Host.
with anticipation, hoping to get their revenge; Demon Lords: The more powerful among the
others simply dreaded it, fearing they would Fallen become leaders. The Lords control
experience the ultimate defeat. companies and squadrons of the Fallen, or are
Beyond these goals lie a number of other talented troubleshooters sent in special missions
agendas. Some Fallen Seraphim simply take out for the Dark Archangels.
their frustrations on humans, for no defined Dark Archangels: Ironically, more Archangels
purpose beyond mere satisfaction. Some demons than common Seraphim backed Lucifer during
concentrate on foiling the plans of the Heavenly the Celestial War; the old adage that power
Host, for good or ill. And a growing number corrupts seems to apply to angels as much as to
simply rebel against everything, including the humans. These Archangels fulfill the same
goals of the Legion, and simply do what they purposes as their Celestial counterparts.
want, with consideration for none and with Hierophants: The most powerful of the Dark
malice to all. A small minority even rebel against Archangels, and a couple of ancient Fiends, rule
the idea of tempting humans and doing evil, and Abaddon under Lucifer. These beings each govern
instead help humans perform good works. a province of the Realm as a personal fiefdom.
Each of them was handpicked by Lucifer, and they
Organization rule at his sufferance. Some prominent
Hierophants include Asmodeus and Belial.
The Legion’s organization apes that of the
Lucifer: The Lord Archangel continues to be
Heavenly Host. Seraphim, be they Infernal or
the sole ruler of his domain, unencumbered by
Celestial, are very rank-conscious. Demons tend
Councils or co-monarchs. The purposes and
to be servile towards their superiors, and
motivations of Lucifer remain a mystery even to
bullying towards those beneath them.
the Hierophants. Some rumors assert that
Fiends: These beings, also known as Imps, are
Lucifer has repented from his evil ways, while
elemental or nature spirits bound to the service
others claim that he is as proud and full of hatred
of the demons. Most of them delight in the
as he was millennia ago.
suffering of others, tend to be stupid brutes, and
are used as cannon fodder or minor servants.
182 Qliphonim: The demonic equivalent of the
Kerubim, the Qliphonim are humans given a
Associations
The Effects of the War
Since the Fall, the Infernal Legion expected an
apocalyptic conflict with their natural enemies.
The Hierophants were shocked to discover that
Leviathan, a being whose name evoked dread even Abaddon, The Pit of Despair
before Lucifer’s defeat, was the true enemy was. It After their banishment, the Fallen Angels
had been the specter of Leviathan, in fact, that had were trapped in the fiery realm of Abaddon.
prompted Lucifer to unleash the Flood and This terrible place is wracked by burning,
destroy the Elder Kingdoms. The conflict with the angry Essence flares. These Essence explosions
One Who Taints predates the Celestial War, and cause any anger, envy, hatred or other negative
gives the Legion and the Host a common enemy. emotions a person feels to turn against him,
Sadly, this has not been enough to end old hatreds causing him physical and psychic pain. Those
and disputes. who dwell in Abaddon can only blame
Demons on Earth were always alert for new themselves for their suffering. The souls of
cults, secret societies, and other possible “scams.” sinners who feel they deserve punishment find
The Fallen quickly tried to infiltrate and subvert themselves in Abaddon. Demons herd them
the Church of Revelations, hoping to use it for into mines or pits, where they dig and work
their own purposes—humans are so capable of and suffer. The process is neither eternal nor
committing horrible crimes when they think they meaningless, however. Some people are
have God’s blessing, after all. These efforts failed, actually purified by the experience and
however; dozens of Fallen and Qliphonim transcend Abaddon, moving on to other planes
disappeared with no explanation. of existence, their sins expiated. Many others
The Hierophants suspected Celestial activity just sink lower into their vices or hatred, and
(ironically enough, the High Archangels suspected prolong their agonies.
Infernal involvement), and restricted their
Although demons can leave the realm, they
investigations. When the Church went public,
are eventually and inevitably dragged back
Leviathan’s relationship to the cult was revealed.
after some time. Humans have the chance to
By then it was too late. The demons lacked the
escape, but demons remain trapped there,
resources to seek out and destroy the Revelationists.
seemingly for an eternity. It is perhaps no
Furthermore, they feared (rightly) that unleashing
wonder that their resentment towards
their demon hordes on Earth would only provoke
humankind has only been exacerbated by the
the angels. For once, the Hierophants hoped that
millennia. Some magicians have discovered a
the Celestial Seraphim would take care of the
means to prevent demons from having to
problem.
return to Abaddon, but they charge highly for
Their hopes were in vain. As the Army of
such services, often requiring servitude or
Revelations swept through Europe and three other
worse from the demons.
continents, many demons were discovered and
destroyed. Even worse, a number of demons Abaddon lies in Geburah, the same
actually went over the enemy! The final betrayal dimension as several other Death Realms, such
came when it was revealed that Lord Asmodeus, one as Tartarus, Hades, and the Norse Hel. In
of the top-ranked Hierophants, had left Abaddon times past, the Death Gods and the Infernal
and now stood by the side of the Dark Apostle, Legion have conflicted, although for the most
along with several hundred demons and Qliphonim, part each Realm leaves its neighbors alone.
all branded with the Mark of Leviathan. These Strange beings known as the Grim Reapers
betrayals also made the Heavenly Host even more patrol the borders between the Realms, and
suspicious of the demons. Some angels need little not even the Seraphim challenge those entities
in the way of evidence to believe that the entire without good reason. They seem to be living
Infernal Legion had joined the ultimate enemy. extensions of the Death entity, a being whose
For the most part, the Fallen want to destroy the power dwarfs that of even the Archangels.
Church of Revelations as much as their Celestial
counterparts. They go about it in a different way,
however. Some demons have tried tempting
Believers into betraying their new masters; these 183
demons have discovered, to their regret, that
Chapter Six
Leviathan is a better corrupter and seducer than Pantheons: To the demons, the Old Gods had a
most of the Fallen could ever hope to become. sweet racket—extracting worship and powers
Others work supplying the enemies of the Church from mortals while doing pretty much whatever
with information, weapons, and resources, while they wanted to them. On the other hand, many
occasionally acting directly against the Believers. pagan deities have defended their charges against
Demons typically think the end justifies any the machinations of the Fallen, which has not
means: if killing a prominent Church leader endeared them to the Legion. Relations vary
requires blowing up a bus full of schoolchildren, from pantheon to pantheon (or, more accurately,
demons cheerfully do it, or direct others to do so. from god to god). Overall, however, less
Another side effect of the conflict is that the animosity exists between these two groups than
Heavenly Host can no longer monitor demon with the Heavenly Host.
activities to ensure they do not harm humans Watchers: The Fallen are of two minds when it
directly. Some demons pay no attention to the comes to the Watchers. Some consider them
larger conflict and have gone on mindless killing fellow outcasts, and in the past have tried to
rampages, making no distinction between recruit them to their side, only to be rebuffed time
Believers or normal people. By the same token, and time again. Others resented the Watchers
many demons, freed of the supervision of their from the beginning, both because of their lighter
superiors, have rebelled and joined other groups, punishment—being stranded on Earth is far
such as the Watchers or the Alliance, using better than being trapped in Gehenna, after all—
mystical means to avoid returning to Abaddon. and their professed affection for humanity. Over
time, the second faction has predominated, and
Allies and Enemies the Legion has been as much of a foe to the
Watchers as to the Host. Cooperation between
Alliance: Apparently, Lucifer does not seem to the two groups is more likely to turn violent than
mind that one of the main leaders of the Alliance when the Host is involved, because the Legion
is Michele, the Archangel who cast him down fears the Watchers’ less.
from Elysium. Perhaps the Prince of Hell simply Other Associations: In the past, Demons have
bides his time. Whatever the reason, the Demon worked hard to subvert, corrupt, and manipulate
Lords and the Hierophants have been instructed other groups. This has not forgotten this, and
to assist the Alliance. Many demons work relations with other groups are tenuous at best.
alongside humans and other beings. This has
actually caused other possible Alliance members
to drift away in disgust, however. Lodge of the Undying
Heavenly Host: Most Legion members have not
Immortals tend to be fiercely individualistic, and
forgotten the war with their tormentors.
they do not take well to rules or orders, even from
Cooperation with the Host is grudging at best, and
others of their kind. Over time, however, they
most demons do not hesitate to stab their “allies”
formed an informal brotherhood, eventually
in the back at the first opportunity. Such acts of
known as the Lodge of the Undying.
betrayal must be performed most carefully or not
The principles of the Lodge are very simple.
at all, however. The Demon Lords operate under
First, members are expected to extend every
strict orders not to antagonize the Host for the
courtesy and offer hospitality to other Immortals
time being, and they cannot officially condone
who arrive in the area. Second, no Immortal
such acts. If a demon gets caught, his superiors
must knowingly endanger the secrets or activities
not only disallow his actions, they send the
of a fellow Lodge member. And finally, no
culprit’s Unraveled carcass to the Host by way of
Immortal who asks for aid can be refused, unless
apology.
the request is unreasonable or the Immortal has
Lodge of the Undying: Lucifer destroyed
violated one of the rules above.
Atlantis, and this revelation was finally spread
A number of volunteers provide a network of
around the Lodge shortly before the war. Thus,
information and maintain a number of safe
Immortals and demons do not work together
houses across the world. Immortals who visit a
except under the most extreme situations. To the
city can often expect help, and, if they have the
Legion, Immortals are the embodiment of the
right connections, can locate other Undying in
danger all humans represent.
184 most parts of the world.
Associations
History
The Lodge of the Undying is a surprisingly
young organization, especially given its
membership. The association was created in the Atlantean Secret Masters
late 18th century, by a 1,000-year old Immortal
Every generation, a few more Immortals were
known simply as Quintus.
born, and as few of them died, their numbers
Quintus had traveled extensively throughout
slowly but surely increased. As the Lodge grew
the world, and had encountered and befriended
in numbers, it started developing its own body
several dozen Immortals. He was one of the first
of myth and folklore. The Undying compared
to start gathering the Immortals’ collective lore,
notes about their dreams and visions, performed
in an effort to discover the secrets of Atlantis. He
research, and explored remote locations to gain
hoped to eventually lead the way for a new,
a better idea of who they truly were. From this
greater Renaissance, one where the lost powers
knowledge emerged a number of wild rumors,
of the antediluvian kingdoms would lead
having little or no bearing on reality. One of the
humanity towards a new golden age. Some
most popular is the idea that a remnant of
Immortals who lived through that period remain
Atlantean civilization survived the Flood.
cynical about Quintus’ goals, however, and they
According to the myth, these Secret Masters
claim that Quintus wished to rule the new world
escaped destruction by hiding in some remote or
his discoveries would create.
obscure area. Some tales claim the Himalayas
Tragedy struck during the French Revolution
as a possible hiding place, others, the North or
and the Terror that followed. It appears that
South Pole, the Amazonian Jungle, or the Heart
Quintus had attracted the wrath of some
of Africa. Many expeditions were sent to these
powerful third party. He was arrested and
areas, looking for answers. Most returned
executed—beheaded, and his corpse incinerated.
empty-handed. A few did not return,
The manner in which his body was disposed of
prompting new rumors and speculation.
revealed some clue of how to kill an Immortal.
Perhaps the missing Immortals had encountered
The rest of the Lodge went underground, but
the Secret Masters, and had been destroyed or
managed to survive the ensuing wars and chaos.
recruited by them. No expedition returned with
It continued recruiting Immortals, especially
any concrete proof of the existence of a current
those who had recently discovered their abilities
Atlantean civilization.
and desperately needed guidance.
For the last two centuries, the Immortals The UFO craze of the 1950s provided
remained relatively quiet. The war has brought more food for thought. Some of the glowing
them out of hiding, however. vessels described by witnesses appeared to
resemble the Atlantean Thought Ships (see p.
308), which many had seen in their visions.
Beliefs In some cases, the ships proved to be Thought
The Lodge’s major belief centers on legends of Ships—except that they had been built by
Atlantis. Members may disagree (sometimes Immortals who had “remembered” some of
violently) about the details, but all of them the lost arts of Atlantis. These Makers (see p.
believe that some time in the world’s prehistoric 306) had no more knowledge of the Secret
past, a number of great human civilizations rose Masters than anyone else—or so they
to prominence, and were destroyed (the Flood claimed, the more paranoid Immortals
seems to be the best candidate). whispered to each other.
Learning more about the past is a major goal
So far, the Secret Masters remain a myth, a
of the organization. A number of Immortals
tale to excite young Immortals and to make
have become involved in the archeological field,
older ones shake their heads in amusement. A
and tried to uncover physical evidence of
few remain obsessed with the idea, and they
Atlantis. So far, they have found a few ancient
risk their lives (and, sometimes, the veil of
artifacts of dubious origin, but nothing solid.
secrecy that protects the Lodge) to try to find
These researchers have also uncovered evidence
these elusive beings.
of interesting finds that have been destroyed or
suppressed by a shadowy organization. 185
Chapter Six
Organization The Effects of the War
The Lodge is organized along geographical lines. The number of Undying births increased
The Undying maintain some thirty “Colleges”— dramatically in the last years of the 20th century,
facilities combining the characteristics of social doubling the number of Immortals between the
clubs, libraries, and meeting places. The size and years of 1985 and 2005. Even the most
features of these Colleges vary from place to place. materialistic of the Immortals realized that
Typically, they include at least three or four guest something strange was happening. Many think
rooms for visiting (or hiding) Immortals, live-in that some force, maybe the Creator, maybe the
facilities for the Dean of the College and his Secret Masters, somehow summoned the souls of
assistants, and decent library and media facilities. Atlanteans to come and fight the descendants of
Each College has a Dean, an Immortal who their ancestral foes.
assumes the responsibility to maintain and Unlike many other supernatural beings, the
administer the area. The Deans are selected by Immortals mostly wanted to be left alone. The
Lodge Masters, a group of twelve Immortals Church of Revelations made these desires a
who participated in the creation of the Covenant. luxury none could afford. Any Immortal
Before the war, the Lodge maintained twenty- uncovered by the Church was killed. The
nine Colleges around the world. Most were Servants of Leviathan did not even give the
located in the West—five Colleges in the U.S., Undying a chance to turn coat—apparently they
another six in Canada and South America, ten in had their own memories of the war between
Europe. Only one College was located in Africa Atlantis and Ultima Thule. They were not
(Egypt), one in the Middle East (Jerusalem), and prepared to offer quarter to ancient enemies.
one served Australia and the entirety of Asia. Lacking a coherent organization, the
By 2008, the Lodge had over a thousand Immortals have largely reacted to the war as
members. Less than one fifth were really active individuals. Some have joined the Alliance or the
in the organization—maintaining the Colleges, Watchers, while others serve in the militaries of
conducting research, and managing the funds of the nations of the Free World, or fight in the
the Covenant. Since the war, however, this has Underground. They remain highly effective
changed, and almost every member has become warriors, but lack the numbers or the discipline
an active participant. to make a major impact in the conflict, at least
Most charter members are Immortals. Over for the time being. Some Makers, Atlantean
the years, other beings have been accepted into super-science craftsmen, have made unique
the ranks of the organization, however. Almost contributions to the war effort, and the
all of them are unaging or long-lived people— occasional Thought Ship can be seen streaking
Magicians (former Rosicrucians) with large over some battlefields, engaging and destroying
Essence capacities, Seers who have learned how the Church’s stealth aircraft or flying monsters.
to stop the aging process, even a few Vampyres. It is even rumored that a Maker is working side
To qualify under these circumstances, however, by side with Air Force developers on some
the non-Immortal must perform some great obscure Nevada base, trying to mass-produce
service for either the Lodge or an influential Thought Ships—an undertaking almost certainly
Immortal, and the application requires the doomed to fail.
approval of the Lodge Masters themselves.
In addition to full members, the Lodge
employs a small army of research assistants, Allies and Enemies
servants, bodyguards and security officers, Alliance: Prompted by fear of Leviathan, the
secretaries and so forth. Most remain wholly Lodge has effectively joined the Alliance.
ignorant of the Lodge’s true nature and purpose, Although it retains its institutions and
but many know the truth—they could not organization, it shares information and resources
perform their duties otherwise. Many of the with that group. Many members remain
more loyal servants are given Ambrosia (see p. unenthusiastic supporters of the Alliance,
308) as a gift, greatly extending their life spans; however. They still see to the welfare of their
several employees are in their late fifties and kind over that of the world as a whole.
sixties, but look half as old. Heavenly Host: The Lodge has long avoided
186 the Host, and they do not particularly welcome
the company of angels, even now.
Associations
Infernal Legion: Demons have little to offer humans warred against each other for prime
Immortals, and the Lodge considers Seraphim of locations and larger populations. The winning
any stripe to be equally dangerous, so the two people and their pantheon would gain dominance;
groups have had little interaction before or since defeated deities often accepted a subordinate role
the war. in the winning pantheon.
Pantheons: Immortals have been the friends, When the Seraphim returned, they warred
lovers, and enemies (sometimes all of them at one against the Titans, and unseated them. Losing
time or another) of Inheritors, Avatars, and battles and worshippers at the same time, many
Incarnates. A few Inheritors are members of the of the Old Gods retreated from human affairs,
Lodge, and members do not have strong prejudices and escaped to fabulous Realms in the dimension
when it comes to the Old Gods, treating them as of Netzach. For the most part, the dethroned
individuals rather than members of a group. deities found contentment in their exile, although
Watchers: The Watchers have on occasion some occasionally plotted to defeat the angels
stepped in and prevented ambitious Immortals and return to their past glories. None of those
from establishing their own kingdoms or cults. plots succeeded, and except for a few pantheons,
The Lodge also suspects that the Watchers were most of them lost all but a handful of followers,
involved in the French Revolution, although they and became the stuff of myths, their names
do not know if they helped bring about the death remembered only by scholars or young children.
of Quintus. They work alongside Watchers, but Before the war, only a few Titans ventured to
rarely trust them fully. Earth, and then only with difficulty and for short
Other Associations: The Lodge generally periods of time. Some fathered the odd
avoids contact with other groups, and prefers to Inheritor—Avatars were a rarity—and only a few
remain anonymous. Incarnates made homes on Earth, careful not to
reveal themselves to the Heavenly Host and
other enemies.
Pantheons
The Old Gods walk the Earth once again, and Beliefs
some of their pantheons have joined forces in a
The Old Gods generally feel a strange mixture
loose confederation for the duration of the war.
of fear, contempt, and admiration for humans.
Their primary goal is to defeat Leviathan and its
Many find their mortality to be both poignant
minions, since victory for the Mad God would
and limiting. They feel somewhat like human
mean the end of everything. This group is not
adults dealing with children doomed to die
particularly cohesive or coordinated. Most
before reaching adolescence.
deities and their followers pursue their own plans
On the other hand, the Elder Gods remember
and agendas, and rarely consult with each other.
the raw power of Atlantis with fear, and regard
The Pantheons wield considerable power, but are
recent developments like atomic weapons with
beset by division and petty ambitions.
trepidation. They look down on humanity’s
pettiness and greed, ignoring that the Titans
History themselves are not immune to these weaknesses.
The Titans, like the Seraphim, descend from Many Titans behave towards humans like humans
the Sephyr, primal entities who participated in behave towards their pets, with a combination of
the creation of the universe. These entities came affection, possessiveness, and a feeling of
into contact with humans during the Elder superiority. Most certainly do not consider
Kingdom era, which shaped their personalities humans to be their equals, and are usually
and powers. Each god came to espouse a variety unwilling to take their words or deeds seriously.
of traits and powers. A number of deities are profoundly selfish
After the Flood and the Seraphim Diaspora, the beings. They love their pleasures, preserving
Titans helped humans rebuild their lives. This their privileges, and jockeying for position within
was not charity, however. The Titans demanded their pantheons. To them, the Pantheons are an
worship and sacrifice from their charges. Each alliance of convenience, a regrettable necessity
gathering of gods soon ruled over a group of that has taken most gods away from their games
people—first, small hunter-gatherer bands, then and pastimes. Others see the conflict as a time to
small pastoral or agricultural tribes, and prove themselves; warlike deities in particular 187
eventually nations and entire peoples. Gods and delight in this, the ultimate battle.
Chapter Six
188
Associations
196
Metaphysics
Introduction that took ten thousand years to overcome. Now,
the same dark force ultimately ultimately
Armageddon is a world of magic and responsible for the destruction of Atlantis and
supernatural beings. Occult forces pose as much the fall of Ultima Thule has risen again, and
of a threat as the rampaging armies and threatens all of Creation. Humans will be the
economic chaos of the mundane side of the war. deciding factor in this conflict; should they
This chapter describes many of the metaphysical choose wrongly, the best efforts of the Seraphim
elements of the game (others are covered in or the Old Gods will not be enough to stop the
Chapter Eight: Inhumans). arrival of Leviathan.
Symbols of Power
Many symbols generate a great deal of power.
It appears that some geometrical configurations
attract power naturally, acting like magical
magnets or lightning rods. By taking the time to
use these symbols, Gifted or supernatural beings
can tap their power. The most common Symbols
or configurations of power are listed below.
The Circle: The circle represents infinity, a line
without ending or beginning. It can be used for
protection against hostile magicks, or to tap into
the flows of Essence. The circle must be drawn
or carved on the floor. Although a perfect circle
is best, a not-quite exact drawing will often do
the job. When used for protection, those being
protected must stand or sit within the circle.
Used in this manner, the circle attracts an
additional 10 Essence Points, usable on defensive
only. To use the circle as a source of power, the
Gifted or supernatural being stands outside the
drawing. Used thusly, the circle grants five Extra
Essence to those standing outside the circle.
The Pentagram: The five-pointed star has long
been a symbol of magic. Popular culture
wrongly believes that pentagrams are Satanic
symbols. They were in use long before
Christianity ever existed, and have come to
represent many different things (pentagrams
were actually used in some old Churches to
represent Christ’s five wounds). Drawing a
pentagram requires an Intelligence and Rituals
Task. A drawn pentagram contributes five
Essence Points to any metaphysical effect used
within it. A pentagram inside a circle contributes
a total of seven Essence Points, or 15 to any
defensive metaphysics.
Items of Power
Certain common objects and articles have
inherent power, either because they can hold
Essence more easily, or because they interfere
with the flows of Essence.
Crystals: Crystalline formations have special
shapes that seem to interact with Essence in a
manner similar to that of Symbols of Power.
Even carrying a crystal on a chain helps prevent
Essence loss due to the stress of highly emotional
situations (see p. 125). A crystal worn against
the skin reduces such accidental losses by half.
201
Chapter Seven
Using a crystal as the basis for a magical symbol, by a Simple Willpower Test, the character can
amulet, or Essence Vessel provides one to four perform two resistance rolls, one using the rules
extra Essence Points (roll D4 or as determined by above, and the other using the Simple Willpower
the Chronicler). Test. Both would be applied against the same
Salt: Common table salt is made up of Task total by the attacker.
crystalline particles, and makes a powerful For example, Tanya, played by Grace, is
weapon against spirits and other incorporeal targeted by an insane cultist. The babbling
beings. Salt somehow interferes with the maniac points a hand towards Tanya, who can see
Essence pattern of these creatures. Actually the glow of Essence gathering around him. Grace
tossing a handful of salt at a Phantasm, Ghost, announces that Tanya is going to try to defend
or immaterial spirit inflicts D4(2) points of against the hostile magic. Tanya has a Willpower
damage to their Vital Essence. Using a circle of 5 and an Essence Channeling 3; she uses all three
salt for protection also prevents such spirit Essence Points, for a total of +8 to her defense.
beings from reaching a Magician. Using salt in The cultist is using Soulfire and spending less than
protective metaphysics (such as the Warding 10 Essence Points—he gains no additional
Invocation) adds five Essence to the process. bonuses. The man’s combined Willpower and
Invocation levels total seven. Grace rolls a six, for
Using Essence Defensively a total of 14. The Chronicler rolls a seven, for a
total of 14—a tie. Tanya makes a sweeping
When being targeted by a supernatural attack gesture and a wave of energy meets the jet of
(be it the hypnotic gaze of an undead, a hostile Soulfire, dispersing it a foot away from her body.
Invocation, or a Seer Power), a character can use
Essence in defense. A defense is only possible if
the character possesses some form of Essence Essence and Immortality
Channeling (that Quality, the Seraphim’s natural Many cultures, from the Gnostic heretics of
ability to channel Essence, a Primal Power who early Christianity to the Taoists of China, hold
grants that ability, etc.) and knows she is being beliefs about Immortals—enlightened humans
targeted with an opposing power. A Gifted or who have transcended the boundaries of Life and
supernatural may sense this by passing a Difficult Death, and who are no longer subject to the
Perception Test. If successful, a Channeler using ravages of age. Some of these “immortals” are
Essence to defend against an area of effect attack supernatural creatures, like the Incarnates or the
negates it for all affected. True Immortals, whose lifespans greatly exceed
Make a Resisted Task. The attacker uses the those of humans. Other Undying Ones are
result of her Focus, Seer Art, or other Gifted humans whose power and wisdom have
metaphysical/supernatural ability Task. The defeated the aging process. Those who know the
attacker gains a bonus of +1 for every 10 occult truths of the world refer to them as
Essence Points used in the supernatural attack “Lesser” or “Common” Immortals.
(a minimum of 10 Essence must be spent to Any Gifted character whose Essence Pool
gain the bonus; attackers who spend no grows beyond certain limits ages more slowly.
Essence have no bonuses or penalties). The Characters with over 75 points in their Essence
defender uses her Willpower and adds one for Pool age at a rate one-third as fast as normal
every point of Essence channeled in the people. Such a character would only age the
defensive maneuver. If the defender reacts equivalent of ten years over a period of three
quickly, she is limited by the amount of Essence decades. Many Gifted reach their sixties and
she can release in one Turn through Essence seventies while still appearing to be in their late
Channeling. If not, she may use more than one thirties or early forties—enough to be the envy of
Turn to channel as much Essence as possible. If their contemporaries but not unprecedented in
the defender wins or ties, the offensive effect modern times, where plastic surgery and “clean
fizzles out before affecting her. Otherwise, the living” can hide the effects of age. Gifted
Invocation, Seer Power, or other characters with over 100 points of Essence age at
metaphysical/supernatural ability works as the one-fifth the normal rate. These men and
wielder intended. women can be over a hundred years old, but still
This defensive Task is used in addition to any appear to be fairly young. Such characters need
202 normal Resisted Tasks or Tests that apply to the to cover their tracks after a certain point, or their
power. For example, if a power can be resisted continued good health and youth becomes
Metaphysics
suspicious to those around them. After
exceeding 125 points of Essence, the aging
process slows to one-tenth the normal rate,
resulting in people living for over two centuries
without appearing to be much older than forty
years old. Upon reaching 150 Essence Points, the
aging process nearly stops, and the character
ages at one-twentieth the normal rate. At 200
Essence and beyond, aging is reduced to one
fiftieth of its normal rate.
Regardless of how much Essence the character
had during her childhood, the slowdown in the
aging process does not “kick in” until the person
reaches full adulthood—roughly the mid- to late-
twenties. Essence does not stop growth, but only
the decay caused by age. Also, the slowed aging
does not begin until the character accumulates
the requisite Essence. For example, a character
who reached 75 points of Essence at age forty
would start aging at one-third the normal rate
from that point on; at age seventy she would
look like she was fifty years old.
How the Essence is accumulated is usually not
relevant. Magicians, Necromancers, and
practitioners of any of the Gifted Arts can
increase their Essence Pool through experience.
By focusing and refining their Powers, the
characters strengthen their souls and begin to
transcend the limits of age.
Magic
Magic involves the channeling of Essence to
affect the real world. By manipulating Essence,
the sorcerer can make and unmake things, can
release energy and affect matter, can cause
wounds with a touch or heal the injured. To
work Magic, the Gifted must use Invocations—
ritual actions and words that help focus the
Magician’s will and imagination to produce the
desired effects.
Magic Patterns
Having the ability to manipulate Essence is not
enough. The raw energies of Creation need
focus, or their potential remains unrealized or,
worse, produces effects at random. Invocations
are the tools used to weave Essence into the
desired shape. As the Magician learns her Art,
she acquires a transcendental understanding of
how to Create specific things using Essence. One
can think of Essence as a fine thread that can be
used to weave anything. The pattern of the 203
Chapter Seven
weave determines the final result. Each Casting Invocations
Invocation helps the Magician to understand one
specific pattern or matrix. Using an Invocation requires three steps—the
Summoning, the Focus, and the Dismissal.
To imprint this understanding in her memory,
Generally the latter two are combined in one Task.
the Magician uses a “code” of words and signs
which, when properly spoken or gestured, The Summoning: During this step, the
“remind” her of the pattern she wishes to weave. Magician visualizes the desired effect while
So, the Elemental Fire Invocation is learned to gathering the Essence she needs to make it
weave Essence into fire shapes and forms. The happen. The Summoning may be a matter of
amount of Essence available limits how large or seconds if the character has Essence Channeling,
destructive the fire is, but the same Invocation or may take hours or days if ambient Essence is
serves to light a match or to turn a building into gathered through rituals and ceremonies.
a blazing inferno—both effects are part and The Summoning takes as many Turns as
parcel of the same Invocation. required to accumulate the Essence needed in the
Invocation. If the Magician can summon all the
Essence she needs in one Turn, she may perform
Learning Invocations the Focus Task on the same Turn. For characters
Each Invocation is learned as a separate skill. without Essence Channeling, this is likely to take
Due to the complex nature of Invocations (the minutes, hours, or even days. This process
character does not just memorize a way of doing requires no Task rolls, unless rituals are being
things, but also achieving a fundamental used to accumulate ambient Essence or tap into a
understanding of a part of Reality), they cost two Place of Power (see p. 199).
character points per level up to level five, and five The Summoning is always an intoxicating
character points per level thereafter. Learning a moment for a Magician. The gathered Essence
new Invocation after character creation costs 10 fills the sorcerer with contentment and a feeling
character points for the first level; the rest are of almost sexual pleasure. She experiences a
learned normally. sense of being all-powerful and god-like. Some
Magicians become addicted to this feeling.
“Power tripping,” the Summoning of Essence for
no reason other than to get a “high,” is a
common vice among some younger and more
inexperienced Magicians.
The Process of Casting
While the Summoning takes place, other
Invocations Gifted characters may notice the glow of Essence
Most Invocations require at least a few around the Magician. This requires a Simple
spoken words or quick gestures to help the Perception Test, with a +1 bonus for every five
Magician focus her mind on the process. If Essence Points gathered around the caster. A
the Magician is restrained in such a way that successful Test tells the observer how powerful
neither words nor gestures are possible, the the magical aura is (i.e., how much Essence is
process requires more time (at least one being gathered). If a lot of Essence is being
additional Turn) and incurs a -2 penalty. If Summoned, the magical activity may be detected
the Magician is blinded or blindfolded, any by other Gifted characters. If 20 Essence Points
Invocation that has a specific target is not are Summoned, those within half a mile (.75
possible unless the Magician can touch or kilometer) of the caster may sense the mystical
sense the target in some way (a Difficult disturbance by passing a Difficult Perception
Perception Test with a penalty determined by Test. Add another half a mile (.75 kilometers) to
the Chronicler may be required). Any the radius for every additional 20 Essence being
Invocation that only affects the caster can be gathered. The Gifted do not know exactly where
performed as long as the Magician’s mind is the power is being summoned, only the general
functional. Even a blind and paraplegic direction and how much power is being used.
sorcerer could use such Invocations as Spirit The Shielding Invocation (see p. 220) can be used
Projection, for example. to avoid detection.
204
Metaphysics
It is theoretically possible to Summon enough
energy for an Invocation and then “hold” it
indefinitely or until needed. Holding Summoned Using Invocations in Combat
Essence for long periods of time is not advisable, A magician finds herself facing two
however. The longer a character holds pure hitmen from the Church of Revelations.
Essence in, the more it affects her senses and Dealing with them is an easy matter of
stability. Holding Essence for a few minutes is casting a couple of spells—or is it? Before
like drinking a shot of hard liquor; the longer it players start thinking that their characters
is held, the more consecutive shots are drunk. are like comic book superheroes, they
A character can hold Summoned Essence should take into consideration the
safely for 10 minutes plus an additional minute difficulties involved in using Magic during
for each level of her Willpower Attribute. Every a fast and furious fight.
five minutes after that, the feeling of hubris
Using Magic often takes time. In many
causes the Magician to temporarily lower one of
cases, more time than the Gifted has got. A
her mental Attributes by one (Chronicler’s
trained gunman can fire several rounds
choice). When any one mental Attribute drops
before most Magicians can finish a
to zero, the Magician collapses in an orgiastic
sentence. Only Invocations that can be
stupor, and the Essence is released randomly (see
fueled by the amount of Essence the
p. 206).
character can release in one Turn can be
The Focus and Dismissal: Once all the needed
cast instantly. This means the caster needs
energy has been Summoned, the Magician uses the
to be creative. Instead of incinerating the
Invocation to weave it in the desired pattern and
gunmen with a fireball, the witch might set
dismiss its energies when the pattern’s usefulness
her own hair on fire—not immediately
has ended. This is the actual “spell-casting” Task.
lethal, but confusing and painful.
Some Invocations can be resisted by the target or
victim; treat these as Resisted Tasks. If an
Invocation is performed successfully, the Essence is
given form, and then harmlessly dismissed. a force shaped by emotion and intent—negative
The Focus and normal Dismissal are both emotions produce negative consequences.
resolved as a single Task, using the Invocation Such a Preventative Dismissal counts as a new
level of the character, the appropriate Attribute Task, which takes at least one Turn to perform.
(typically Willpower, but sometimes Intelligence Ideally, the Dismissal should be performed as
or Perception), and any other modifiers that soon as possible—but often, a failed Invocation
apply to the situation. The whole process may occurs when the Magician is running or fighting
take a few seconds, the equivalent of a Turn. for her life. If the Essence of a failed or
Where the Essence used in the Invocation derives corrupted Invocation is not Dismissed
from a limited source (such as the character’s immediately, the backlash may occur before the
Essence Pool or an Item of Power), it is subtracted character has a chance to Dismiss the Essence.
from that source once the Task is completed. If Use Willpower and the Invocation level to
the Invocation fails, the Essence is still spent, but perform the Dismissal Task. The more Essence
it becomes a potential danger. used in the Invocation, the more difficult the
Failed and Corrupted Invocations— Dismissal becomes. Dismissal Tasks have a base
Preventative Dismissal: When an Invocation Task penalty of -1 per every five Essence Points spent
fails, the energies released by the Magician do not (rounded up). Also, the intent and emotions of
simply fade away. Indeed, they may strike at the Magician may make the Dismissal more
random, turn against the Magician, or produce difficult—an Invocation cast in anger is more
unpredictable and often lethal effects. To prevent likely to get out of hand than one performed with
this, a Magician who has failed an Invocation perfect serenity. An additional penalty of -1 to
Task must Dismiss the Essence gathered. -5 may be applied based on the mind frame of the
A similar, separate Dismissal is required for any Magician (see p. 206).
Invocation cast in anger, or with malicious intent, If the Dismissal succeeds, no further
to dissipate the negative “vibes” created. Using repercussions result. If the Dismissal fails, the
Soulfire to destroy a demonic monster is not magic continues to affect the world, in
unpredictable and potentially dangerous ways 205
malicious; using it to win a bar fight is. Magic is
(see p. 206).
Chapter Seven
Intent and Magic Random Essence Effects
Unlike mindless natural forces, Magic is a If Essence is not properly Dismissed when
function of the will of its wielder, and it is required, it produces a random Magical effect
colored by the emotions and intentions of the sometime in the near future (within 24 hours).
Magician. The forces invoked reflect her inner The effect occurs in the vicinity of the Magician
desires and intentions. If the Magician holds evil who summoned it. The Chronicler can pick one
in her heart, the Magic itself is evil and of the entries on the Random Essence Effects
treacherous, and seeks to turn against its wielder Table, or roll D6 and apply the result.
at the first opportunity. Using Magic for revenge
or to abuse the weak is a risky proposition.
Magic used for malicious purposes tends to fail The Crowd Effect
and backfire more often. When confronted in great numbers,
The intent of the Magician must be taken into mundanes and their emotions can overcome or
account by the Chronicler. Using Magic to defend dim the powers of Magicians. The two most
oneself, to gain some measure of good fortune effective group emotions are unbelief and
(that does not harm others), or to accomplish hatred. Until recently, unbelief was the most
similar, non-malicious purposes does not have common reaction to Magic. By the time of
unusual consequences. Using Magic to harm Armageddon however, disbelief is relatively
people who cannot defend themselves, especially uncommon. The 21st century is a time of myth
for frivolous and petty purposes, requires a and superstition, when people once again
Dismissal Task regardless of success and suffers believe in occult powers. Hatred, on the other
additional penalties. As a rule of thumb, the hand, is stronger than ever. Those who consider
Dismissal of such Invocations incurs an additional all wielders of Magic to be evil are numerous,
penalty of -1 to -5. The same happens to and they are often led by charismatic (and even
Invocations that, although not meant to harm the Divinely Inspired) leaders.
innocent, do so because of carelessness. A Whether inspired by disbelief or hatred, the
Magician who unleashes a tornado on a busy Crowd Effect serves to neutralize Essence
street to destroy an enemy will pay dearly for any around the Magician, potentially rendering her
innocent bystanders who are hurt. powers impotent.
1 or 6: Reiteration
The original Invocation effect manifests itself somewhere around the Magician. This could be
beneficial, harmful, or merely disturbing or startling.
2: Activation
An Invocation the Magician knows suddenly activates itself, fueled by the un-Dismissed Essence. The
Magical effect appears suddenly and without apparent cause.
3: Burn
The Magician is suddenly affected by a fever-like state. She feels extremely hot and cold sweat starts
running down her face and body. She loses one Endurance Point for every un-Dismissed Essence
Point. If reduced below zero Endurance, she collapses, unconscious.
4: Grounding
The Essence “grounds” itself on the Magician, who suddenly convulses and goes rigid. After a few
seconds, the spell passes but may return. One convulsion/paralysis occurs for every five points of un-
Dismissed Essence (round up). Each one costs the Magician D6(3) Life Points and D10(5) Endurance
Points. Further, the Magician is helpless for the duration of the spell (usually a Turn).
5: Hallucination
The Magician’s senses are plagued by hallucinatory lights and sounds. Mundanes cannot see the
lights, but other Gifted can sense the Essence flaring up around her. This effect lasts one minute for
206 every 10 un-Dismissed Essence Points (round up). During this time all Perception and Intelligence-
based Tasks suffer a -5 penalty.
Metaphysics
Crowd Effect Table Neutralizing Essence
Number in Crowd Essence Neutralized By unwittingly spending Essence, the members
of an incredulous or angry crowd “jam” the flow
10-20 1 per person of Essence around the Magician. This occurs only
21-50 20 plus 1 per 5 people during specific circumstances. First, at least ten
51-100 30 plus 1 per 10 people people must be present—only groups of mundanes
can generate enough power to seriously hinder a
101+ 40 plus 1 per 20 people practitioner. Secondly, the crowd must be aware
All Essence amounts rounded down. that the Gifted is trying to use Essence for a
metaphysical effect, unless she is trying to affect
members of the crowd, in which case the
resistance is automatic. For example, a Gifted
character casting an Invocation without drawing
attention to herself would be spared unless she
Overcoming the Crowd Effect targeted the crowd itself. Finally, the Crowd
The most direct way to circumvent the Effect only works against Magic; other Arts or
Crowd Effect is to instill fear in their hearts. supernatural powers cannot be countered.
A graphic demonstration of power, perhaps When those conditions are met, the crowd
killing one or more members of the mob, neutralizes several Essence Points. This either
may do the job, but a Magician must be ruins the effect, forces the user to settle for a lesser
very careful of intent lest she be harmed by effect, or requires the user to spend extra Essence
the backlash. Terror contains an implicit to overcome this resistance. The amount of
acceptance of the metaphysical power; in Essence neutralized varies by the size of the crowd
effect, it is a surrender to the will of the (see the Crowd Effect Table).
Gifted. Fear may not work on the truly
fanatical, however. The only defense Group Magic
against their kind is a quick retreat—or to
Sorcery is more effective when performed by a
use enough Essence to overcome their
group. One of the obvious reasons is that all the
defenses and destroy them.
participants can infuse their Essence into the
Invocation, speeding up the Magic and allowing
more powerful effects to take place.
Additionally, certain numbers of participants
actually draw ambient Essence towards the
group, increasing the available energy beyond the
sum of the Essence Pools of the participants.
Seven and Magic
The number seven has special Magical The Power of Numbers
power. The seventh son of a seventh son is Certain numbers and combinations of
said to always have the potential to be a numbers generate a degree of intrinsic power. By
powerful Magician, for example. A working as a group, Magicians can gain great
Chronicler may wish to grant such a amounts of Essence. Even three relatively weak
character additional levels of Essence Magicians working together can create powerful
Channeling or Essence Pool. These might effects by tapping into this additional energy. Of
be given as a bonus, or balanced out by course, when manipulating such amounts of
assigning a Secret or Adversary of similar Essence, the problem of controlling, focusing and
point cost. Further, rituals that last seven then dismissing the power remains. More than
days and seven nights greatly magnify their one overly ambitious group of Gifted has been
power. Such a ritual may have a +3 bonus obliterated by playing with far too much power.
to Focus and Dismissal Tasks or +25% to The most powerful groups are those
Essence, at the Chronicler’s discretion. numbering three, five, seven, and thirteen
individuals. Groups of nine and eleven also grant
extra Essence, but less on a person-by-person 207
basis than the previous numbers. The Group
Chapter Seven
Magic Essence Table provides the amount of generated because of the number of participants
extra Essence generated by groups of various present or other sources of power. In some cases,
numbers. This Essence is immediately available the Leader holds hundreds of Essence Points.
to the group, even if the Magicians only spend This experience is intense—a feeling of power
one Turn in the Summoning step. and exaltation pervades the Leader until the
Essence is released.
The Focus: The Leader performs all the Tasks
Group Magic Essence Table involved in the Invocation. Everything else
Size of Group Increase in Essence works the same as normal Invocations.
The Dismissal: When a Dismissal Task is
3 45
necessary, the Leader gains a +1 bonus per
5 60 member (including the Leader) of the Circle.
7 105 These bonuses may only be used to offset the
Dismissal penalties; they do not add to the
9 90
Dismissal Task roll. This helps the Leader
11 100 Dismiss the often-enormous energies gathered by
13 132 the group’s efforts.
For example, a group of five Magicians gather
together to attack a farmhouse where a Black
Conducting Group Magic
Magic cult is holed up. To flush out their
Working as a group requires coordination and enemies, the Gifted plan to create a devastating
skill. Most group Magic is conducted by tornado. The sorcerers are Nathaniel, the Leader
forming a Circle, facing inward. As a closed (Willpower 4, Elemental Air Invocation 7,
form, the Circle is useful in focusing the power of Essence Channeling 6), Audrey (Essence
the gathering on the Task at hand without letting Channeling 4), John (Essence Channeling 6), and
it escape through any corners or gaps. Kate and Ben (both with Essence Channeling 4).
Sometimes, the members of the group hold Kate and Ben do not know the Elemental Air
hands, although this is not necessary. A member Invocation; everyone else does.
of the group, usually the most skilled Magician
The group gathers and starts Summoning.
at the Invocations to be attempted, becomes the
Nathaniel wants to cast the Invocation instantly
Leader of the Circle.
(one Turn), so they are limited to their Essence
The basic steps to cast group Magic Invocations Channeling levels. Thus, Nathaniel and John
are the same as for normal Invocations: each contribute six points, Audrey contributes
Summoning, Focus and Dismissal. The only four. Kate and Ben spend four each (but this sum
changes are the contributions of the group to the is halved because they do not know the
process. Only characters with the Essence Invocation). The total gathered Essence is 60
Channeling Quality can participate in a Circle. (the additional Essence generated by the group)
The Summoning: During the Summoning, the plus the 20 from the Magicians themselves, for a
members of the Circle all contribute Essence to total of 80 points, far more than necessary.
the process. Circle members who do not know Nathaniel glows with mystical energy as he takes
the Invocation being attempted are less effective, power unto himself and prepares to use it.
however—every two Essence Points they Next comes the Focus Task. Confident in his
contribute only count as one Essence Point. This abilities, Nathaniel decides to use 30 Essence
is due to their inability to visualize the specifics Points to create a tornado with a radius of 10
of the Invocation. yards (meters). Such a blast should wreck the
Like individual Summoning, the process can house and most likely severely injure the cultists.
take as few as a handful of seconds or as long as Nathaniel’s player rolls a D10, adds his
the members can stand in a Circle. The process Willpower 4 and Elemental Air Invocation 7.
ends when all the available Essence has been The total result is a 17. The Invocation is
absorbed by the Leader, or when the Leader successful, and a tornado takes shape in a matter
decides she has gathered enough power. The of seconds. Nathaniel successfully directs it
Leader takes all the combined energy unto toward the house and smashes the cult’s hideout.
herself; this includes any “free” Essence
208
Metaphysics
As the tornado is a destructive force, and Magic, including the four classical elements and
because weather effects must be Dismissed, the the powers over spirits, emotions, and senses.
group must now try and calm the storm. The Most Gifted never advance past this level.
Dismissal Task has a penalty of -6 due to the
amount of Essence involved. The group mostly Greater Invocations
offsets this penalty (+5). Added to Nathaniel’s
Willpower and Invocation skill, D10 is rolled Some more powerful magical effects require
with a -1 modifier. Unless Nathaniel’s player the mastery of one or more other Invocations.
rolls a one, the Dismissal will be successful. Such These Greater Invocations are harder to learn
is the power of group Magic. and develop. All Greater Invocations have
prerequisites—Lesser Invocations that must be
learned before the student knows enough about
Invocations the nature of reality to progress further.
Invocations are the patterns used to Beginning characters may learn Greater
manipulate raw Essence into desired effects. Invocations, subject to the approval of the
Chronicler. Further, the level of the Greater
Invocation cannot exceed the level of any of the
Invocations and Range prerequisites. For example, if the character has
Unless otherwise specified, most Invocations Elemental Air 3 and all the other Elemental
have an effective range equal to line-of-sight; if Invocations at four, the Weather Lordship
the Magician can see the target, she can affect it. Invocation cannot be higher than three, and
Ideally, this means the target must be in the cannot be raised to four until Elemental Air is
presence of the Magician, or relatively close. In increased to that level.
theory, however, one could cast an Invocation on After character creation, Greater Invocations
a target over a mile away, but if the Magician follow the same rules as any other Invocation,
cannot clearly see the target, apply a -3 penalty restricted by the need for the prerequisite
to all Tasks. Casting an Invocation through a Invocations and access to a teacher. These
remote viewing device, like a television camera, teachers are powerful sorcerers or supernaturals,
only works if the Magician knows intimately the and may require a period of servitude, a high
location the device is showing (security cameras financial or mystical payment, or some other
in the Magician’s own home would work; a favor from the would-be student. The search for
television interview “somewhere in New York” a teacher and meeting her price can be woven
would not). Even when possible, using an into the Story for additional subplots, or might
Invocation remotely suffers a -4 penalty. even be the main plot.
211
Chapter Seven
Once Communion is established, the caster worse hundreds of miles away. Magicians are
can sense the whereabouts and emotions of every advised to always be careful about the use of
living thing in the area, including spirits and wind and weather effects. Furthermore, all
supernatural beings. The Magician can pinpoint weather effects require a separate Dismissal Task
the location of anybody entering the area, even or cause both Random Essence Effects (see p.
those who are Shielded or hidden by illusions. 206) and random weather patterns.
Attempts by the caster to communicate, invoke,
or awaken any spirits in the area gain a bonus of Calm Wind
+5 as long as the Communion is active. 1 Essence per mph per minute
While the Communion is active, the Magician Changing the speed of a natural wind is
can also cast any Invocation (positive or possible. This has the same cost as the Steady
negative) on anyone or anything in the area as if Wind Effect (see p. 213), except that the modifier
she was in direct contact or line of sight of them. reduces the wind speed in the area affected. The
The main drawback is that the connection effect lasts a limited amount of time, but it
works both ways. The Magician is exposed to creates an area of relative calmness around the
the pain and suffering, anger, or other negative character. For example, stopping a hurricane-
feelings of every living thing in the area. The level wind (100 mph/150 kph) over a 10-yard
more intense the negative emotions, the greater (meter) wide radius for five minutes would cost a
the danger of a psychic backlash. total of 106 Essence Points!
When performing the Communion in an area
plagued by suffering or anger, the Magician must Cleanse and Create Air
pass a Difficult Willpower Test to avoid being 1 or 2 Essence per person per minute
harmed by the experience. Note that the entire With this effect, the Magician can transform
area must be permeated with negative emotions pure Essence into normal air, and remove any
to pose a danger. If a group of men with murder impurities and poisons in a volume of air. She
in their minds entered an otherwise tranquil may avoid suffocation even if locked in a small,
forest, for example, the Magician would know of airtight room. It costs two Essence Points to
the men and their emotions, but would not be create enough air for a person to breathe for a
affected by them. If the Magician casts the minute. The Magician can also neutralize the
Communion in the middle of a burning forest, a effects of smoke, poison gas and other hazards.
city slum, or a concentration camp, the By spending one Essence Point per Turn, the
concentrated misery and agony in such places Magician can create a “bubble” of clean air
would sear her. around herself at a higher pressure than the
Penalties to the Magician’s Willpower Test are surrounding area. This bubble allows the
determined by the Chronicler. Places of some Magician to walk through areas filled with toxic
misery and pain (a dirty park, a lightly polluted gases without suffering ill effect. Additional
forest) have no penalty to the Test. A city slum targets could also be protected in this way, at the
is at -2 (more for really bad areas where cost of two Essence per Turn per person. The
everybody is suffering). A burning forest or a Magician can either spend the Essence
concentration camp is at -4 to -6. A serial killer’s beforehand or maintain the Essence expenditure
torture dungeon would be at -8 or worse. If the continuously, if her Essence Channeling is high
Willpower Test is failed, the Magician loses D4 x enough. So, to protect herself for one minute (12
10(20) Essence Points. Turns), the character could perform the
Invocation and spend 12 Essence, or cast the
Elemental Air Invocation and then spend the one Essence Point
One of the classic elements, Air gives the every Turn, for however long she needed—which
Magician control over all the forces associated might be more (or less) than 12 Turns.
with it. Most effects involve changing wind
direction and speed, but the Magician can also Gust of Wind
create air where none existed before. 1 Essence per 5 mph
Creating and maintaining steady winds for The wind only affects a small area—two to
long periods of time has severe effects on the three yards (meters) in radius—and only lasts for
212 weather. Even a relatively small wind, if not a couple of seconds. Very strong winds (over 50
Dismissed, can trigger storms, tornadoes, and mph/80 kph) knock people over, throw objects
Metaphysics
around, and inflict D4(2) points of damage on person or passengers, but piloting it requires a
people for every 10 mph of speed over 50 mph. Focus roll every minute if traveling in a straight
So, a 60-mph wind does D4(2) points of damage; line, or every Turn if attempting complex
a 100-mph gust inflicts D4 x 5(10) points. The maneuvers. A whirlwind obscures vision, breaks
wind can be created within 10 yards (meters) per and tosses around objects, and inflicts damage
level of the Invocation. Thus, a character with on buildings, trees, and other fixed structures.
Elemental Air 5 could trigger the wind up to 50 Damage is D6 x 2(6) times the radius in yards
yards (meters) away. The wind gust only travels (meters) of the twister. People and small objects
10 feet (3 meters) per 10 mph (15 km) of base take no direct damage from tornadoes, but are
speed (a 100 mph wind rushes forward for about lifted up and eventually hurled away, taking
100 feet). damage from the fall (see p. 136). People are
lifted up to one half the tornado’s width,
Lightning Bolt rounded up, in yards (meters). Also, objects in
1 Essence per D6 the tornado are likely to hit victims, inflicting
The magician can ionize a section of air, and half the normal damage of the tornado.
channel a powerful electrical discharge that can
shock people, destroy electronics, and start fires. Elemental Earth
The lightning bolt inflicts D6(3) points of This Invocation gives the Magician total
damage per Essence point spent. Divide the control over earth. Given enough Essence, a
Armor Value of metal armor (including that in Magician can cause avalanches and earthquakes.
most vehicles) by five before applying it to these
attacks. Furthermore, machines with electronic
Crumble Stone
parts take double damage from these attacks.
The base range of the effect is 20 yards times the 1 Essence per 5 (100) lbs
Willpower of the Magician. This can be Stone may be crushed for one Essence Point
extended at the cost of one Essence per extra 10 per five pounds (2.5 kilograms) up to 100
yards of range. pounds (50 kilograms). After that, it costs one
point per 100 pounds.
Steady Wind
Dust Devil
1 Essence per 1 mph per minute
This spell creates a continual wind rather than 5 Essence
a gust. This costs one Essence Points for every This effect creates a cloud of swirling dust that
one mph (1.5 kph) of speed, plus one Essence blocks vision and blinds people within it. The
Point for every minute the wind lasts, and one cloud costs five Essence and affects a radius of one
Essence for every 10 yards (meters) of width of yard (meter). Each additional yard (meter) of
the wind. For example, creating a steady wind radius costs one Essence Point. The swirling dust
with a speed of 10 mph (15 kph) that lasts 15 can be made to appear up to one yard (meter)
minutes and affects an area 100 yards (meters) away per level of the caster’s Willpower, plus an
wide costs 35 Essence Points (10 for the wind additional yard (meter) for each Essence Point
speed, 15 for the duration, and 10 for the area). spent. After it is created, it can be moved as far
away as the caster wants, provided she can see it
directly (see p. 209). A large dust devil, conjured
Stirring Air
at minimum range, may affect the Magician!
1 Essence per Turn
Creates a brief stirring in the air (roughly
Earth Tremor
equivalent to a low-powered electric fan).
Variable Essence
This powerful effect causes the earth to shake in
Whirlwind
a specific area. Magicians are advised to take care
3 Essence per yard radius per minute
with this power, as it may trigger earthquakes if
This effect has a minimum radius of five-yards performed in unstable areas or fault lines. The
(meters). The same cost must be paid every base area affected has a radius of 10 yards
minute to maintain the effect. A tornado can lift (meters) times the Magician’s Willpower.
objects of up to 30 pounds (15 kg) per yard
(meter) of radius. It can be used to carry a
Increasing the area affected costs one Essence 213
Point per additional five-yard (meter) radius.
Chapter Seven
A slight tremor (enough to be noticed but little Shift Earth
else) costs 10 Essence Points. A medium tremor 3 Essence per cubic foot per Turn
(enough to knock small objects off shelves, make The sorcerer can move earth (such as soil,
people stagger, experiencing a -2 penalty to any gravel, sand, and similar relatively loose and
Task involving movement or similar activities) powdery minerals). This ranges from digging
costs 20 Essence Points. A strong tremor (which small holes to causing avalanches, and even
may initiate avalanches on rocky or snowy engulfing man-sized and larger targets under a
slopes, knock people down unless they pass a wave of earth. This effect costs three Essence per
Simple Dexterity Test, cause large objects to cubic foot (0.03 cubic meters) of earth moved, a
topple and fall, etc.) costs 40 Essence. An cost that must be paid every Turn the earth is
earthquake that causes structures to collapse moving. The controlled matter can be moved at
(unless specially designed) costs 100 Essence. An a speed of 10 mph (15 kph) or some 25 yards
Invocation that spends over 100 Essence to (meters) per Turn. This speed can be increased
perform this effect triggers a real earthquake if by spending more Essence: one Essence per
any fault line lies within 10 miles of the effect. additional mile per hour (1.5 kph) or 2.5 yards
This effect is powerful, and very dangerous, (meters) per Turn. Once the Magician releases
and always requires a separate Dismissal Task her control over the earth, it collapses normally.
with a penalty of -1 per 20 Essence Points spent This power enables the Magician to dig holes (a
(rounded up). If the Dismissal fails, the large enough hole, if opened in one Turn, could
character’s body is struck by a devastating cause running or walking people to fall in), pile
backlash (which the Wicce refer to as “Gaea’s earth onto a target, and even launch earth waves
revenge”), inflicting D8(4) Life Points of damage that hit targets with a Strength equal to half the
for every 10 points of Essence put into the volume of earth in cubic feet, inflicting one point
Invocation. No Random Essence effect occurs of damage times the Strength of the wave.
unless over 100 Essence Points are used. If the
Invocation was cast maliciously, or where Stone Attack
innocents could be harmed, normal Dismissal 5 Essence
penalties apply (-1 per five Essence Points), and This effect causes any stone within 10 yards
failure imposes damage on the Magician instead (meters) of the Magician to fly out and strike a
of a random essence effect, at the rate of D10(5) target. Stones must be available (even brick or
points for every 10 Essence Points used. concrete will do, as long as it is loose, or has been
For example, Gina successfully casts an Earth previously broken by using the Crumble Stone
Tremor using 50 Essence Points. A separate Invocation). Damage is D4(2) x Willpower
Dismissal Task is required. If she is careful in its points and the range is 10 yards (meters) per level
placement (no innocents threatened), and was of the Magician’s Willpower, at the cost of five
not malicious in its use, the Dismissal Task Essence Points. The character can raise the
suffers a -3 penalty and failure harms her for D8 Multiplier or range of the attack by one for every
x 5(20) points of damage. No Random Essence additional point spent. Multiple targets can be
effect occurs even with failure. If Gina was hit by spending one point per additional target.
careless or malicious, her Dismissal Task would
suffer a -10 penalty and failure would harm her Weaken Metal
for D10 x 5(25) points of damage.
1 Essence per pound
If Gina used 100 Essence Points and was
This effect causes metal to weaken or break for
careful, the separate Dismissal Task suffers a
one Essence Point per pound up to 50 pounds
penalty of -5, and failure harms her for D8 x
(25 kilograms), and one point per 50 pounds (25
10(40) points of damage. If Gina wrecks a city,
kilograms) after that.
her Dismissal Task suffers a penalty of -20, and
failure imposes D10 x 10(50) points of damage.
Furthermore, in either case, failure results in a Elemental Fire
Random Essence effect. Playing with This powerful Invocation gives the Magician
earthquakes is not something one does lightly. control over combustion and fire. Many
Magicians favor Elemental Fire, for it is a
214 powerful and lethal weapon. It is assuredly a
two-edged sword, however, for it just as happily
Metaphysics
consumes the caster and her friends as it does her It costs one Essence Point to create a jet or
enemies. Failure to Dismiss a Fire Invocation bolt, inflicting D6 x 2(6) points of damage with
almost always ends up with the caster feeling the a range of 10 yards (meters) per Willpower level
agonies she inflicted on others. Many “fire of the character. Additional Essence Points may
Magicians” have nasty scars on their hands, be spent to increase the Damage Multiplier by
bodies, and (sometimes) faces as a result of their one per point, or the range by 10 yards (meters)
dangerous games. per point. For example, a jet of flame inflicting
D6 x 10(15) points of damage would cost nine
Extinguish Flame Essence Points (one for the base, and an
3 Essence per yard radius additional eight for the additional damage). A
A flame, fire, or heat source may be wave of flame is one yard (meter) wide for every
extinguished for a cost of three Essence per one- four additional Essence Points spent. Dodging a
yard (meter) radius, plus one Essence per wave of flame incurs a penalty equal to the width
additional yard (meter) radius. of the wave in yards (meters).
Destroy Water
Variable Essence
The Magician can destroy water, and even
dehydrate living beings, inflicting damage on
them. Destroying one gallon of water in its
natural state costs two Essence points. Using
Destroy Water on a corporeal being inflicts
D4(2) points of damage for every two Essence
points spent. The target must be in sight of the
Magician, and she resists the Focus effect with a
Willpower and Constitution Test. Armor does
not protect against this attack.
Water Flow
2 Essence per gallon
A Magician may slow or speed up the flow of
water. By spending two Essence Points per one
gallon (5 liters) per minute, the character can
halve or double the speed of water. This can
cause pipes to burst.
Farsight
Farsight is the power to see into other places
and to search areas by projecting a fraction of
one’s Essence beyond one’s body. Failure to
Dismiss the Invocation after a Focus Task failure
often causes inconvenient visions and flashbacks
that bother the Magician for D4(2) hours.
Farsee
5 Essence
This ability allows the Magician to look into
any area within range, but she must be aware of
the general location of the area. The Magician
decides the viewpoint of the vision, limited by the
216 range (for example, the magician can select a
bird’s eye view, to look in a specific direction,
Metaphysics
and so on), but the viewpoint cannot be changed presence and strength of the Shield, but nothing
unless the Invocation is re-cast. The base range else. This power comes as an instant flash of
is 100 yards (meters) for each point of the knowledge, and must be cast on each person one
character’s Perception Attribute. This can be wishes to scan.
raised to one mile (1.5 kilometers) times
Perception for another five Essence, and an Greater Healing
additional one mile per Essence Point spent
Prerequisites: Lesser Healing
thereafter. The vision lasts up to one minute.
This Greater Invocation can be used to cure
crippling wounds, terminal diseases, and mortal
Find Person
injuries. The Magician re-weaves a person’s
Variable Essence Essence entirely, and can restore lost limbs,
Using Perception instead of Willpower, this although at great energy cost. It is even possible
effect searches for a person in the area covered by to resuscitate the recently dead .
the Invocation. The Magician must know the
target, either personally or by contact with her
Cure a Deadly Disease
Essence signature. The more powerful the
60 Essence over two weeks
person being searched for is, the easier it is, as
her Essence acts like a beacon for those with the Twenty Essence Points must be spent in three
right senses. This effect costs 10 points to search separate castings (using Willpower and Greater
for a Mundane, five points for a Gifted person Healing) conducted over a period of no more
with less than 30 Essence, and two points for a than two weeks. If any of the three Invocations
Gifted person with more than 30 Essence Points. fails, the Magician must start over. At the end of
If the person being sought has used Magic or the process, the patient must succeed at a
other supernatural abilities in the past few hours, Difficult Constitution Task. Add a bonus of +1
all Focus Tasks gain a +1 bonus for every five for each Success Level accumulated during the
Essence Points used by the target. If the Gifted three Invocations. If the roll is successful, the
character is Shielded (see p. 220), her Essence is patient is healed. Example: Roger is dying of
hidden and she must be sought out like a cancer. His friend Louis performs the three
Mundane. The base area has a radius of one mile ceremonies, accumulating one, two, and one
(1.5 kilometers) per level of Perception. Each levels of success respectively, for a total bonus of
additional one mile (1.5 kilometers) costs one +4. Roger has a Constitution 2. With the
extra Essence Point. Success Levels bonus, she gets to add 6 to his
recovery roll. Roger rolls a five, for a total of
11—Roger recovers. The cancer goes into an
Insight unexplained remission, and a couple of weeks
All Gifted are sensitive to supernatural activity. later she can leave the hospital!
Insight allows the Magician to further
understand another’s true nature—even uncover Restore Missing Limb
its deepest secrets. Variable Essence
A missing limb or organ (like an eye, for
Perceive True Nature example) can be restored. This effect requires
6 Essence the expenditure of Essence equal to the
This effect allows the sorcerer to see a person’s character’s base Life Points plus 10. The
true self. Those subjected to this ability resist regrowth process is very painful and exhausting.
with their Intelligence and Willpower. Basically, The patient may need to be held down (a
the Magician knows all of the character’s mental Difficult Willpower Test allows the subject to
Qualities and Drawbacks, as well as her main bear the pain without resisting). She loses D10 x
goals and fears. On supernatural creatures, this 4(20) Endurance Points and D6 x 4(16) Essence
effect (also resisted by the creature’s Intelligence Points as her body’s energy reserves are
and Willpower) reveals the being’s general nature channeled into regrowing the missing limb or
(Demon, Ethereal, Nature Spirit, etc.) in addition body part. If either the patient’s Essence or
to its goals and personality. This effect costs six Endurance Pools are reduced below zero as a
Essence Points. An Essence Shield (see p. 220) result, both of those Secondary Attributes are
blocks this power. The Insight shows the permanently reduced by one.
217
Chapter Seven
Resuscitate the Dying
Variable Essence
A character whose heart has stopped can be
resuscitated if attended to quickly enough.
Resuscitation can be attempted up to one hour
per Constitution point of the victim after his
heart has stopped. Enough Essence must be
spent to heal all the wounds or damage suffered
(as per the Lesser Healing Invocation) plus an
additional 15 Essence Points. If the Invocation is
successful, the subject must pass a Survival Test,
with a +1 bonus for every Success Level of the
Invocation Task. If the Test is passed, the subject
is revived; otherwise, the victim remains dead,
and no further attempts to resuscitate will work.
Greater Illusion
Prerequisite: Lesser Illusion
Some occultists refer to this Greater Invocation
as “Lesser Creation,” and that name may be
more appropriate. Unlike Lesser Illusion, which
only affects the senses (except touch), this
Invocation creates things that can be felt,
touched, or tasted. Still, they are not real in any
lasting sense. An illusionary hamburger tastes as
good as the real thing, but provides no
nourishment, nor does it assuage hunger past the
duration of the Invocation. An illusionary knife
can produce painful slashes, but it can neither
kill nor disable.
The biggest limitation of this Invocation is the
fact that some characters are able to identify
illusions as creations of Essence. On a successful
Simple Perception Test, any character with the
Gift or a supernatural race notices a faint
supernatural glow around the illusionary
object(s) or panorama.
Once illusions are engaged in combat, their
unreality is very likely to be realized. Wounds
inflicted hurt, but they do not impair the character
beyond the momentary shock. Regardless of how
deep the wound looks, only one point of damage
is inflicted on the target. The wounded victim
may need to pass a Simple Willpower Test to keep
her cool (see p. 133). For one Turn, the character
is unable to attack, but may defend normally. A
new Test is required every turn until the character
passes it, with a cumulative +1 bonus. After two
or three such incidents, the targets realize that the
illusionary bullets or blades or claws do not seem
to be very effective. This allows them a new
Perception Test (Simple for Gifted and
218 supernatural races, Difficult for mundanes) to see
through the illusion.
Metaphysics
All illusion effect lasts five minutes, plus one Lesser Curse
minute for each Success Level on the Focus Task.
At the end of that time period, a new Focus Task Essence is the force behind all things, including
is required, with a renewed expenditure of chance. By surrounding a person with negative
Essence. Unless properly Dismissed, a failed Essence, a vengeful sorcerer may cause the
Greater Illusion Focus Task creates illusionary person to experience misfortune, feel ugly and
images of the appropriate size (see below) which unwanted, and otherwise have a bad time. The
haunt the Magician one to four times (the unwarranted use of this power often turns back
Chronicler can roll a D4 or determine the number on the caster, however. Even if the Dismissal is
of apparitions arbitrarily). The length of these successful, Magicians who curse others for petty
effects are left to the Chronicler’s discretion. reasons may find themselves visited with the
same maladies they inflicted on others, and then
only the Cleansing Invocation can remove them.
Create an Illusion
3 Essence per cubic foot
Bad Luck
This creates an illusionary object or person.
3 Essence per point
Any creature or item that the character knows
well can be recreated exactly as the character This gives the character a bad luck pool. The
remembers it. For highly complex or detailed Chronicler controls the Bad Luck pool. When
objects, or to create an illusion of a person, the something can go wrong, the Chronicler may opt
Magician must pass a Simple Intelligence Test. to spend a point of Bad Luck to make sure it
The higher the Success Levels, the more realistic does. Spending a point of Bad Luck when a
the illusion (even one Success Level fools most character attempts something causes immediate
people, but to fully convince those familiar with application of the Rule of 1 (see p. 121).
the subject may require three or more Success When the situation is resolved through
Levels). The Essence cost of these illusions is roleplaying or the Chronicler’s decision, things
determined by their size: thee Essence Points per simply take a turn for the worse for the victim.
cubic foot of size. Add five Essence Points to the People take what he says the wrong way, or some
total cost if the illusion can be moved around unforeseen circumstance turns his success to
(this effect has a range of line of sight). ashes. This lasts until the last of the Bad Luck
points are spent, the victim finds the Magician
who cursed him and forces him to remove the
Illusionary Disguise
Magic, or a Cleansing Invocation is performed
5+ Essence
on the character. The latter is treated as a
The Magician can create an illusion around Resisted Task using the Magicians’ Willpowers
herself or others. This illusion feels as solid as and respective Invocation levels.
the real thing, and can transform the person’s
size (although it cannot be smaller than she is in
reality), gender and appearance. The illusion’s Lesser Healing
movements follow the subject’s perfectly. This This Invocation can restore minor wounds,
effect costs five points plus an additional Essence reduce the severity of major wounds, and cure
expenditure equal to the size of the illusion, as minor maladies. It requires the Magician to lay
noted above in the Create an Illusion effect (a hands on the wounded or sick person.
human-sized disguise costs six Essence Points). During the Invocation, the Magician feels the
victim’s pain and ailment. Severe wounds and
Panorama painful ailments require the Magician to pass a
6 Essence per cubic foot Simple Willpower Test to endure the second-hand
This is an entire illusionary landscape—an pain and discomfort. If the Test succeeds, the
environment that fools all the senses. The Magician can continue unimpeded. Otherwise,
illusions do not support weight, however. the Focus Task is at -5. If the first attempt does
Illusionary ladders or staircases feel deceptively not completely cure the wound or disease, any
solid—until somebody steps right through them. further attempts suffer a -2 penalty on both the
Magicians tailor their illusions to match the Focus and any Dismissal Tasks necessary (this only
surroundings, saving a few spots as traps for the occurs when the Focus Task fails). A failed
unwary. The cost of these complex illusions is Dismissal Task means the Magician is affected by 219
high: six Essence points per cubic foot. the wound or disease she attempted to cure.
Chapter Seven
Cure Disease Full Illusion
10 Essence 5 Essence per cubic foot
Only any minor, non-terminal disease can be This effect creates a realistic illusion that fools
cured—anything that can be treated with all senses except touch. It lasts one minute.
antibiotics or is no more severe than a cold or the
flu. This costs 10 Essence Points. Visual Illusion
1 Essence per cubic foot
Heal Wounds This illusion can look like anything the
1 Essence per Life Point character can picture, but is soundless. It lasts
The victim loses one Endurance Point for each for five minutes.
Life Point restored; this accounts for blood loss and
the energy cost of the accelerated healing process. Shielding
This effect closes cuts and puncture wounds,
mends broken bones, and even reattaches minor, Most Magicians who put themselves in harm’s
fresh body part (like ears) provided the Invocation way know this Invocation. Shielding weaves
heals the entire damage inflicted. It does not pure Essence around the sorcerer, protecting her
restore missing limbs or organs, especially long- from harm. Most Shields work only against
gone ones. In other words, a severed finger can be hostile Essence effects, but Magicians can also
grafted on if the finger is fresh and available; a weave Shields that protect against physical harm.
ruined eye cannot be fixed. By a separate variation A truly powerful Magician may be virtually
of this effect, Lost Endurance Points can also be bulletproof thanks to Shielding. Further, Essence
restored, at the same Essence cost as Life Points. and Physical Shields can be combined; the
The subject does not lose Endurance during this Magician must pay the Essence cost for both. A
effect; they feel refreshed by the influx of Essence. Shield can be woven around another person.
To the Gifted, Shields may be seen with a
Simple Perception Test. Their actual appearance
Lesser Illusion is up to the casting character. Some Shields are
Essence can be used to fool the senses, creating simple spheres of light, while others appear like
a simulacrum that may appear, sound, and even suits of armor, complex crystalline structures,
smell like the real thing. Such illusions are not organic-looking shells, or exoskeletons. By
solid, however, nor do they cast a shadow spending more Essence, the Shielding can be
(although the illusion of a shadow can be created made invisible.
to get around that). Sometimes, illusions do not The main drawback of Shields is that they
look quite right, allowing people to realize their must be fed by a continuous stream of Essence,
true nature. Most illusions work as a Resisted which must come from the Magician’s internal
Task, pitting the caster’s Focus result against the supplies (not ambient or from consecrated
Perception and Intelligence of those who see the objects). This means that the energy used on a
illusion. Illusions are not selective—the effect Shield cannot be used for anything else until the
can be perceived by everyone. Illusions with an Shield is dispelled. The character can keep the
extended duration must remain in the Magician’s Shield around herself indefinitely, until an
line of sight or other senses, or they disappear. outside force destroys or neutralizes it, or until
she switches it off with a second Focus Task.
Auditory Illusion
Variable Essence Essence Shield
This effect creates the illusion of sound. The Variable Essence
loudest sound possible is strong enough to be This is the simplest Shield available; it blocks
uncomfortable, but cannot damage or stun Essence-based attacks. For three Essence Points,
people. The cost is one Essence for a soft noise the Shield has a Protection Level of 10 plus the
(equivalent to a whisper), two for the equivalent Success Levels of the Focus Task. Each
of normal speech, three for a shout or scream, additional point of Essence spent adds one to
five for a loud (but not deafening) sound. To that Protection Level. Any hostile Magic, Seer
produce an extended sound illusion, pay triple Power, or other supernatural or Gifted power
220 the cost (e.g., six Essence for the sounds of a aimed at the protected character must have a
conversation); this lasts five minutes. Focus result higher than the Protection Level of
Metaphysics
the Shield, or the Metaphysical effect does not For example, Jana has Shielding 3. She is
work at all. The Shield works only against about to rush into a firefight, so she decides to
powers and effects that directly affect the target. put 45 Essence Points into protecting herself.
For example, Lisa has a Shield with a She can have a maximum AV 30 (her Invocation
Protection Level 19, at a cost of 11 Essence (one level x 10) so she spends 30 points to that
Success Level in the Focus Task). An enemy purpose. The remaining 15 points she puts into
Magician tries to inflict a hostile attack on her. Damage Capacity, for a total of 75 points. When
His Focus roll is six, and his combined she ventures out, the Churchies open fire, and
Willpower and Invocation levels are eight, for a she is hit 17 times in a deadly fusillade. Out of
total result of 14. This is less than the Protection the 17 shots, 14 inflict less than 30 points of
Level, so the Invocation fails. damage (less than the AV), and so they bounce
Attacks that drain Essence (like Soulfire, and off her! The other three shots do 34, 42 and 41
the powers of some supernatural beings) can points of damage, respectively. Subtracting 30
damage the Shield. Any such attack reduces the points from each produces four, 12 and 11
Shield’s Protection Level by one for every three points, respectively, for a total of 27; these 27
points of Essence damage inflicted. points of damage reduce the Damage Capacity of
In addition to this protection, the Essence the Shield from 75 to 48 (75 - 27). Jana is
Shield blocks any attempts to sense anything completely unharmed—for now.
about the Magician (other than the fact that she Physical Shields do not stop the effects of the
is surrounded by a Shield). Magician’s movements or actions. She can walk
without bouncing off walls or people, and can
Invisible Shield shoot or attack without interference from the
15 Essence Shield. However, the Magician could also run
Any type of Shield can be made invisible at the into a spike and impale herself, and the Shield
cost of 15 Essence Points. Nobody is able to see would offer no protection. For the same reason,
or sense the Shield until it flares up to stop an Shields are of no use against falling damage.
attack. Detection Invocations and abilities sense
neither the Shield nor any special powers of the Soulfire
character. Insistent mental probing may finally Pure Essence can be used as a weapon. To the
pierce the invisibility. This is a Resisted Task, mundane, the bolts are invisible; the Gifted see
pitting the character’s Willpower and Shielding them as swirling streams of blue-white energy.
Invocation levels against the Gifted or Soulfire is extremely lethal when used against
supernatural entity’s abilities or Invocations. supernatural beings. Against humans, it causes
Essence loss, which may be dangerous (see p.
Physical Shield 141). Like all destructive magicks, Soulfire
Variable Essence attacks used maliciously require Dismissal Tasks.
Physical Shields deflect any attack that seeks to
damage the subject directly. It works against Soulfire Blast
bullets, punches, and laser beams, somewhat like Variable Essence
armor does. A Physical Shield may have an Soulfire damage is D6(3) x the Essence Points
Armor Value and a Damage Capacity. The spent. Corporeal supernatural entities (like
Armor Value subtracts from the damage inflicted Seraphim and manifested spirits) take Life Point
by an attack. The Damage Capacity acts like a and Essence Point damage at the same time (if 10
cushion, deflecting some of the energy of an points of damage are inflicted, the target loses 10
attack, but getting weaker with every attack it Life and Essence Points). Immaterial spirits (like
dissipates. Each Essence Point used in this effect ghosts) lose Vital Essence. Soulfire is less
gives the character either one point of Armor effective against human beings; they lose one
Value or five points of Damage Capacity. Essence Point for every three points of damage
Damaging attacks on the character are reduced inflicted by the attack. Soulfire can strike any
by the Armor Value and Damage Capacity of the target within line of sight. Mundanes cannot
Shield. Remaining damage is applied normally. Dodge the attack, because the Soulfire is
The maximum Armor Value possible equals the invisible; Gifted and supernatural beings can see
character’s Invocation level times 10; no limit Soulfire, and may Dodge normally. 221
exists on the Damage Capacity of the Shield.
Chapter Seven
Spirit Mastery The Magician must state exactly what the service
is, its length and conditions. Essence spent on the
Calling on spirits is a fundamental part of Bond cannot be regained until the spirit is released
Magic. The Spirit Mastery Invocation allows the from the character’s service.
Magician to summon, bind, and dismiss spirits.
Many sorcerers prefer to use the powers and
Compact
abilities of spirits rather than their own. These
specialists in the Arts of summoning often have 2 Essence
meager Magical talents in other areas, but their A Compact is a formal agreement between the
mastery over a host of different spirits makes Magician and a spirit. It only costs two Essence
them tremendously powerful. The same Points to create a Compact, but the spirit must be
Invocation can be used to banish a spirit from an willing to enter into the agreement. As the
area or to exorcise it from a human body. Compact is formulated, the Magician specifies
There are many kinds of spirits, including what the conditions and term of service are, and
ghosts of the dead, nature spirits, elementals, the the payment for those services. Then, both the
Ethereals (lesser spirits of good said to be the Magician and the spirit swear on their True
servants of angels), Fiends (the Ethereal’s evil Name and Power. This oath is binding; breaking
counterparts) and more. Each type of spirit it not only breaks the contract, but it
requires a different type of Invocation. Thus, a automatically drain the guilty party of all her
Magician might have Spirit Mastery (Fire Essence (this is a temporary loss, regained
Elementals) and Spirit Mastery (Angelic normally), plus it permanently reduce her
Ethereals), or only one of the two. Essence Pool (or Energy Essence Pool if
applicable) by two points.
After a spirit is summoned, or if the spirit was
already present, the Magician must secure its aid.
Some Magicians prefer to work out an informal Dismiss
agreement, in which the spirit agrees to help the Variable Essence
Magician in return for a future favor. Others like This is a special form of the regular Dismissal,
to have a very detailed and “legal” relationship with the difference being that in this case the
with their spirits. This is known as a Compact (if Magician is attempting to dismiss a living,
the spirit goes along willingly) or a Bond (if the thinking being. Dismissing a willing spirit costs
spirit is coerced by force). Compacts and Bonds five Essence Points. If it does not wish to go, it
have very specific language, and the spirits must costs 10 Essence plus one-fifth of the spirit’s
follow the agreements to the letter, but often Energy Essence Pool. Further, a Resisted Task
interpret them in unexpected or malicious ways. must be performed, using the spirit’s Willpower
When a spirit is invoked and convinced or and Spirits Skill against the character’s Focus
coerced to aid the Magician, she automatically Task result.
knows all the spirit’s various abilities and
powers, and may instruct (via voice or telepathic Remove Malicious Spirit
link) the spirit to use any of its powers. Variable Essence
This effect forces a spirit out of an area it has
Bond claimed as its own. This requires an Essence
Variable Essence expenditure equal to one-third of the spirit’s own
When a Magician wants to control the actions of Energy Essence (rounded down) and is resisted
a spirit, she must either Bind it, or she must enter by the Willpower and Intelligence of the spirit.
into a Compact (see below) with it. Binding a
spirit is both difficult and dangerous; spirits do not Summoning
like to be bound. First, the spirit must be subdued Variable Essence
or restrained (a Ward usually keeps the spirit in one Summoning costs five Essence plus one-fifth of
place; see p. 223). Binding the spirit costs one the spirit’s Energy Essence Pool, rounded up. If
Essence Point for every 10 Energy Essence Points in the spirit is summoned unwillingly, a Resisted
the spirit’s Pool (the maximum points, not the Task between the spirit’s Willpower and Spiritus
current amount). Obviously, the more powerful Skill (see p. 298) and the Focus result is made.
the spirit, the greater its Essence and the more This effect has a +4 bonus if the Magician
222 difficult it is to bind. summons a specific spirit using its True Name.
Metaphysics
Tap Emotions three Success Levels to work. Most magical
performers prefer to work crowds of under a
Prerequisites: Affect the Psyche
hundred, or focus the Invocation only on a
Magicians with this Greater Invocation can portion of the audience.
actually absorb the Essence of those around
If the Invocation succeeds, the Magician
them, provided the people involved are
collects one Essence Point per person in the
experiencing strong, positive emotions. Normal
affected crowd. This Essence can power other
Gifted Magicians can only tap onto positive
rituals, replenish the Magician’s Essence Pool, or
emotions like love, glee or excitement. Black
be held until needed (although holding onto a lot
Magic practitioners have an equivalent
of Essence can be dangerous, see p. 204). Most
Invocation that allows them to absorb Essence
of the time, the Magician is only able to tap into
released by any emotion, including anger, hatred
a fraction of the Essence released.
or terror. Some of these sorcerers become
hatemongers, inciting crowds into a frenzy to
feed on their dark emotions. The main Warding
drawback of this dark version of the magic is This Invocation creates a field of Essence that
that the negative emotions affect the Magician’s blocks magical senses and the passage of
personality, turning her into a bitter creature, supernatural beings. Most Wards are drawn,
unable to experience happiness. painted, or sketched on the ground. Often, a
Symbol of Power is used in the design to add to
Absorb Power the available Essence. Common symbols include
Variable Essence the circle, pentagram, and hexagram (also
This effect requires that the Magician be known as the Seal of Solomon). The Warding
surrounded by a crowd and that its attention be acts as an invisible barrier against most
wholly focused on her. Most Magicians “hide” otherworldly beings, spirits, characters using
their Invocation as part of the performance itself, Soul Projection, and similar creatures. Most
thus avoiding the problems of having to spirit summoning is arranged so the spirit
overcome the disbelief of the crowd (see p. 206). appears within the warded area.
The people in the crowd must be feeling positive Once created, a Ward remains in place until
emotions towards the Magician; this is usually Dismissed by its creator(s), or until the drawing
achieved through mundane means, using their on the ground is erased or destroyed. Spirit
performance skills. If the crowd is not pleased by entities cannot physically affect the Ward in any
the performance, this Invocation is ineffective. way, although a human could. As long as the
To tap into the Essence of the crowd, the Ward is in place, the Magician must keep it
Magician must first spend her own Essence. The fueled by temporarily reducing her Essence Pool
larger the crowd, the more expensive the process by 5 points. These 5 points cannot be regained
is. Use the nearby Crowd Essence Effect Table. until the Ward has been Dismissed or destroyed.
For example, tapping into the energy of a crowd
of 60 people costs seven Essence Points. The Create Ward
number of people involved also makes the 10+ Essence
Invocation more difficult. The Task must This effect creates a Ward with a Strength
achieve an additional Success Level for each 20 Rating, which represents its power and the
people above 40 (rounded up). In the example amount of Essence spent on it. Spirits or
above, the Invocation Task attempt must achieve supernatural beings trying to cross the Ward
(either to leave or enter it) must win a Resisted
Crowd Essence Cost Table Task, using their Strength and Willpower against
Number of People Required Essence the Strength of the Ward, doubled. If the
supernatural being loses the contest, it is barred
10-20 1/5 per person from crossing, suffers D4(2) points of Essence
21-50 4 plus 1 per 25 people (Vital Essence in the case of spirits) damage and
51-100 6 plus 1 per 50 people is wracked by pain (-4 on all Tasks/Tests for the
next Turn or two).
100+ 8 plus 1 per 100 people
All Essence amounts rounded down 223
Chapter Seven
The Ward also interferes with any location or An area with a radius of one yard (meter) per
sensory power trying to peer through it, but does level of Willpower of the sorcerer can be affected
not affect other Metaphysical Powers and for a base cost of four Essence Points (modified
abilities. The base Strength of a Ward is five; this by the extremity of the weather change). A
costs 10 Essence Points and includes the five larger area (10 yards/meters per level of
points that cannot be regained until the Ward has Willpower) has a base cost of eight Essence
been Dismissed or destroyed. The Strength can Points. A significantly large locale (100 yards
be increased by one for every additional four per level of Willpower) has a base cost of 16
Essence Points spent. Essence Points. A huge area (one mile per level
The base Ward fills an area with a radius equal of Willpower) cost 32 Essence Points as a base.
to the Magician’s Willpower in yards (meters) Each additional mile adds eight Essence Points to
but can be made smaller as desired. Larger the base cost.
Wards (sometimes used to protect buildings or Small, imperceptible changes in weather
houses from supernatural intrusion) cost one (causing a cloud to temporarily cover the sun)
additional Essence Point per extra yard (meter) halve the base cost given above, rounded down. A
of radius. small but definite change (causing a light drizzle
to stop, starting a light rain during an overcast
Weather Lordship day, or reducing the intensity of a storm by one
level) uses the base cost. A significant change
Prerequisites: All four Elemental Invocations (starting a good, hard rain during a clear day,
Through this Greater Invocation, the Magician changing a storm into a mild rain) costs double
can control and manipulate the weather. the base cost. A great change (starting rainfall
Upsetting the balance of the weather is often during the dry season in a normally temperate
tricky, however, leading to unexpected climate, stopping or starting a thunderstorm from
consequences. Even minor changes in one place scratch) costs triple the base cost. An
may lead to major upheavals somewhere else. extraordinary change (starting a downpour in an
For instance, a Magician’s rain making in arid desert, stopping a hurricane in its tracks)
Arizona could create a devastating hurricane in costs quadruple the base cost. The effects are felt
Florida. The karma cost of such upheavals only in the area affected; outside that area,
eventually come back upon the Magician. Unless weather conditions continue to operate normally.
properly Dismissed, failing a Weather Lordship This Invocation lasts five minutes per Success
Focus Task causes a great deal of chaos and Level or until Dismissed, whichever comes first.
anguish. Many freak storms, tornadoes and However the spell ends, the Magician has the
worse have been triggered by careless choice of trying to restore the natural weather
Magicians—and they have been tracked down she has disrupted before it does so. This requires
and punished accordingly. an Essence expenditure equal to one third the
A sorcerer can minimize the effects of her use cost of the initial upheaval, rounded down.
of this Power by a careful balancing act, restoring Thus, if the Magician spent 60 Essence Points
conditions to their previous state after she no altering the weather, 20 points are needed to
longer needs the weather effect she has created. bring it back to normal. The Magician then
This is costly and time-consuming, but the price makes a Willpower and Weather Lordship Task
of not doing so is often catastrophically high. attempt. If the Magician cannot restore the
situation to normal, penalties of -1 to -4
Affect Weather (depending on how extreme the change in the
Variable Essence normal weather was and how large an area was
The Essence cost of this effect depends on the effected) are applied to an immediate mandatory
area of the weather change and how extreme the Dismissal Task.
change is. Causing a tiny downpour to drench a Messing with the weather of a large area may
victim in the middle of a cloudy, overcast be noticed. Any Magician within 10 miles of the
afternoon is a lot cheaper than causing a affected area who knows any Elemental
monsoon in the middle of Death Valley. Invocation or Weather Lordship can sense the
Affecting an area larger than a few hundred feet disturbance on a Perception and Invocation
costs so much Essence that only a large group of Task. The source of the disturbance can be
224 sorcerers can hope to do so. tracked down by a series of these Tasks.
Metaphysics
The Sight The Effects of Strength
All Seer Powers have a table that shows the
Since humankind gained the gift of self-
limits of the ability at each of the Strength levels.
awareness (and perhaps before then), some
The higher the Strength level of the power, the
people have been blessed with senses and abilities
more far-reaching and impressive those abilities
beyond the physical. A select few have always
are. In the world of Armageddon, the number of
been able to see into the minds of others, to catch
powerful Seers in the world has increased
glimpses of the past and future, and even to
exponentially. To reflect this, the cost of each
affect the world directly with no tools but their
Strength level is three points during character
strength of will. These powers have long been
creation, and six experience points during play.
known as “the Sight” or “the Second Sight,”
since many such abilities involve sensing or
seeing things beyond the scope of the five senses. The Effects of Art
Science has also labeled these powers, calling The Art of a power determines how skilled the
them ESP (short for Extra-Sensory Perception), Seer is at its manipulation. Most Tasks use the
and psychic or psionic abilities. By the early 21st Art level of the power added to the appropriate
century, psychic powers have been thoroughly Attribute (typically a mental Attribute). Each
documented. The military started actively Art is learned as a Special Skill, costing two
recruiting Seers after the war started, and only points per level until level five, and five points
the most fanatical skeptics doubt their existence. per level thereafter during character creation.
Many people still hate and fear people with The cost is five and eight respectively after
unusual powers, however. character generation.
The Sight does not require rituals or
Invocations, although some Seers have Magical
training and can use both. Unlike Magic, the
Seer Powers and Range
Sight does not involve invoking outside forces to Most Seer Powers have an effective range
perform Tasks; the power is entirely internal. equal to line-of-sight. This works exactly like
Also unlike Magic, mundanes cannot neutralize Invocations and line of sight (see p. 209).
these abilities.
Defenses Against Seer Powers
Seer Powers Mundanes can resist some Seer Powers, like
Each Seer Power is a branch of the same tree. Mindrule, by using their Willpower. The effects
All the powers are related, and all Seers have the of other powers, like Mindsight and Mindtalk,
potential to develop all such abilities. They can be felt with a Difficult Perception Test (with
include telepathic abilities (the power to directly at least three Success Levels), but normal humans
communicate with and control other minds, such cannot resist the use of such powers.
as Mindsight, Mindtalk, and Mindrule), Gifted may use their Magic or Seer Powers to
psychokinetic powers (the power of the mind resist intrusion. Magicians and Essence
over matter and energy, such as Mindhands and Channelers can project Essence to interfere with
Mindfire), and the ability to see into places and psychic attacks (see p. 202). An Essence Shield
times where the normal senses cannot reach also counters the use of Seer Powers. Most Seer
(Mindtime, Mindview). Powers can be used defensively against mental
Each Seer ability has two elements: Strength intrusions or attempts at mind control. Each
and Art. The Strength of the ability represents entry has a description on how to use that power
the raw power the psychic has. This governs defensively. The Inspired can resist any Seer
how far away the Seer can reach others with her powers with a Simple Willpower Test.
abilities, the amount of damage she can inflict,
and how lasting the effects she creates are. The The Gestalt Effect
Art represents the degree of expertise a psychic A Gestalt is a group of psychics using their
has in using her abilities. powers together to increase their overall Strength.
If the Seers involved know the power being used,
the group adds their combined Strengths together.
Seers who do not have the power being used add
225
Chapter Seven
half of the Strength of their weakest power Seer Powers Descriptions
(rounded up) to the total. The Seer with the
highest Art level in the power being used becomes The following pages describe the most
the leader of the Gestalt, and all Tasks use the common Seer Powers, their advantages and
leader’s Art and appropriate Attribute. limitations, and some of the things a skilled user
can do with them. Most of the powers also have
For example, Julienne, Doug, Mark and Perin
a Strength table (and a few have Art tables) to
are locked in a basement, slated to be the next
determine the result of successful Tasks. A Seer
sacrificial victims of a satanic cult. Before trying
of a higher Strength or Art level may choose to
to escape, the group attempts to communicate
use the effects of a lower level.
with a Coven of witches that lives in the city.
The four characters all have Seer abilities.
Julienne, Doug, and Perin have the power of Mindfire Power
Mindtalk with a Strength 4, 3 and 6, respectively. This power (also known as pyrokinesis)
Mark does not have Mindtalk but is a powerful converts the inner strength of the subject into
Seer with Mindsight 8 and Mindhands 4. Perin pure energy. Fire is the most common
has the highest Art in Mindtalk (level 6), so she manifestation of this power. Cases of
is the Gestalt leader. The combined Strengths spontaneous combustion have been the result of
equal 13 for those with Mindtalk, plus two levels malicious psychics using this power on their
from Mark (who adds in only half of his weakest enemies, or Seers who misjudged their abilities
power)—a total of 15. The range of Mindtalk at and accidentally set themselves on fire. Mindfire
Strength 15 is twenty miles for every level of the is a dangerous power, for all the Essence that is
group’s Strength plus the leader’s Willpower transformed into fire acquires a mischievous,
(level four). As long as the group remains destructive character. The psychic must learn to
connected, they can communicate with the keep her power in check, lest it turn on the
Coven if it is within 380 miles of their location. innocent or herself.
228 For heavier objects, determine the power level needed to lift the object, and
subtract it from the Multiplier for damage purposes.
Metaphysics
Using Mindhands Defensively Using Mindheal
Mindhands can be used to deflect physical When curing a wound or disease, the psychic
attacks. A telekinetic “parry” uses the must be in physical contact with the patient.
character’s Dexterity and Mindhands Art, and Healing somebody requires a Willpower and
can deflect any attack the Seer can see (arrows Mindheal Art Task. The degree of healing
can be seen, but bullets are too fast). possible is determined by the Strength of the
Alternatively, the psychic can concentrate on power (see the Mindheal Strength Table).
projecting her telekinetic power around herself The healing process is extremely painful,
like a bubble that acts like invisible armor. This however, because the healer must feel the agonies
is a Task involving Intelligence and the and suffering of the victim. Even if the patient is
Mindhands Art; each Success Level increases the sedated, the healer feels the full torment that the
field’s duration for one minute. The energy anesthetics have masked. Although psychics
bubble has an Armor Value of D4(2) times half soon learn to detach themselves from the pain,
the Mindhands Strength; it slows down and doing so is a draining experience. After the
interferes with any physical attacks. Keeping a Mindheal Task is concluded, the character must
Mindhands shield active requires concentration, make a Difficult Willpower Test or lose one
although not as much as a full action. While it is Essence and one Endurance Point for every two
up, other actions attempted suffer a –1 penalty. points of damage healed (rounded down). Each
additional healing attempt on the same person in
Mindheal Power the same 24-hour period adds a cumulative
penalty of -1 to the Willpower Test.
Healers who can undo wounds, make the
Curing a disease also risks draining the healer
crippled whole again, and cure terrible diseases
if the Willpower Test is failed. Mild diseases (a
have been the subjects of countless legends
cold, the flu) drain two points, Moderate
among the people of every culture. Some healers
diseases (smallpox, simple pneumonia) five
use Magic, while others use the strength of their
points, Serious diseases (tuberculosis, malaria)
faith. Some have the inborn ability to take the
10 points, and Terminal diseases (cancer, AIDS)
pain and suffering of others and absorb it into
20 points from both Essence and Endurance.
themselves. Mindheal is extremely powerful,
These losses are recovered normally.
and at its highest levels it can make the psychic
Healing oneself is also possible, but the
nearly immortal. Healing the wounded is always
Willpower Test to resist draining incurs a -2
a very draining process; even healing oneself is
penalty. More subtly, a Perception and Mindheal
exhausting, both physically and emotionally.
Art Task adds a +1 to any medical skill Task for
every Success Level achieved; this is done by
using the power as a diagnostic tool.
Using Mindheal Defensively Essence. The psychic can opt to inflict Life,
Mindheal can counter any supernatural power Endurance, or Essence Point damage; the degree
or attack that directly affects the psychic’s body of damage is determined by the Mindkill Strength
and health. Curses that afflict the body, the level (see the Mindkill Strength Table).
Mindkill Power, and other harmful powers can The psychic does not escape unscathed after
all be resisted by the psychic’s Mindheal Strength harming her target. She feels some of the pain
and her Willpower. While in combat, a psychic her victim is suffering, and may lose some
can try to regenerate damage as it is inflicted. Endurance and Essence as a consequence. The
This counts as an action, and other activities in Seer must pass a Difficult Willpower Test or lose
the same Turn require the character to divide her one Essence and one Endurance Point for every
concentration (see Multiple Actions, p. 128). two points of damage she inflicted (round
down). Multiple attacks do not incur cumulative
penalties, but if the victim is killed by a Mindkill
Mindkill Power attack, the Willpower Test suffers a -3 penalty.
This deadly power is the reverse of Mindheal.
This psychic power can break down the body of Using Mindkill Defensively
the victim, causing lethal effects ranging from
Mindkill is primarily an aggressive power. It
heart attacks to exploding heads! This power can
can help resist an enemy’s Mindkill attack (using
also be used against supernatural creatures by
Willpower and the Mindkill Strength level), but
targeting their Essence directly or by breaking
otherwise it is useless as a defense.
down their material bodies. The main drawback
of this powerful ability is that it requires intense
concentration, and, like Mindheal, it drains the Mindrule Power
psychic physically and emotionally. Although This is the power to control the minds of
the connection between the psychic and the others. Seers with Mindrule can command
target is not as intense with Mindkill as it is with others to do their bidding, and even force people
Mindheal, enough of the agony the psychic to do things they would never normally do.
inflicts reflects back on her to exact a toll. Making people do something that goes
completely against their personality (making
Using Mindkill someone murder a loved one, for example) is
The target must be within line of sight of the much more difficult to accomplish than pushing
psychic. A Mindkill attack is resolved as a somebody into doing something they were
Resisted Task, using the psychic’s Willpower and considering doing anyway (like convincing an
Mindkill Art against the victim’s Willpower and already-scared attacker to run away). At higher
Constitution. Mindkill can also be resisted by Strength levels, Mindrule allows the Seer to
any power or Invocation that heals damage, completely take control over the target,
230 obstructs mental probes, or restricts the flow of becoming her puppet master.
Metaphysics
Mindrule Strength Table
Strength Abilities
1 Can cause a person to hesitate for a few seconds before doing something, or to follow
a fairly reasonable suggestion.
3 Can stop the person from doing something, or force her to obey a one-phrase command
like “Freeze” “Run away” or “Don’t bother me.”
5 The victim follows a one sentence command to the letter.
8 The victim can be made to follow detailed instructions.
10+ The Seer can replace the victim’s mind with her own, taking total control for 1 Turn.
During the Turn, the Seer completely dictates the words and actions of the victim. At
the end of the Turn, another Resisted Task is needed to maintain control.
Art as an Attribute. This counts as one action in guiding the characters. Visions may alert Cast
a Turn. If successful, each Success Level of the Members to possible threats and enemies, and, if
Test adds a +2 bonus to the psychic’s attack and interpreted correctly, may provide valuable clues
defense rolls for the next two Turns, representing and information. Random Mindview flashes are
the ability to react to attacks before they get also a burden, as the character is often plagued
started. If the attempt fails, however, the by visions of vicious crimes and disasters. As
character is overwhelmed by the possibilities they occur while the character sees them, often
flashing through her head, and she suffers a -4 to she can do nothing to prevent them.
all Task attempts during the next two Turns. Mindview Tasks use Perception and Mindview
Art. There are two types of activities possible,
Mindview Power visions and viewings.
Visions are flashes of insight about ongoing
This power allows the psychic to transcend the
events controlled by the Chronicler. Often, the
limits of the senses. Characters with Mindview
character sees through the eyes of a victim or
can perceive things unimpeded by distance or
perpetrator, or from a worm or bird’s eye view.
barriers. Usually, these visions are triggered by
Each vision works differently, but the point of
intense emotions or releases of Essence. The
view is often confusing, and most visions are
psychic often sees crimes being committed,
short. Typically, the character gets multiple
supernatural beings preying on helpless humans,
related visions, each adding a little more
and other disturbing events and incidents.
information to the overall puzzle. The range of
Generally, these visions also have a purpose—
the visions is irrelevant; if the Chronicler believes
many times, the psychic is in a position to do
the character is in a position to be involved in the
something about the situation she sees. Gifted of
related events, the vision could be of events
a religious bent see Mindview as messages from
occurring halfway across the world.
God or orders from Fate. The more cynical
Viewings are attempts to see past barriers or
consider this to be a curse where the victim has
beyond the range of the normal sense of sight—
two choices—get involved in dangerous and
looking inside a safe, or a place the character has
horrifying situations, or live with the terrible
never seen but knows about. The range of
images of the things she allows to happen.
viewings is based on the Strength of the power.
Mindview can also be used actively by the
character. These clairvoyant effects allow the
psychic to see through walls or containers. The Using Mindview Defensively
ability is thus very useful for spies and Characters with Mindview often get flashes of
investigators—provided they accept the terrible nearby danger or threats—a sniper on a roof, a
price for these powers. group of assassins waiting for the character to
come out of a building, a speeding car just turning
Using Mindview the corner. The Chronicler may warn the psychic
of any such danger by requiring a Perception and
All characters with Mindview are subject to
Mindview Art Task. Even if the Task fails, the
random visions of danger and horror; this power
psychic should have the impression that
works in many ways like Mindtime, and the
something is going on (just as the player does,
Chronicler should make use of it in this fashion.
234 Mindview is a powerful Chronicler tool in
having just been required to perform a Task).
Metaphysics
Necromancy
The Speech of the Dead
Necromancy evokes visions of dark magic, the
raising of the Dead for unspeakable purposes,
and worse. In reality, for most of human history,
Necromancy was merely a form of divination,
involving communicating with the spirits of the
dead to learn about the past, present, or future.
Necromancy is the power Mediums use to
traffic with the spirits of the dead. Necromancy
at its lowest levels is mostly used for information
on the past, and to some degree about the future.
More powerful Mediums can also control spirits,
harm and even destroy them, and tap into their
power. In the world of Armageddon,
Necromancy is not inherently evil, nor does it
involve dealing with demonic forces. Like all
other Gifted Powers, it can be used for good as
well as evil.
Necromancy combines some elements of
Magic with aspects of the Sight. At its root, it is
an inborn power. One can either work
Necromancy, or one cannot. At the same time,
however, developing the Art requires learning
and achieving a greater understanding of the
forces of the cycle of life and death. The higher-
level powers of Necromancy are enabled by
Essence, which requires either Essence
Channeling or the use of rituals and other
mystical aids. Further, all the Sources of Power,
and all things that benefit or hinder Essence in
Magic also help or bother Necromancers. Unlike
Magic, most Necromantic powers only work on
the spirits of the dead, not on elementals, nature
spirits, and the like. Unless specified otherwise,
assume that a given Necromantic power only
affects the dead.
This Art has four major specialties, each of
which is purchased as a separate power, and a
basic Necromancy Skill that applies to the use of
each power. The four elements of Necromancy
are Death Lordship (the ability to command and
control the spirits of the dead), Death Mastery
(the ability to manipulate the very forces that rule
life and death), Death Speech (communications
with the spirits of the dead), and Death Vessel
(the ability to let spirits of the dead inhabit the
Medium’s body).
235
Chapter Seven
Purchasing Necromantic Powers with the Necromancer, or lending her Strength
(see the Death Vessel Power, p. 238). Note that
The Necromancy Skill is purchased at a cost of powerful spirits are able to resist Death Lordship
two points per level until level five, and five Powers and do not take kindly to attempts to
points per level thereafter. Each Necromantic control them. This costs five Essence Points.
element is purchased as a separate power, at the
cost of three points per level until level five, and
Level 3—Rule the Dead
six points thereafter. This price must be paid for
The control can be maintained over the spirit
each power; it is possible to have Death Speech 5
for one hour. During that time, the spirit does
and Death Control 2, for example. Beginning
whatever the Necromancer tells it to do, except
characters can choose between buying relatively
facilitate its own destruction (the spirit resist
low power levels in all four Necromantic
such orders with a +6 bonus). Forcing the spirit
elements, or specializing in one or two of them at
to perform Tasks it does not wish to do may
high levels.
beget a grudge or a feud, however. This costs 10
Essence Points per hour.
Using Necromantic Powers
The power level of each Necromantic element Level 4—Dominion
determines what a character can or cannot do— As in level three above, but control lasts for an
the higher the power level, the greater the range entire day and night, at the cost of 20 Essence.
of abilities available. Most Necromantic Tasks
use the Necromancy Skill and a mental Attribute. Level 5—Necromantic Bolts
Some of the Tasks can be resisted by spirits of the The Medium can weaken and damage spirits,
dead who oppose the Necromancer. inflicting D4(2) x Death Lordship level damage
directly to the Vital Essence of the spirit. This
Death Lordship power affects any incorporeal spirit (including
elementals) and undead at full strength. Each
Death Lordship is the power to manipulate the
bolt costs three Essence Points; the multiplier
Essence of spirits. The Necromancer can use this
level can be increased by one per additional
power to either reward good deeds (by paying
Essence point spent.
the spirit with Essence Points) or force spirits to
Corporeal supernatural beings can also be
do her bidding. At beginning levels, the
damaged, but at half strength. The power
character can force spirits to depart an area, to
manifests itself as bright bolts of fiery red
perform simple actions. Higher power levels
energies. These bolts are invisible to mundanes
allow for greater control, as well as the ability to
but clearly visible to the Gifted. They can be
harm the Essence of a spirit, which may cause
used to inflict Essence damage on humans as
permanent destruction.
well; every two points of damage rolled or
All Death Lordship Tasks use Willpower and
determined reduces the victim’s Essence Pool by
Necromancy, and they cost Essence Points.
one. This power can be resisted by any
Reluctant Spirits resist these powers with a
protective Magic or power that restricts the flow
Simple Willpower Test.
of Essence.
Level 1—Expel Spirit
The Medium can try to force a spirit to leave Death Mastery
an area. This ability costs two Essence Points per Death Mastery is perhaps the most powerful
attempt. Non-human spirits (like elementals or ability available to Necromancers. With it,
Fiends) may also be commanded, but the spirit power over the forces of Life and Death can be
gains a +2 bonus to resist, and the attempt costs brought to bear, to heal and to destroy both
four Essence Points. spirits and living beings, human or otherwise.
241
Chapter Seven
Holy Fire Touch of Healing
20 Essence Variable Essence
This powerful Miracle calls down divine This is the ability to cure fatigue, wounds,
retribution upon the forces of evil—in the form disease, and disabilities. In the past, most
of a blast of blinding white flames, or a bolt of Divinely Inspired people were healers; now far
lightning from above. This attack can only be too many are warriors. The Miracle costs one
attempted on supernatural beings. Sometimes, if Essence Point to heal D4(2) Life or Endurance
the being in question is not truly evil or is Points. Mild diseases cost two points, Moderate
somehow part of the mysterious ways of the ones five points, Serious diseases cost 15 points,
Deity, the blast does not inflict full damage, or and the cost is 25 points for a Terminal disease
inflicts no damage at all. Such an event clearly (see p. 136).
demonstrates that the Inspired is not meant to The Touch of Healing may only be used under
destroy the creature—for the time being, at least. extraordinary circumstances, and is generally
This power costs 20 Essence Points and inflicts used only on the faithful. The Inspired may elect
D8(4) points of damage times twice the to make exceptions for non-believers who are
Willpower of the Inspired. For example, an nonetheless fighting the good fight (interestingly
Inspired with Willpower 4 inflicts D8 x 8(32). enough, some among the Inspired are actually a
The base damage can be increased, at the rate of lot more tolerant than the mundane leaders of
one additional Multiplier level per Essence Point many Churches).
spent. The above Inspired could spend 24
Essence and inflict D8 x 12(48). Visions
Any being within line of sight can be targeted. 0 or 5 Essence
No attack roll is necessary; the power zeroes in Through this Miracle, the Inspired opens
on the selected target. Mundane body armor herself to the Deity for guidance and advice. The
does not protect against this power, but Essence- Inspired is often visited by flashes of insight
based shielding may. Dodging (automatic -4 about places and people in the form of dreams or
penalty) is possible but only if the target knows sudden visions that may strike at any time,
where the person calling the fire is located; this is without warning. Sometimes, the Inspired prays
not a Resisted Task, the target merely needs to for guidance and is rewarded with a sign of some
succeed at a Difficult Dexterity Test, or a kind. Most of the time, the visions are
Dexterity and Dodge Task. ambiguous. For example, the Inspired might see
the face of a man, a famous politician. Is the
Strength of Ten man a tool of evil, or is she being threatened by
15 Essence the forces of evil? The Inspired would have to
This ability allows the Inspired, when find out somehow.
confronted with evil, to summon the strength of This ability costs five Essence Points when the
the righteous, temporarily transforming her into Inspired actively seeks guidance. The Inspired’s
a nearly unstoppable warrior of vengeance. The prayers may or may not be answered, depending
Inspired becomes inured to pain and fatigue, on what the Chronicler feels is appropriate to the
gains inhuman levels of strength, and can fight moment, although such attempts should usually
until killed. This display of power is only be successful—provided the Inspired is
possible under the most extreme situations, appropriately humble in her petitions. When the
however. Only when facing overwhelming odds Chronicler sees fit to visit a spontaneous Vision
should the Strength of Ten be summoned. upon a character, however, there should be no
This Miracle costs 15 Essence Points. The Essence Point cost.
Inspired gains +5 to Strength (which also raises The actual details of the visions vary widely.
her Life Points by 20 points), and is immune to Some may be a single image, while others may
shock and pain until the battle is over. This give more clues as to places, people, and
means the character can keep fighting even when circumstances. The nature of visions should
reduced to zero Life Points or below (he still always be determined by the needs of the Story.
needs to pass Survival Tests after -10 Life Points
to stay alive, however). Once invoked, the
242 power lasts until the threat is gone or until the
Inspired succeeds in martyring herself.
Metaphysics
Prayer bonus on any Resisted Task or Test against a
supernatural ability of any kind. Essence
In the modern world, a simple prayer has more Channeling is inapplicable in prayer; unlike the
power than most scoffers could imagine. As a defensive use of Essence (see p. 202), this ability
focus of the faith and willpower of a person, is limited only by faith.
Prayers can be as effective as an Invocation under
the right circumstances. The Inspired can use
Prayer to convert Essence into Miracles, and Holy Symbols
even to gather more Essence. Mundanes with From the legends of antiquity to Hollywood
enough piety and strength of will (one does not movies, the power of holy symbols is part and
work without the other) can also make use of parcel of many stories about the supernatural.
Prayers to focus some of their Essence into actual The myth goes that anybody with a cross has
defenses or even attacks against the supernatural. nothing to fear from a Vampyre, or that by
Prayers only have an effect if the character’s wielding the right holy symbol a righteous man
life shows enough devotion and respect to her can banish demons and scare off spirits. But the
religion. Most people only pay lip service to power lies not in the symbol, but within its
their beliefs; that will not do at all. In the course wielder. A character using a holy symbol (be it a
of a game, however, a character might “discover Cross, an Ankh or any similar object) for
religion” as part of the often traumatic events protection must pass a Simple Willpower Test,
that make up most Stories. A character with the same modifiers used in Prayer Tasks.
undergoing such a revelation might be able to Each Success Level allows the character to focus
make use of Prayers. one Essence Point through the holy symbol.
Some may find the use of Prayer as a game Supernatural beings confronting the charged
mechanic to be controversial. As with any and holy symbol must make a Difficult Willpower
all material in this game, feel free to disallow this Test, at -1 per Essence Point focused through the
entire subject if it upsets or offends any players. symbol, or feel pain and fear when faced with it.
The creatures hesitate to come near the wielder,
let alone attack her; even if the monster does not
The Inspired and Prayers flee the symbol, all its actions suffer a -4 penalty.
The Inspired may find additional strength
through Prayers. If the character spends at least
an hour in deep prayer and meditation, she may Spirit Patrons
find herself replenishing Essence at double the Some characters forge a relationship with a
normal rate. The use of prayers in the course of supernatural or spiritual entity. These entities
a Miracle is considered to be part and parcel of include Guardian Angels, the Genius of Roman
such a Miracle. A Christian Inspired would be religion, nature spirits, the pagan deities and, in
expected to quote from the Bible, just as a the case of Black Magic, demons or the Mad
Muslim one might recite a line from the Qur’an. Gods. The relationship varies widely,
This conveys no special bonuses or penalties, depending on the goals of the character and the
beyond the increased Essence recovery. entity, and the terms of the exchange. Some
entities grant power in return for services, or
Mundanes and Prayers for an oath of servitude at a later date. Others
Mundanes are the main beneficiaries of the are content with the worship of the character,
power of Prayer. The ancient chants of religious or aid her because she is pursuing an agenda
scriptures hold a great deal of power for those that serves the spirit’s purposes.
who truly believe. A faithful character who Dealings with spirits can be treacherous.
prays may gain unexpected strength in her time Patrons can offer great power, however, and
of need. Treat this as a Task using Willpower many accept the risks and consequences inherent
and Humanities (Theology). Modifiers for the in such deals. The relationship between a
character’s piety range from -10 (for a foxhole character and a Spirit Patron is defined by the
convert who is just trying to save her skin) to +10 Boons conferred by the Patron and the
(for a truly saintly individual, rare in today’s Obligations due in return. Boons are special
world). Each level of success in the Task releases powers; Obligations range from simple
a point of Essence from the character’s Essence demonstrations of respect to binding oaths of 243
Pool. Each Essence Point released confers a +2 service or sacrifice.
Chapter Seven
Spirit Patrons and Patrons share similar or identical goals, they
resent the divided loyalties of the devotee. Even
Supernatural Creatures two gods of the same pantheon are unlikely to
Spirit Patrons are not restricted to Gifted accept such arrangements. For the most part,
humans, although most supernatural beings are Boons granted by one Patron do not work while
somewhat restricted as to the types of Patrons Boons from another Patron are active, but all
they may have, and some cannot have any. Obligations remain in effect. If the two Patrons
Avatars and Inheritors can have Spirit Patrons, have a conflict of interest at any time, the vassal
although they are usually limited to their original risks losing one or both of them.
pantheon, although not necessarily the same
god. Incarnates, Seraphim, and Kherubim, and
Spirit Patrons and Game Balance
their Fallen counterparts cannot have Spirit Spirit Patrons can be abused if the Chronicler
Patrons of any kind. True Immortals are unable does not keep a firm reign on the roleplaying
to forge bonds with spirit entities; their aspects of this mystical relationship. The players
transformation into supernatural beings has should always remember that Patrons are not
somehow cut them off from the spirit realms. simply a source of powers, but represent serious
Neither can the Nephilim. responsibilities as well. Spirit Patrons are usually
not generous, gullible, or even strictly fair. Any
Spirit Patrons, Miracles slight or offense, real or perceived, may cause
and the Creator them to withdraw their favor or even to punish
The most powerful Spirit Patrons available are the vassal. Gods and spirits can be petty,
the Seraphim and the Old Gods. The Creator unreasonable and vindictive. They also look out
cannot be a Spirit Patron. In fact, the Inspired for their interests—many Patrons adopt a “what
rarely take Spirit Patrons, and when they do they have you done for me lately” attitude.
are restricted only to the Seraphim and the Characters should often have to choose between
Ethereal. Even then, for some reason, any serving their best interests and following the
patron-bestowed powers do not work when an dictates of their Patrons. Evil or malicious
ongoing Inspired Miracle (like Divine Sight or Patrons are not recommended for Cast
Strength of Ten) is active. Also, no Obligations Members, as their goal is to inflict misery on the
that control the Inspired character’s behavior can character and those around her. They work best
be taken; the Inspired must always have free will. for Adversaries or Supporting Cast, unless a
tragic storyline is being developed. The Fallen
Combining Patrons Seraphim and the Mad Gods eventually destroy
It is possible to have more than one Patron, and consume those who deal with them.
but the risks increase radically. Unless the two
245
Chapter Seven
Prophecy Vigor
The character can see glimpses of the future, or This provides a temporary increase in the
receive illuminating visions about the present. character’s physical Attributes. The maximum
These visions, flashes of insight, or danger strike bonuses available are +6 to Strength, +3 to
without warning, leave the character stunned for Dexterity and +5 to Constitution. These bonuses
several seconds and drain her of D10(5) Essence affect Life Points, Endurance Points, and Speed,
Points. Most prophetic visions deal with grave but not Essence Points. Once activated, the Boon
dangers that threaten the character (or her lasts for one minute or the duration of a fight—
Patron’s interests), approaching momentous whichever is less. Activating this Boon requires a
events (good or evil), and similar significant Simple Willpower Test. If the Boon is requested
situations. Cost: Three points. more than once per day, each additional request
is at a cumulative -1 penalty (i.e., the second
Qualities petition is at -1, the third at -2, and so on) to the
Some Spirit Patrons bless their charges with activation Willpower Test. Cost: One point per
Qualities, usually physical or supernatural in +1 bonus (so, +1 Strength would cost one point,
origin. A common example of this is Beauty while +2 Strength, +2 Dexterity and +2
(Appearance and Charisma bonuses). Some Constitution would cost a total of six points).
spirits may also grant social qualities, especially
Resources. Cost: The point costs of the Qualities Other Powers
at character generation. Other Gifted or supernatural abilities are never
given out by entities as Boons. Seer and Inspired
Powers are inherently human abilities, which
Spirit Speech
cannot be granted by the gods. Neither can the
Through this Boon the Spirit Patron can (and
Enlightened Quality. The Old Gods can
often does) communicate directly with the
sometimes grant versions of their Primal Powers
devotee. This Boon is commonly given by minor
to devout followers. However, humans with
and middling Patrons, but is very rarely granted
Primal Powers must use Essence Channeling to
by the more powerful ones (like most gods, who
empower them, since they lack the Titans’ ability
have better things to do than have chats with
to freely release Essence.
mere mortals). Remember, even good advice can
be given in mysterious or ambiguous terms if the
spirit is hostile or malevolent. Further, the spirit Obligations
provides information to the best of its Outlined below are some of the Obligations
knowledge—it may be flat wrong under some commonly demanded by Spirit Patrons. They have
circumstances. a negative point value, just like Drawbacks, but
If the Spirit Patron can say whatever it pleases, they do not count towards the Drawback limit.
and only helps the character when it desires, this The extra points can only be used to pay off the
Boon costs one point. If the Patron usually gives point cost of the Boons granted by the Patron. Even
good advice, this Boon costs two points. If the if the Obligations are worth more than the Boons,
Patron is obligated to give advice that serves the the character gains no extra points. Furthermore,
character’s best interests, the cost is three points. Obligations, no matter how extensive, cannot
How often the communication is available also reduce the Boon cost below half their value. So, a
adds to the cost. Of course, the patron may Spirit Patron that offered 10 points in Boons and
decide to speak more often than the limits given -10 points in Obligations would still cost 5 points.
below, but that is up to the Chronicler. If Many Spirit Patrons demand no specific
communication occurs once per week, no points Obligation, but withhold or even remove any
are added to the cost of the Boon. If Boons granted if the character behaves in ways
communication can happen as often as once a the entities consider offensive or inimical.
day, one point is added. If the character may
contact the Patron once every hour, three
Beholden
additional points are charged.
This obligation is the same as the Supernatural
Drawback of the same name (see p. 80). The
246 cost depends on which level is chosen.
Metaphysics
Conditional Boons Death Realms. There, the character is
These Obligations apply directly to all Boons tormented, enslaved, or even totally devoured,
granted by the Patron, restricting their use to depending on the predilections of the Patron.
situations where the Patron considers them Cost: -4 points.
appropriate.
Limited Portion of the Day: The Boon works Oath of Duty
only at night or during the day, for example. The Spirit Patron demands that the devotee
Cost: -2 points. Something more limiting (one work in furtherance of the spirit’s goals. The
hour a day, one day a week, during the Full entity’s enemies become the character’s enemies,
Moon, and so on) is worth -4 points. and they must pursue the same goals. A deity
Only Works Against Enemies of the Patron: dedicated to Justice could require that the
The Boon can only used against people, entities, beneficiary punish the guilty and protect the
or institutions that the Patron hates. Cost: -1 innocent. A Fallen Seraphim, on the other hand,
point. might demand that the character works toward
Only Works in the Service of the Patron: The the corruption of the innocent and the
Boons can only be used to further the Patron’s destruction of all ideals and hope. Note that
ends. The Chronicler is the final judge as to even if this Obligation is not acquired, the
whether a given course of action qualifies. Cost: character is always expected to act in ways
-2 points. favorable to her Spirit Patron. Cost: -1 point (for
a duty that takes at least ten hours a week for
Gifts of Kind perform) to -4 points (a highly dangerous duty
that consumes most of the character’s time).
This is a material gift of some sort. Food,
money, precious metals, even drugs, alcohol, and
tobacco can be used as gifts. The gifts must be Oath of Servitude
sacrificed (destroyed) in an offering to the entity. Similar to the Oath of Duty, this Obligation
Apparently, some beings (like Ghosts) actually implies that the character may be given orders
enjoy gifted sacrificed to them in this manner. If that must be obeyed without question. The
a week without offerings goes by, the character communication may come directly (if the
loses her Boons unless the Patron is somehow character has the Spirit Speech Boon) or
convinced to give the character some time to indirectly (in the form of dreams, visions, getting
make amends. Cost: -1 point for every $100 that tomorrow’s paper delivered every morning,
must be offered to the entity every week. talking animals, and so on). If the vassal does
not obey the orders, she loses her Boons, and is
Gifts of Kin further punished in some way. The frequency of
those orders determines the price. Cost: -1 point
This is a euphemism for the sacrifice of living
(once a month), -2 points (once a week), or -4
beings, animals, or human. Human sacrifice is
points (once a day).
the domain of evil entities, Fallen Seraphim, and
the Mad Gods. Cost: -1 point if animals must be
sacrificed at least once a month. -2 points if Qualities and Drawbacks
human sacrifice is demanded. In some cases, Patrons demand certain
behaviors from their followers, or only bestow
Gift of the Soul their gifts to characters with the appropriate
personality traits. These traits can be acquired as
This is the classic “Soul Sale”—the character
normal Qualities and Drawbacks (for example, a
pays for her powers with her immortal soul. It
trickster god might only accept characters with
may seem like a good bargain when the Boons
the Clown Drawback, while a deity of love might
acquired include Immortality, but the few deities
only bestow gifts upon characters with a high
evil enough to demand such payments have been
Attractiveness level). Cost: As per normal
known to arrange things so they can collect a lot
character generation costs.
sooner than expected. If the vassal dies (i.e., a
failed Survival Test, before any attempt of
resuscitation is made), the soul is immediately
seized and transported to the Realm of the entity
in question—in the case of the Fallen Seraphim, 247
a certain hot and uncomfortable place in the
248
CHAPTER EIGHT:
INHUMANS
249
Chapter Eight
The band was particularly lively tonight, the road to Heaven is paved with the corpses of
Amadeus noticed. The rhythms were simple, the a thousand holy wars. Orders,” he spat, his
lyrics downright stupid, but there was an energy, mask slipping. “Have you ever thought about
a furious excitement that reminded him of your orders, or are you like a good faithful dog,
happier times. The lead singer was a thin pale biting whomever the Master indicates?”
girl with a good voice and a sharp attitude. She Galael’s beautiful features became terrible
tossed her head back, sending a thin spray of with rage. “You refuse to obey, Kerubim?”
sweat towards the crowd. They shouted their Amadeus smiled. “You would like that,
appreciation. The two guitars and the wouldn’t you? That would give you a chance to
percussion player behind her redoubled their earn some more brownie points.” He giggled, a
efforts. The music became an irresistible force, a ghastly sound that set Galael’s teeth on edge.
sweeping tidal wave, a tornado. The good humor vanished a second later,
Unnoticed by the crowd, a tall man entered the replaced by an intense anger that matched the
club. Like Amadeus, he wore a dark trenchcoat Seraphim’s. “No, my Angelic superior. I will
and had long curly hair. There the similarities obey my orders. I was born an Austrian, but I
ended. While Amadeus was short and slender, will be a good German for you, nein?”
the newcomer was well over six feet tall, with Galael nodded. “Good.” He reached under
broad shoulders. He made straight for Amadeus, his coat, grabbed the handle of the sawed-off
shouldering aside spectators, often earning a shotgun hidden underneath. “It must be done
curse and a dirty look but little more. Mundanely. Use your gun.”
Amadeus grimaced. “Hello, Galael,” he said Amadeus grabbed him by the wrist. “What
with no warmth. about them?” He gestured to indicate the crowd.
“It is time,” Galael said in a harsh whisper “They are just children. A few are Tainted, but
that carried through the noise of the band and the rest just came to enjoy some music.”
the crowd. “You know the Taint is here.” “Drug fiends,” Galael retorted. “And harlots
Reluctantly, Amadeus nodded. He had sensed and fornicators. And if a few are innocent, what
it from the moment the band had begun its first of it? The Lord shall take them into His fold.”
set. Underneath the sounds and the lyrics, he “‘Kill them all, let God sort ‘em out,’ is that
could feel—taste—the dark undertones, the rich, it?” Amadeus said sardonically. “No, Galael.
seductive voice that promised Power in return You are good enough to shoot only the Tainted.
for Loyalty. The thin pale girl wore heavy So am I. If an innocent is so much as grazed by
makeup to cover it, but his eyes saw farther than a stray pellet, I will kill you. Understand?”
the crowd. Prominent in the middle of her The Seraphim was a full head and shoulders
forehead, glowing darkly through the makeup, taller than Amadeus. He could wield the
was the Mark of the Beast. She had talent and Celestial Fire, and had lived for thirty millennia
inner strength; Amadeus could also see that, as to Amadeus’ two and a half centuries. Still, he
well as the inner demons that had made talent cast his eyes downward. “No innocents. Only
and strength worse than useless. She had been the Tainted. Those were the orders, anyway.”
hurt young, betrayed and broken. Her edges Amadeus nodded as his concentration focused
were jagged and would cut others, if left alone. on the band, the roadies, and the other Tainted.
For two weeks, Amadeus had tried to reach The same mad creativity he’d once used only
her, to make her change her path. Three days frivolously, to entertain Emperors and, above all,
ago, she had her first Nightmare. Amadeus had himself, now started working on a symphony of
hoped she might be one of the few who could battle, a death march. He took his own sawed-
resist the lure of Leviathan, who could deny It off shotgun from beneath his coat.
and Its works despite the Gifts offered. Now With a shout, Galael nimbly leaped over the
Galael had arrived, and time had run out. bar. His first shot erased the face of the lead
“It must be done tonight,” Galael insisted. guitarist. His instrument made a hideous screech
“Now. Orders, you know.” as he convulsed and fell. Amadeus’ eyes met the
“My father would have approved of you, I pale thin girl’s. “God have mercy on your soul,”
think,” Amadeus said casually, his nonchalant he whispered as he fired.
manner a mask for the pain. “He was a pious, Then it was all chaos and pandemonium, as,
250 faithful man who never understood that while side by side, the two angels strode forward, their
the road to Hell is paved with good intentions, guns making their own hideous kind of music.
Inhumans
Introduction The Sephyr started changing when life evolved
on Earth. Orders from the Creator became less
This chapter describes the major supernatural frequent and more ambiguous. The Sephyr
forces of Armageddon. The text begins with the became more like living beings, with
Seraphim (angels and demons), and details their individuality, cohesion, and free will. Some
powers and abilities. Lesser powers tied to the believe this was (and still is) some sort of test
Seraphim, the Kerubim and Nephilim, are then prepared by the Creator for His/Her/Its closest
presented. Primal races derived from the old servants. Their ultimate mission remained clear,
gods are covered next—Avatars, Incarnates, and however. The evolution of life was part of the
Inheritors. Aspects and Primal Powers, which process of Creation—indeed, it was its ultimate
define the abilities of the Primal races, are listed. goal—and the Seraphim, as the evolved
Reincarnated Immortals, the Atlanteans, are messengers called themselves, were to help
provided their own in-depth section. Finally, a protect it. How they did this was up to them,
short discussion of spirits rounds out the chapter. and this free will has been their heaviest burden.
The evolved Sephyr were still beings of energy,
but they had become similar to the humans they
The Celestials were charged to protect. Where once they were
Former messengers and enforcers of the little more than complex energy patterns, they
Creator, the angels are beings of tremendous formed humanoid bodies and minds. They were
power and influence. Most consider themselves now individuals, with their own personalities.
to be humankind’s guardians and caretakers. Although incredibly strong-willed, the Seraphim
Some see this duty as an honor, and love and could fall prey to the same flaws that affect
cherish humans as a parent does a child. A people—pride, fear, and boundless ambition.
growing number are more patronizing and even Most of them are primarily concerned with their
contemptuous toward their charges, and a large duty, although in their hearts many resent
minority has developed an outright dislike for humans for their role in Creation.
humans. For millennia, most angels remained Many of the stories about angels have a basis
removed from the affairs of humankind, coming in truth. They are beings of great power, and in
to Earth only in small numbers, and leaving the ages past they sometimes swept down from the
business of helping people in the hands of the skies and destroyed armies or decimated entire
lesser-ranking Kerubim, angels who once were kingdoms to punish evildoers—or, some of the
human themselves. The coming of the Dark more cynic would say, to make sure humans
Apostle and the war has forced angels to come to stayed in their place. They have human shapes,
Earth in unprecedented numbers, to fight and to usually shining with a bright inner light. Some of
die in the name of the Creator. them sport wings on their backs, the more so
after that shape captured human imagination
and became an attractive “badge of office.” They
Seraphim can be helpful guides or terrible avengers.
The name “angel” comes from the Greek word
angelos, meaning “messenger.” The Seraphim are
the descendants of an order of Sephyr (see p. 22) Divine Seraphim
who carried out the will of the Creator during The original angels of religious belief, the
the birth of the Universe. They were the Deity’s Seraphim are beings of great power, although
messengers and agents, and they carried the they are neither the unstoppable avengers of
Word of God, the Metatron. Initially, they were myth nor the utterly benevolent pseudo-humans
beings of energy and potentiality, whose actions of recent folklore. During ancient times, the
and thought processes moved at “cosmic” Seraphim were indeed invincible, a single one of
speeds—that is, so slow that the birth of a galaxy them being able to kill dozens or even hundreds
was to them a matter of mere “days.” These of mortals with relative ease. Faced with guns,
messengers directed other Sephyr during the jet aircraft and tanks, angels have been taught a
process of Creation, and also helped guard harsh lesson in humility. Although some appear
Reality from intrusions from Beyond, the alien as soothing, kind figures, most of those have
dimensions of the Mad Gods. Another task was been the weaker, gentler Kerubim (see p. 261).
to curb the Naturas, living forces of reality who For the most part, Seraphim are warriors and 251
were created as the Universe was born. avengers, and many do not like humans much.
Chapter Eight
Infernal Seraphim
Angels and Demons The differences between the Divine and
Infernal Seraphim are largely philosophical and
Before Armageddon cosmetic. Even after Falling, the demons retain
Before the rise of the cult of Leviathan all their former powers. For example, they can
and the beginning of the Reckoning, angels wield the Celestial Fire, but its energies are
and demons rarely ventured into the world, twisted and blackened with hatred and rage,
and even more rarely stayed there for long. turning it into Hellfire. They have a Divine and
In both cases, this was due to the actions of Profane form, but the former is often monstrous
the High Archangels of the Heavenly Host. (the exceptions almost outnumber the rule,
The Infernal Legion: Infernal Seraphim however—many Seraphim are too vain to adopt
and their cohorts were imprisoned in the hideous visages). Their Divine form can grow
Realm of Gehenna. They were not wings, but for the most part these are leathery
supposed to get out, and for the most part, constructs, more like bat-wings than bird wings.
that was the case. Only the power of Many demons now favor Incarnations which
Lucifer and the Demon Lords enabled their combine flesh with leather, plastic, and metal
minions to venture forth, in small numbers piercing, imitating human culture.
and for short periods of time, before they In sum, any Seraphim power may be deemed to
were dragged back into their hellish have an equivalent Fallen power. Also, as a
kingdom. Before 2008’s Munich Disaster general matter, the term Seraphim when used in
(see p. 27), the Infernal Seraphim, as well as the remainder of this section refers to both angels
Qliphonim, could only remain on Earth and demons.
without ill effect for one day per Willpower
level. Every day after that, they started Seraphim Ranks
losing Essence at the rate of 10 points per All Seraphim are not created equal. They have
day. This Essence was not regained until gradients of power, each gradient more powerful
they returned to Gehenna for a full week. than the previous one. The differences between
Only by becoming an Exile (see p. 266) them are not obvious to outsiders, however; a
could one escape this fate. Lesser and Greater Seraphim may look equally
After 2008, the High Archangels have impressive. Those with the power to see auras
been forced to divert their attention and can tell that one of the two has a much larger
power away from Gehenna. Most of the Essence reservoir, but that is all.
more powerful demons are still unable to Generally, the “racial” ranks of the Seraphim
enter Earth. Greater Infernal Seraphim and roughly correspond to their social status. This is
lower-ranked creatures can be sent forward not always the case, however. An ancient and
as normal, and they can stay up to five days resourceful Lesser Seraphim who attracts the
per Willpower point before starting to attention or an Archangel may become an
suffer ill effects. important leader. A Demon Lord who failed
repeatedly may be demoted back into the ranks
The Heavenly Host: The High Archangels of common “soldiers.”
have long been wary of allowing members of
The Lesser Seraphim and the Common
the Host to stay too long on Earth; they fear
Seraphim (or simply Seraphim) are the two most
contamination by human vices. Until the
common gradients. The Lessers are the spear-
war began, Seraphim were rarely allowed to
carriers of the two rival armies. The Common
venture forth; most missions were
are slightly more privileged, but they are still part
undertaken by the Kerubim. Even they
of the rank and file. Both are fiercely loyal, and
rarely spent more than a full month’s time on
trust their leaders implicitly. The Greater
Earth without returning to Elysium to report
Seraphim tend to be leaders, troubleshooters,
(and be examined for signs of moral decay).
and special agents. They are far more powerful
Seraphim were even more restricted. They
than their brethren.
were not allowed to linger on the world for
more than a week at a time, usually on brief,
252 violent missions. The situation has changed
a great deal, to say the least.
Inhumans
Common Seraphim Powers Celestial Shield: This is a glowing aura, shield
or suit of armor has an Armor Value of one per
The following abilities are shared by all Essence point spent on it. The maximum Armor
Seraphim. Value cannot exceed the character’s Theophany
Skill x 10. Additional Essence can be spent to
Celestial Fire give more “depth” to the armor, however, in a
All Seraphim in Divine/Infernal form (see p. manner similar to the Shielding Invocation. Each
254) wield the Celestial Flames, pure Essence point spent creates 10 points of Damage
that can be used to destroy physical targets, Capacity; damage that penetrates the Armor
shred spiritual energies, or as a defensive aura of Value of the Shield depletes this Damage
power. It most often manifests as a burning Capacity first. If exhausted, the Seraphim suffers
blade in the hands of the Seraphim (when used any remaining damage. The armor protects
offensively) or as an energy aura, flaming shield, against physical and magical attacks. The
or golden body armor. For additional Essence Essence spent in creating the Shield cannot be
cost, the Celestial Fire can also be projected in regained until the shield is no longer active.
the form of blasts or beams. Celestial Bolt: The bolts inflict D8(4) points of
Armor is little help against Celestial Fire. damage per Essence point spent. They have a
Instead of subtracting damage each time the range equal to 10 x Willpower yards (meters).
wearer is hit, treat the armor’s average Armor The bolt uses the Magic Bolt Skill or a Difficult
Value as Damage Capacity which must be reduced Dexterity Test with a +2 bonus.
to zero first. Any remaining damage goes on to
affect whatever is behind the armor, and the Essence Recovery and Manipulation
armor is destroyed. Celestial Shields, Essence Seraphim recover one point of Essence per
Shields, and supernatural suits of armor, like those level of Constitution and Willpower every
crafted by Atlantean Makers, work normally minute. They can use Essence with no
against these attacks. restrictions. In other words, they can channel
Celestial Fire is also selective in its effects. any or all of their Essence reservoir to heal
Wielded by a skilled angel, it could burn a villain themselves, inflict damage, or activate any of
to a cinder without even singing the skin of an their powers.
innocent he was using as a living shield. More
importantly, the flames cannot harm the truly
innocent, and the Divinely Inspired; most Flight
humans over the age of ten do not qualify as A Seraphim’s Divine/Infernal Incarnation can
truly innocent, unfortunately. The more merciful fly at will. Wings are not needed, but they do
Seraphim have been known to carve up jet help steer the character. More importantly,
aircraft while leaving their pilots alive and to the humans expect them, so most Seraphim sport
mercies of their ejection seat. In game terms, them before taking to the air. Seraphim whose
characters can determine who gets burned by the Divine/Infernal Incarnations have wings gain +1
fire, even when firing upon a group of people. to any Tasks or Tests involving flying maneuvers.
Armor and barriers that would block the attack The Seraphim can fly at tremendous speeds in
must still be taken care of, however. this state, matching all but the fastest jet planes.
Celestial Fire Blade: Creating a Celestial Fire After being forbidden to display this power for
blade costs three Essence Points. Once activated, centuries, the Seraphim now once again soar
the blade can be used for five minutes before more through skies of Earth, causing awe and
Essence is needed. The Hand Weapon (Sword) wonderment—and all-too-often attracting anti-
Skill is needed to use it effectively, although aircraft fire. Flying drains the angel of one
Seraphim can use a Difficult Dexterity Test Essence point per minute when traveling at
(without unfamiliarity penalties) instead. The speeds of up to 300 mph (almost 500 kph), or 12
blade inflicts D8(4) x (Strength + 4) points of Essence points per minute when traveling at
slashing/stabbing damage. supersonic speeds (the Seraphim can reach speeds
of up to Mach Two—twice the speed of sound).
253
Chapter Eight
Incarnation
If they wish to manifest physically on Earth,
the Seraphim must fashion a physical body for
themselves. This process is known as
Incarnation or Transcendence. Transcendence
requires the Seraphim to leave his home Realm
(Elysium or Gehenna, respectively). Under
normal circumstances, only an Archangel or
Demon Lord can bridge the walls between the
realms. This means that Seraphim need the
blessing of these powerful beings to travel
outside their world. To leave without permission
is to risk becoming an Exile (see p. 266).
Every Incarnation has two manifestations:
Divine/Infernal and Profane. The Profane
Incarnation is a human shapes assumed by the
angel when trying to pass unnoticed by unaware
mortals. The Divine/Infernal Incarnation is
flashy and portentous. The angel can switch
back and forth between Profane and Divine
forms at will; the transformation takes only a
few seconds (a combat Turn).
The Profane Incarnation of an angel is a
unique creation, an embodiment of that
Seraphim’s Essence matrix. Thus, the actual
shape and features of the body cannot be
dictated or altered by the angel. A Seraphim
does not know what his Profane Incarnation will
look like until he performs it for the first time,
and that form is as permanent as a mortal’s hair
or eye color. A curly-haired, blonde angel
always Incarnates in that shape and hair color,
and only disguises and make-up may alter that
(plastic surgery does not work on the Seraphim;
their bodies always end up reverting back to their
true form). The Profane Incarnation of an angel
is always extremely attractive in a slender but
athletic way.
The Divine/Infernal Incarnation of an angel is
far more malleable. Although a basic humanoid
shape is preferred, it can have wings, horns,
brilliant halos, and robes or body armor that are
nothing but an extension of the angel’s flesh.
Most members of the Heavenly Host prefer the
traditional form—a winged human, clad in robes
or golden armor. A few are more original in their
depictions, often devising elaborate tattoos and
decorations, or fearsome features like claws or
oversized fangs, or horns (although such
manifestations are frowned upon among the
Host). Of late, some Seraphim have started to
adopt a more “techno” look, often sporting neon
254 symbols carved into their flesh, or bio-
mechanical attachments. For the most part, all
Inhumans
these enhancements are cosmetic, although so. The more improbable the event, the more
Seraphim with claws or sharp teeth can use them Essence it costs to make it happen. Specifics are
to inflict slashing/stabbing wounds. Some provided on the Providence Essence and
phalanxes (see p. 178) mandate uniformity Providence Example Tables (see p. 256).
among their members; all the Seraphim in those Making a gun jam, a car break down, or a dice
units have similar (sometimes even identical) roll come out as desired, is easy. Making every
Divine Incarnations. Others tend to be looser or gun in an area jam at the same time, or
freer about such things. The final decision is up determining the result of a hundred dice rolls in
to the Archangel in charge of the phalanx. a row, is almost impossible, and costs a lot of
The Divine/Infernal Incarnation can often Essence. Furthermore, more unlikely events
terrify or awe humans. Mundanes facing a (odds 1 in 500 or less) require a permanent
Seraphim in that shape, and Gifted and Essence expenditure. The impossible cannot be
supernatural beings confronting such a being for made to happen; the event must have a chance,
the first time, must pass a Simple Willpower Test no matter how slim, of happening naturally.
(under some circumstances, the Chronicler may This ability can also be used to help or hinder
wish to assign modifiers to the Test). On a Tasks; every two Essence Points spent grants a +1
failure, witnesses may be terrified, stricken by bonus or -1 penalty to any mundane Task
feelings of worship or religious rapture, or occurring in the presence of the Angel. This
simply intimidated. Before performing any cannot help or hinder supernatural Tasks,
actions that the victim would believe are against including the use of any Gifted powers or
the Seraphim’s interests, they must pass a supernatural ability, however. This effect occurs
Difficult Willpower Test. This effect lasts for one automatically, simply by spending Essence.
Turn for every level of Willpower and Charisma Humans who are aware of what is happening
(positive or negative) of the Seraphim (if there can resist if the event would affect them directly;
are multiple Seraphim present, use the highest this is resolved as a Resisted Test, using Simple
level in the group). Willpower Tests on both sides.
Both forms have the same Attributes, Life Using Providence is the only action that can be
Points, and Essence Pool as the un-Incarnated attempted in a game Turn, except when used to
Seraphim. While in the Profane Incarnation, reduce damage.
however, many of the flashier powers available
to the Seraphim cannot be accessed. As a
Resistances and Immunities
punishment, some angels have been forced to
wander the Earth while trapped in their Profane Seraphim need not eat, drink, sleep, or breathe
Incarnation; these Exiles are shunned. to survive. They are immune to narcotic and
irritant poisons, but not corrosive ones. Disease
Incarnating is a lengthy process for the
does not affect them, either, unless they are
Seraphim. It takes about a month (45 days
supernatural in origin. This applies to Seraphim
minus the Seraphim’s Willpower and Intelligence
in both their Divine and Profane Incarnations.
Attributes), during which the angel enters a
trance and remains largely unaware of his While incorporeal, Seraphim have the same
surroundings. At the end of the process, the have the same resistances and immunities as
Incarnate Seraphim is sent to Earth (or the target spirits (see p. 297).
Realm) by the Archangel or Demon Lord. Armor Value: Both the Seraphim’s Profane and
Returning to the Seraphim’s home Realm Divine/Infernal forms have an Armor Value 2 for
requires one minute of concentration and the each level of Constitution. This armor protects
expenditure of 20 Essence Points, but may only against all forms of attack, and is not affected by
be done while in Divine/Infernal form. armor-piercing attacks.
Destruction of the Body: Even if the angelic
being is “killed,” the consequences are usually not
Providence as serious as for normal humans. If his physical
The Seraphim can manipulate the laws of body is destroyed, a Seraphim must pass a
chance and causality, although for the most part Difficult Willpower Test. If passed, the
they disdain to do so (the Kerubim, on the other Seraphim’s Essence matrix appears in Elysium or
hand, use this power frequently). Through an Gehenna in five hours (reduce this time by one
expenditure of Essence, the Seraphim can make hour per success level in the Willpower Test, to a 255
an improbable event happen by merely wishing it minimum time of one hour), at which time the
Chapter Eight
Providence Essence Table
Odds Essence Cost (Permanent Essence Cost)
1 in 3 1(0)
1 in 10 3(0)
1 in 20 5(0)
1 in 100 10(0)
1 in 500 15(1)
1 in 1000 30(2)
1 in 10,000 50(3)
1 in 100,000 100(4)
1 in a million 200(6)
1 in 10 million 500(8)
1 in 100 million 1,000(10)
256
Inhumans
Seraphim can start rebuilding a new body. If the Task (see p. 258). Mundanes resist with a Simple
Test is failed, that means that the Seraphim’s Willpower Test. Gifted and Supernatural
Essence has been temporarily scattered by the characters resist similarly, with a +4 bonus, or
shock of disruption. This effect lasts D10 x 4(20) can use any appropriate power or ability, also
days, at the end of which the Seraphim is able to with a +4 bonus. Possession lasts for one minute
reconstitute and reappear in his home realm. per Success level in the Task, at which time a new
Essence Death: If an angel’s Essence and Life Resisted Task is needed to retain control. The
Point pools are both reduced to below -30 points, Seraphim has control over the possessed person’s
the Seraphim must pass a Survival Test, at -1 for body, but has no access to the person’s thoughts
every 10 points below 0 on both pools. If this test of memories. While possessed, the victim’s
is failed, the Seraphim is truly destroyed. Some Attributes are boosted, with bonuses equal one-
occultists believe that even in that event a third of the Seraphim’s Strength, and one-fifth of
Seraphim’s death is not permanent, and that the the Seraphim’s Dexterity and Constitution
angel eventually re-knits his shattered Essence (rounded up); these bonuses also increase Life
matrix. Since such a process is believed to take Points, Endurance and Speed accordingly. The
centuries or even millennia, however, the Seraphim risk of relying on possession is that if the victim
would be as good as dead for game purposes. is killed, the effect is identical to the destruction
Healing: Seraphim can heal damage almost of the Seraphim’s Incarnation (see p. 254).
instantly, regaining D10(5) Life or Endurance Spirit Travel also has disadvantages. Absent
points per Essence Point spent for that purpose. possession, the angel can only affect the physical
This ability can be performed once per Turn, and world by sending telepathic messages to humans
does not count as an action. If a limb is severed, and encouraging them to act. They can be
it regrows when Life Points are fully restored. approached and attacked by other spirit entities,
Life Pool: Due to their high levels of Primary although against those beings they can defend
Attributes, Seraphim have a very large Life Point themselves and use the Celestial Fire (see p. 253).
pools, usually above 100 points (see p. [?]). Even worse, Seraphim can be summoned and even
Survival Tests: Survival Tests (see p. [?]) are bound by human Magicians. Due to these
not needed until the Seraphim is reduced to -30 shortcomings, angels rarely use this form of travel.
points. The penalties are -1 for every 10 points Spirit travel costs no Essence to use. The
the Seraphim is below -30. Seraphim can enter the Earth at any location he
Taint Vulnerability: The anti-Essence chooses. While in spirit form, the Seraphim has
generated by the Adepts of Leviathan and other no Life Points; all such points are treated as Vital
servants of the Mad Gods can kill a Seraphim if Essence (see p. 297).
the damage inflicted reduces him to -30 Life
Points. Use the Survival Test rules above, but if Supernatural Attributes
the angel is killed, he is dead for at least
Lesser Seraphim receive a +3 bonus to all
centuries, if not forever.
physical Attributes and +1 to all mental
Attributes. Common Seraphim gain a +3 bonus
Spirit Travel to all physical Attributes and +2 to all mental
The Seraphim can travel to Earth in spirit Attributes. Greater Seraphim receive Strength
form. This form of travel has advantages. First, +5, Dexterity +4, Constitution +4, Intelligence
the angel is invisible to the eyes of mundanes +3, Perception +3, Willpower +4
(although the Gifted, numerous animals, and Secondary Attributes also depends on the type
highly creative people have a chance to sense his of Seraphim (Speed uses the normal formula).
presence), and is unencumbered by physical
limitations (he can fly through walls and Life Points
physical obstacles, and do so at tremendous
speeds). Spirit travel does not require the lengthy Lesser Seraphim: (Strength + Constitution) x 5 +
preparations Incarnation does (see p. 254). 50
Possessing a mortal body is possible through Seraphim: (Strength + Constitution) x 5 + 100
Spirit Travel. This requires the expenditure of 10 Greater Seraphim: (Strength + Constitution) x 5 +
Essence Points and a Willpower and Theophany 150 257
Chapter Eight
Endurance Points more. These abilities also define the angel’s area
of expertise while conducting a mission. Thus,
Lesser Seraphim: (Constitution + Strength +
Binders are those angels who have the power to
Willpower) x 5 + 30
capture their targets, while Finders are hunters
Seraphim and Greater Seraphim: (Constitution and searchers.
+ Strength + Willpower) x 5 + 100 Seraphim have access to the more common
Theophanies, as described below. A few angels
learn other more specialized powers, often taught
Essence
by specific archangels. The Kerubim have their
Lesser Seraphim: Sum of Attributes + 60 own repertoire (see p. 264), some of which
Seraphim: Sum of Attributes + 65 cannot be learned by any other angel, not even
the Archangels. Greater Archangels know the
Greater Seraphim: Sum of Attributes + 70
High Theophanies, incredibly powerful abilities
that can affect entire continents at a time. Some
Supernatural Senses Archangels also embody a number of Aspects,
Angels are primarily creatures of Essence, and just like their Titan counterparts. Unfortunately,
their senses are more attuned to its flow than the barriers separating Binah from Earth prevent
those of humans. The Seraphim have the same the Archangels from using those powers
sensory abilities as Gifted humans. effectively, leaving the job of fighting the war to
Also, angels can see straight into the soul of the Seraphim and their lesser Theophanies.
most people, getting a sense of the person’s
personality, goals, shortcomings, and virtues. Using Theophanies
This is not mind reading, but simply a clear The Seraphim all have a Theophany Skill.
impression of what kind of people face them. This skill is used to activate any of these powers.
Only barriers that block the flow Essence (like the It is used in conjunction with the character’s
Shielding Invocation, p. 220) block these senses. Attribute (usually Willpower or Perception).
If the Seraphim spends several seconds (a game Theophany costs two points per level until level
Turn) looking at a person, he can see into the five, and five points per level thereafter, and is
target’s Essence Matrix by passing a Simple purchased with Metaphysics Points.
Perception Test. Mundanes cannot resist this
viewing. Gifted and Supernatural characters Theophany Descriptions
resist with a Simple Willpower Test, with a -2 The following powers may be purchased by
penalty. Illusions resist with the Task used in Seraphim characters during character creation
creating the Illusion, also at a -2 penalty. using Metaphysics Points, or during a game
The Seraphim can also see into much higher and using experience points.
lower spectrums of light and energy than humans.
They possess the equivalent of infrared vision,
which lets them see heat, including that generated Binder
by living beings even in complete darkness. 6-point Power
Those in charge of capturing and banishing
Seraphim Theophanies prey are known as Binders. Binders have the
ability to capture both mundane and
Theophanies are special abilities that Seraphim supernatural targets, and bind them with chains
use to carry out their missions on Earth or in the of Essence. Those captured in this manner can
Otherworlds. The Fallen call these same powers be dragged into other dimensions, or expelled
Maleficia. For simplicity’s sake, both Maleficia back to their realm of origin. The power
and Theophanies are referred by the latter name manifests itself as any form of bond, from
in the remainder of this section. mundane-looking chains or straps to barbed wire
Theophanies are partly learned skills, and or glowing energy bands, that appears out of
partly natural avocations. Some angels nowhere and surround the target. The strength
developed one or more “knacks” during the of the bonds depends on the amount of Essence
period of transition between Sephyr and spent in creating them. The target must be
258 Seraphim. All angels have at least one clearly visible for the power to work, but it can
Theophany, most have two, and a few three or use used on anybody within line of sight.
Inhumans
Binding: This effect uses Dexterity and Destruction: Destroyers can fire bolts that
Theophany. The target can try to evade, using resemble blue-white lightning. They are more
either a Difficult Dexterity Test or a Dexterity destructive than Celestial Fire, and their range is
and Dodge Task. The Strength of the bonds is nearly unlimited (line of sight). These bolts inflict
equal to 1 per Essence Point spent; the maximum D10(5) points of damage per Essence Point spent.
amount of Essence that may be spent is three The attack uses Dexterity doubled, or Dexterity
times the character’s Theophany Skill. and Theophany (or Magic Bolt).
The bonds imprison both physical and ethereal Oblivion: This effect is far more costly and
beings (such as ghosts and spirits). Once a victim tricky. It eliminates the target, leaving no
is bound, he can break free in only two ways: physical traces, as well as removing the memories
brute force (a Resisted Strength Test, using Simple of the target from most Mundanes! Gifted
Strength Tests from both sides) or finesse (a humans and supernatural beings may remember,
Difficult Dexterity Test or a Dexterity and Escape but even then the memories feel strangely hollow
Task, with a penalty equal to the Theophany Skill and meaningless, almost like remembering a
of the Binder). The bonds can also inflict damage character from an old, half-forgotten movie.
on the victim by becoming barbed. This costs an Gifted or Supernatural characters get a Difficult
additional 5 Essence Points, and inflict D6 x Intelligence Test to remember. On a failure, their
Theophany Skill points of slashing damage when memory of the subject is eradicated.
they first trap the victim, and each time the The target must be in sight of the Destroyer.
captive struggles against them (when using brute The base Essence cost is determined by the
force or finesse to escape). The bonds remain in Oblivion Cost Table. In addition to this Essence
existence for as long as the Essence spent remains cost, the Seraphim permanently sacrifices D8(4)
concentrated on that purpose—the Seraphim points of Essence. This Essence loss can only be
cannot regain those Essence Points until the regained through experience points.
bonds are gone. Living beings can resist this effect. Pit a Simple
Banishing: Binders can also banish their Willpower Test against the angel’s Willpower
captives back to their plane of origin. For and Theophany Skill. If the angel is successful,
example, demons are thrown back into the Pit of the target is struck by a bolt of pseudo-lightning,
Abaddon, ghosts into the Death Realms, and and the effect takes hold. If the angel fails the
elemental beings into their alien dimensions. attempt, the victim remains and the permanent
Each attempt costs 10 Essence Points. The Essence loss on the part of the Seraphim is
Seraphim uses Willpower and Theophany. The doubled! Generally, only an Archangel or higher-
target resists using a Simple Willpower Test with ranked Seraphim can authorize the use of the
a +3 bonus. If the victim has been successfully Oblivion on a human being; using it casually is a
bound, however, there is no bonus to the serious crime among the Celestial Host.
Willpower Test.
Eraser
Destroyer 5-point Power
8-point Power Seraphim laws before the war mandated
The most feared among the Seraphim are the minimal contact with humans. As a result, most
Destroyers. Theirs is the power to eliminate Seraphim groups that visited Earth had an Eraser
things—or beings—considered a threat to with them. Erasers can wipe out or (more
humankind or even to Reality itself. This power commonly) muddle the memories of human
has two effects, standard destruction and the witnesses, and leave behind equivocal evidence of
Oblivion. The former causes damage, the latter the angels’ actions. For example, if an angel was
nearly eradicates the target from existence. shot in front of a crowd, and then got up and
Providence
Kerubim can manipulate chance and
probability. This ability works just like the
Seraphim power of the same name (see p. 255).
Dreamer Eraser
5-point Power 5-point Power
The Kerubim can weave powerful dreams This is identical to the Seraphim power of the
meant to educate, punish, or give hope to same name (see p. 260). Erasers are fairly
humans. These dreams are more than mere common among the Kerubim.
visions or illusions, however. They transport the
Dreamer and as many as ten other people to a Healer
place of “what-ifs” and “might-have-beens.” 4-point Power
This power takes the Kerubim body and soul Kerubim healers are far more likely than the
into the Dream Realms, in the Sephiroth of Hod. Seraphim to use their powers on humans and
There reality is fluid, determined by emotion and other outsiders. Otherwise, this is the same as
raw Essence. the Seraphim power (see p. 261). 265
Chapter Eight
Revealer ocean, they can only visit Earth with some effort.
4-point Power In the case of the Fallen, they cannot stay on
Some Kerubim have the power to reveal Earth for long. Exiles are Seraphim who have
secrets, hiding places, or deceitful facades. broken the bond with their heavenly or hellish
Revealers can ferret out all manner of hidden Realm. By doing so, they forsake most of their
information, from the location of traps and powers and become Earth-bound creatures.
concealed doorways to the darker side of any The reasons to become an Exile are varied. In
living being, mundane or supernatural. Illusions many cases, they do so to escape punishment
and lies are next to useless against these after committing some crime, or failing in some
Kerubim. Unfortunately, seeing the Truth in all important undertaking. Other motives include a
its brutal nakedness is a trying ordeal, and desire to experience the pleasures of Earth, a
Revealers are very choosy about when and where loathing of the restrictive environments of their
to use their Theophany. Most angels do not like home realms, or simply a profound
to be scrutinized by a Revealer; the Seraphim are disenchantment with their current existence.
particularly touchy about this. Also, many Becoming an Exile is the only way an angel can
Revealers discover things about their friends and flee his superiors, since otherwise he can be easily
allies better kept hidden. Despite their found and brought back to Elysium or Gehenna.
usefulness, Kerubim with this Theophany are Exiles are regarded with hatred (or, at best,
often treated with suspicion or even hostility by contempt) by their former colleagues. For the
their peers. most part, they are considered traitors to the
Using Reveal requires a Willpower and cause, and rarely trusted.
Theophany Task and costs five Essence Points. How Exiles regard their new status varies from
The Revealer can uncover the truth for up to an individual to individual. Some quickly grow
hour before more Essence and a new Task are jaded with mortal life, and find themselves
needed. The spent Essence is not regenerated yearning for a return to their previous existence.
until the power is no longer active. Others cherish their new life, and try to avoid the
Once the Theophany is active, the Revealer can machinations of supernatural beings at all costs.
detect lies, find hidden places, and detect the true Exiles can be bitter or exultant, cynics or
nature of people or objects. A general impression idealists. They may avoid the company of
is automatically obtained. To find the whole truth others, or may believe that only other Exiles can
requires a Perception and Theophany Task. Each understand their plight. These outcast angels can
Success Level uncovers another layer of truth. be villains or heroes, or just trying to get along.
Finding out if somebody is lying might only
require one Success Level, discovering what the Becoming an Exile
person is hiding might require four levels of Sundering the bond between a Seraphim and
success, and uncovering why the person is lying his home realm cannot be done lightly, or easily
could require up to five Success Levels. Concealers accomplished. It requires a tremendous effort of
or supernatural predators masquerading as human will and a sacrifice of Essence. The Exile Quality
beings can be uncovered with two Success Levels. must be purchased (see p. 82). Alternatively, the
While this ability is active, the Revealer risks character must pass a Difficult Willpower Test at
discovering unwelcome truths among those a -4 penalty, and make a minimum sacrifice of
around him. Petty jealousies, resentment, or five Essence Points. Each additional three
envy among friends or close ones might be Essence Points permanently lost adds a +1 to the
revealed, or hidden traumas that should not be Willpower Test.
forcibly uncovered. For that reason, Revealers If the attempt fails, the Seraphim’s Essence
tend to use their power only at times of need, and matrix is marked by the attempt. Any Celestial
use them only for as long as necessary. being who sees the character realizes that he tried
to become an Exile. The consequences for
Exiles attempting to escape one’s duties are not very
pleasant—both the Host and the Legion punish
All Seraphim (both Heavenly and Infernal) such actions harshly, with sentences ranging
share one important trait: they are bound to their from centuries of torture to the Unraveling of
266 Realm, and can be recalled by their superiors their souls.
with relative ease. Like deep-sea divers in the
Inhumans
If the character succeeds, few senses can reveal and Theophany Task (the only remaining use for
him to be a Seraphim. This anonymity has a the Theophany Skill).
price, of course—the Exile loses most of his Only other Exiles can sense the presence of
angelic powers. their brethren. When another Exile is within 30
yards (meters) of the character, a Simple
Ending the Exile Perception Test reveals their presence. When
looking at another Exile, a similar Test reveals
Only an Archangel (or his Demonic the truth.
counterpart) can end a character’s Exile and
restore him to full Seraphim status. The Exile in
question must have something very valuable to Resistances and Immunities
offer for that boon to be considered. Since Exiles Exiles retain all the inherent resiliency of the
are considered to be traitors of the basest sort, Seraphim. Although deprived of the ability to
neither the Host nor the Legion will trust them. manipulate Essence, they do not need to eat,
Only Exiles who have access to important sleep or breathe to survive. They are immune to
secrets, or who can perform great services for the narcotic and irritant poisons, but not to
Archangel, have a chance. Generally, those corrosive ones. Disease does not affect them,
wretches who try to make a deal are ruthlessly either, unless they are supernatural in origin.
exploited and discarded as soon as their Exiles are bound to their Profane form, but
usefulness ends. An Archangel can undo the like all Seraphim, they are highly resistant to
Exile, provided the Exile is willing and in the injury. They enjoy the same Armor Value,
Archangel’s presence. The character, when Healing, Life Pool, and Survival Tests benefits,
restored, regains all normal Seraphim abilities. and suffer the same Essence Death and Taint
Vulnerability detriments. Only Destruction of
Exile Powers the Body is slightly different.
Destruction of the Body: If an Exile is killed,
and Vulnerabilities but his Essence Pool has not been depleted, the
The following powers and vulnerabilities are Exile can slowly repair his body and return to
part of each Exile’s make-up. life. The process takes one day for every 10 Life
Points below -30 that the Exile suffered, and it
permanently reduces the Exile’s Essence Pool by
Profane Form five points. At the end of the process, the Exile’s
Exiles no longer have a Divine/Infernal form. body returns to full health, even if it had been
They only have a human shape, far stronger and completely incinerated or torn to bits.
more resilient than a normal human’s, but still
essentially human-like. The character retains the
Attribute bonuses of their Seraphim variant Ritual Magic and Necromancy
(Lesser, Common, or Greater Seraphim). They Many Exiles learn Magic or Necromancy if the
no longer have the power to manipulate Celestial opportunity presents itself, but such
Fire, however, nor to use any Theophanies, even opportunities are rare outside the Watchers and
those that can be normally used in Profane form. similar organizations. However, Exiles cannot
The only power the Exiles retain is the ability to acquire Essence Channeling, so to empower any
heal injuries by spending Essence. Invocations or Necromantic effects they must use
One advantage the Profane form of the Exile Essence gathered through Rituals (see p. 199).
has over their counterparts is the ability to hide To the Exiles, these tricks are a poor substitute
from scrutiny. The Finder and Revealer for their former Celestial powers, but are better
Theophanies do not work against the Exile. than nothing, and some older Exiles make
Furthermore, the senses of supernatural creatures extremely skilled magicians.
able to see Essence patterns are stymied. The
Exile appears to be a normal human or, at best, a Other Powers
human with an unusually strong soul (i.e., large Exiles cannot acquire other Gifted powers.
Essence Pools). Attempts to probe deeper using They cannot acquire Spirit Patrons, either, with
Perception and Notice Tasks, or such powers as one exception—Leviathan. Exiles, like the
the Insight Invocation are resisted by the Exile Seraphim, can become the servants of the Mad 267
with a Simple Willpower Test, or a Willpower God. Some Exiles accept employment under an
Chapter Eight
Old God or other powerful entity, but they size is rarely noticed. Their physical appearance
cannot gain supernatural powers through this tends to favor the human parent. Some say this
service. On the other hand, such powerful beings is Nature’s way of giving those parents a measure
can provide protection and other benefits. of the immortality that their children experience.
By the time they reach maturity, the Nephilim’s
Nephilim dual nature becomes evident. Their strength and
other physical attributes become superhuman,
They were among the heroes and giants of and they recover from injuries at an amazing rate.
legend. Nearly immortal and very powerful, Even lost limbs can be regrown very quickly
they were deemed Abominations by the unless their bodies are severely burned. Although
Heavenly Host, and hunted down and murdered they can be killed through mundane means, it is
by the thousands. Their dual nature gives them very difficult to do so. Furthermore, their aging
a life of power and contradictions. The nature of process stops sometime after their early twenties,
the Nephilim is essentially human—they are as and from then on the Nephilim may continue to
capable of selfishness and generosity, or kindness live forever (the oldest known Nephilim are over
and cruelty, as any other person. On the other ten thousand years old).
hand, their abilities open them to the temptation
to abuse their power. Many of the tales of Nephilim Powers and
mythological heroes speak of men and women
who did as they wished, often causing more Vulnerabilities
harm than good. The worst extremes committed The following are inherent powers and
by these early Nephilim led to their persecution vulnerabilities of all Nephilim.
and near extinction. The Watchers did their best
to inculcate among their progeny the
understanding that with great power comes great
Fast Recovery from Injury
responsibility. Overall, they have been The Nephilim can heal injuries almost as fast
successful, although there have been many tragic as they are inflicted, and they can fully recover
exceptions. Some rumors point to the crimes of from all but the worst trauma. Life and
Jack the Ripper and Springheel Jack as the Endurance Points lost through any means are
actions of deranged Nephilim, actions that the recovered at the rate of five points per turn, or 60
Watchers covered up. points per minute. If a limb is severed, a
The Nephilim are born from the union of replacement grows within an hour. Even
human and Seraphim parents. Two Nephilim beheading is not final, unless the Nephilim is
have a small chance (about one in eight) of otherwise crippled or restrained. If the character
conceiving a Nephilim child; all other progeny passes a Survival Test (see p. 139), and he can
are human, although a very high percentage of place the head back in its proper position within
them (almost fifty percent) develop Gifted ten minutes of the beheading (finding one’s head
abilities. And, it has recently been discovered, requires one or more Difficult Perception Tests,
some children of Nephilim and humans, or of at the Chronicler’s discretion and depending on
humans who descend from Nephilim, develop the circumstances), the head reconnects and all
the latent potential of becoming Nephilim will be well (the sight of a headless Nephilim
themselves, a potential that was realized with the looking for the lost body part is enough for a
Magic Generation. Fear Test at -5 for most people). If enough
Initially, the Nephilim appear to be perfectly damage is inflicted to require a Survival Test, the
normal humans. They rarely contract any Nephilim is at the same risk as a normal human
childhood diseases, however, and sometime (although if he passes the Test, the regeneration
between the ages of twelve and eighteen they process takes care of the injuries).
experience an amazing growth spurt. Rare is the Fire inflicts longer-lasting injuries, although
Nephilim who stands less than six feet (two even then the recovery is completed eventually.
meters) tall by the time he reaches adulthood. In Fire-induced scarring or lost limbs take several
ancient times, when the average stature of men days to heal. Keep track of fire damage
was much smaller than it is today, the Nephilim’s separately; it regenerates at the rate of one Life
size led to their being called “the Giants.” In the Point per hour. Limbs lost regrow over a period
268 21st century, on the other hand, the Nephilim’s of a week. Thus, it is easier to kill a Nephilim by
completely consuming him with fire.
Inhumans
Lost Essence is recovered at the rate of two The side effect to this is that beneficial
points per Willpower level, every minute. supernatural powers cannot work on the
Nephilim, either. Healing magical powers, for
Immunity to Essence-based Attacks example, do not affect them. Passive powers—
like Insight or the Revealer Theophany—have a
The souls of the Nephilim act as a repelling
chance of working on the Nephilim. The
force against all forms of Essence-based attack.
Nephilim resists those abilities with a Simple
Magical Invocations, psychic powers, and even
Willpower Test and a +5 bonus.
Celestial Fire cannot affect the Nephilim; such
attacks simply fail. When the Seraphim hunted
the first generation of Nephilim, they were Lack of Arts
forced to use crude weapons of iron and bronze Nephilim cannot perform Magic (not even the
to fight and kill them. Further, Celestial Shields ritual magic available to mundanes), nor do they
and other Essence based protection such as the ever exhibit any of the Gifted abilities that all
Shielding Invocation are ineffective against humans have the potential to develop.
unarmed attacks by Nephilim. Neither illusions, Furthermore, they cannot learn the Theophanies
spells of mind control, and the Essence-draining the Seraphim and Kerubim use. In fact, other
abilities of supernatural beings work against the than their basic senses, which are attuned to the
Nephilim. Creatures of spirit like ghosts can flows of Essence (they enjoy the same perception
only affect the Nephilim if they have materialized abilities as the Gifted), the Nephilim cannot
on Earth, or if the Nephilim has been somehow manipulate Essence for any purpose, except for
transported to another realm of the Otherworlds the normal Essence loss that occurs during strong
(for example, if a Nephilim stepped through a emotional episodes (see p. 125).
Gateway leading to the Death Realms, the spirits
of the dead would able to strike at him
physically). Even abilities like Taint and Supernatural Attributes
Dissolution, which are empowered by the alien Nephilim receive a +2 bonus to all physical
energies of the Worlds Beyond, are useless Attributes, and a +1 bonus to all mental
against these demi-angels. Attributes.
The following formulae determine the
Nephilim’s Secondary Attributes (Speed uses the
normal formula):
Supernatural Senses
The Nephilim can see the flows of Essence,
although they cannot manipulate them. These
senses allow them to detect the presence of spirits
and soul-projecting astral travelers, as well as
detect the use of magic. If the character passes a
Simple Perception Test, he can uncover
supernatural beings posing as humans. Their
unique powers also render Nephilim immune to
all forms of illusion and magical or psychic
concealment.
269
Chapter Eight
Ageless Inheritors
Incarnates do not age. They live forever, but Much like the Watchers (see p. 191), many of
can be destroyed in various ways. the Old Gods became attracted to mortal
humans, and had children with them. These
Essence Manipulation and Recovery hybrids inherited some of the basic abilities and
Incarnates use Essence to activate their Primal powers of their Titan forebears. Inheritors have
Powers (see p. 280). They can channel as much lived among humans for millennia, but only a
Essence as they need, without the limitations relative handful. Most of them were either killed
most humans (even most Gifted) face. They also during the Second Celestial War, or fled to the
recover Essence more rapidly, at the rate of two Otherworlds with their pagan parents.
Essence Points per Willpower level, every minute. In the years approaching the Millennium, the
Old Gods returned to Earth, warned by the signs
of the approaching doomsday. In an effort to
Rapid Healing and Recovery raise a new generation of warriors, many gods
Incarnates regenerate damage at the rate of one (mostly but not exclusively male) traveled
Life or Endurance Point per Willpower and throughout the world incognito, fathering or
272 Constitution level every Turn. If any limb is severed, giving birth to hundreds, perhaps thousands, of
it regrows when Life Points are fully restored.
Inhumans
Inheritors. In some cases, the gods also left
behind a small network of faithful humans to
watch over the children. Sometimes, the
network was made of fanatical cultists. In other
cases, the humans were trustees charged with
revealing the truth to the children when the time
came. In many instances, however, the children
were left to their own devices, either out of sheer
callousness (some gods believed that if the child
was fit to survive, he would endure the shock of
discovering his nature) or mere carelessness.
Some gods are even worse than humans when it
comes to thinking things through.
These children grew up with no awareness of
their true natures, although their instincts and
personalities often reflected their divine halves.
Sometime between adolescence and adulthood,
however, their powers awakened. The
Inheritors’ bodies became stronger and more
powerful. Some survived severe injuries that
would have killed a normal human being, while
others broke athletic records. More important
(and shocking, both to the Inheritors and those
around them) was the manifestation of Aspects,
special powers and abilities that their godly
parent embodied. Children of a war god, for
example, developed an innate familiarity with all
weapons, as well as amazing combat instincts
that matched those of hardened veterans. The
progeny of gods of fire often set their houses
ablaze by accident. And many tragedies
occurred when Inheritors whose legacy included
the Aspect of Death became angered at
somebody.
The fates of these children often depended on
the arrangements their divine progenitors had
left behind. The young demigods were often
inducted into (or occasionally even kidnapped
by) whatever local network or cult the god had
set up for his child. In some cases, the revelation
that the Inheritor’s parent was a god was met
with denial and disbelief, and even resentment or
hatred. Some Inheritors want nothing to do with
their divine parents, while others become loyal
progeny. Those Inheritors left to their own
devices faced many problems, however. During
the pogroms that followed the New Age, many
Inheritors were killed by angry mobs, or
murdered by other supernatural beings who
wished to avoid competitors or who found the
idea of preying on a demigod too tempting to
pass up. The lucky ones were discovered by a
friendly organization (the Watchers sometimes
adopted Inheritors, according them the same
273
Chapter Eight
respect they had for the Nephilim; some True Rapid Healing
Immortals also sensed in these demigods kindred Inheritors recover very rapidly from injury.
souls, and took them under their wing). The Any Life or Endurance losses are regained at the
unlucky ones were found by the Seraphim, the rate 1 point per Willpower level every turn. If
Combine, or the Church of Revelations, which at any limb is severed, it regrows when Life Points
best meant a quick death for them. are fully restored.
As a result of this haphazard “breeding
program,” Inheritors are a mixed lot. Some have
learned a great many secrets of their pantheon Resistances
and the universe, while others have not the Inheritors need to eat, sleep, and breathe,
faintest idea of who and what they truly are. A although their supernatural constitution allows
few have been raised in the lap of luxury, much them to do without far longer than normal
like their Nephilim counterparts (see p. 268), humans. Narcotic and irritant poisons affect
while others grew up in abject poverty. The only them, but cannot kill them. Corrosive poisons
thing they have in common are their powers, and retain their full force. Disease affects them, but
the dangers inherent in being a powerful force in cannot kill them, unless the disease is
a world at war. supernatural in origin.
War
Most people agree that war is a terrible thing.
Many are nonetheless entranced by some of its
trappings, by the camaraderie that only occurs
when people face death together, or by the glory
of a host arrayed for battle. The deities of War
were rarely popular. In Greek culture, there were
only a few temples dedicated to Ares, the warrior
god. These deities are often cruel and erratic,
much like the fortunes of war they embodied.
Soldiers invoke them to gain more strength and
skill in battle, or to demand the defeat of their
enemies. Civilians preferred to avoid mentioning
their names altogether.
Mandatory Traits: None.
Common Traits: Cruel, Reckless. Typical jobs
include the military (national armed services or
mercenary organizations), criminal (especially
gang member), and professional martial artist or
boxer.
Primal Powers: Awe, Battle Rage, Might,
Nimbleness, and Weapon Mastery.
Wisdom
Some deities are considered founts of
knowledge and good advice. They have a better
understanding of things than most mortals or
even other gods. Their wisdom includes both
common sense and arcane knowledge. Their
qualities are appreciated, even if, like most gods,
sometimes they failed to use them for themselves.
Mandatory Traits: A minimum of three
Attribute Points must be spent on Intelligence,
before any bonuses are taken into account.
Common Traits: Code of Honor. Many
characters affiliated with this Aspect work in
some academic field.
Primal Powers: Awe, Discernment, Fortune,
Judgment, Magic, and Psyche. 279
Chapter Eight
Primal Powers Awe
The Primal Powers descriptions sometimes Aura of Power
provide an introductory discussion, and always 3-point Power
include a number of particular effects. The This ability unmasks the aura of the character,
effects are separate powers which may be revealing him as a Primal Power. This rarely has
purchased for the character point cost indicated. any effect on Gifted and supernatural beings, but
Unless otherwise indicated, all Primal Powers mundanes are often overwhelmed. People with no
require a Willpower and Primal Skill Task (see p. knowledge of the supernatural (a rare breed in the
275). Modifiers and Success Levels are applied world of Armageddon) may write their feelings off
to that Task. as “animal magnetism” and the like.
When a Primal character activates one of his Activating this power costs three Essence
powers, he “assumes the Aspect” of that power. Points and it lasts for one minute per Success
This has no obvious effect, but people around the Level. Mundanes who see the character are
character may feel something different about struck by the force of his personality unless they
him. Mundanes get a “weird feeling” about the pass a Difficult Willpower Test at a -2 penalty. If
character (assuming the character does not do affected, they suffer a -2 penalty to resist any
something obvious with his powers, of course). suggestion or order from the character. This
Gifted and supernatural witnesses feel power affects social skills like Leadership, Seduction, or
being used, and on a Difficult Perception Test Smooth Talking. Opposing or attacking the
may sense what kind of Aspect is being invoked. character requires a Simple Willpower Test.
Gifted and supernatural characters are
completely unaffected if they pass a Simple
Willpower Test. Using this power automatically
reveals the character’s nature to those who can
sense such things.
Essence Channeling
and Primal Powers Dominion
Some Magic-based Primal Powers give 8-point Power
characters the equivalent of Essence This is the power to control the minds of
Channeling, typically at a level equal to the mortals, and, for the most powerful Primals, of
Willpower of the character. Characters can other supernatural beings as well. Each use of
increase this base level by purchasing this power allows the character to issue a one-
additional Essence Channeling levels. To phrase command to one being. The Essence cost
figure out the cost, count the original free is equal to two points per Willpower for a
levels. For example, a character with mundane, or four points per Willpower level for
Willpower 5 and a Primal Power that gave Gifted and supernatural characters. The victim
him an effective Essence Channeling level resists with a Simple Willpower Test; Gifted and
equal to his Willpower would buy Supernatural characters can replace the Test with
additional Channeling levels at the cost of 5 any appropriate Task for that purpose. Like the
points apiece. These extra levels (but not Mindrule Power (see p. 231), this ability is more
the “free” ones) also count towards the easily resisted when the orders are clearly
character’s Essence recovery rate. In the something the victim does not wish to do. The
example above, if the character purchased Task or Test against such commands gains a
two extra Channeling levels (at the cost of bonus ranging from +3 to +7.
10 points), his total Essence Channeling
rate (for Invocation purposes) would be Emotion
seven, and he would regain Essence at an Variable Power
additional two points per minute. The character can inspire emotions in those
around him. Typical emotions include courage,
fear, lust, and rage. Although the feelings are
always the same, a victim’s reactions may vary.
280 Scared people may run away, or may start
shooting wildly, for example.
Inhumans
Activating this power costs five Essence Points. Animal Speech
The effect lasts for one Turn per Success Level in 1-, 2- or 5-point Power
the Task. The base range of this power is one This power allows the character to speak with
yard (meter) per Willpower Level. Mundane animals of the given species. The animals are
characters feel the emotion in question unless able to verbalize their emotions and feelings, but
they pass a Difficult Willpower Test at a -2 they otherwise behave normally. Activating the
penalty. Gifted and Supernatural characters power costs two Essence Points and lasts for one
resist with a Simple Willpower Test. minute per Success Level.
This Power costs five character points per
emotion affected. Typically, only one emotion is
picked, the one linked most closely with the
Battle Rage
character’s Aspect (e.g., fear for Death, lust for Berserk
Fertility). For additional range, one character 5-point Power
point increases the range by five yards (meters). The character may call upon the wrath of the
berserker, and become the ultimate killing
Bestial Powers machine. He can endure mortal wounds without
being slowed down, and deliver destruction by
These powers have three broad categories: one
all means possible.
animal species, one basic type of animal (all birds
Using this power costs 25 Essence Points and
of prey, all felines, and so on), and all animals.
lasts for one minute per Success Level in the
The cost is determined by which category applies
Task. The character’s Strength and Constitution
to the powers.
are increased by three each (this increase can
exceed the character’s normal racial limits), his
Animal Control Life Points are doubled, and his healing or
3-, 5- or 10-point Power regeneration rate triples. The character must
The character can control animals and give attack or rush to attack somebody, anybody,
them simple commands (more complex orders every Turn. The character also does not suffer
are possible if Animal Speech is also in effect). the effects of wounds, and can continue fighting
The power costs two Essence Points per animal, even if reduced below zero points—until he fails
or per group of up to 10 small animals (like birds a Survival Test, at which point he simply dies.
or rats), or as many as 100 tiny animals (such as Actions not directly linked to combat are
insects or spiders) affected. Once activated, the disallowed. A character in this state might attack
power lasts 1 minute per Success Level, or until enemies threatening an ally, but he could not
the command has been obeyed, whichever comes pause afterwards to apply first aid to that ally.
first. Dangerous commands—attacking Even worse, if no enemies are left standing, the
people—have a penalty of -3 to the Willpower character needs to succeed at a new Willpower
and Primal Skill Task. Suicidal commands have and Primal Skill Task, with a -3 penalty, or he
a -5 penalty. continues to attack anybody still alive, be they
friends or innocent bystanders. If he manages to
Animal Shape shut down the Berserk Rage or the duration of
2-, 4- or 8-point Power the power elapses, his Essence and Life Pools are
The character can assume an animal shape. both reduced to zero (or less if the character’s
He gains the abilities of the animal in question injuries reduced him below zero Life Points), and
(birds can fly, for example). Attributes remain he falls into a coma-like state, unable to move or
the same, but small creatures (bird or rats) take perform any actions for at least an hour.
double damage from attacks, and tiny animals
(mice or insects) take quadruple damage. The Berserk Leader
character cannot speak or use other powers 5-point Power
while in animal shape, unless he spends an Prerequisite: Berserk or Cold Fury
additional two points on the power (4-, 6-, or 10- The Primal can infect others with his battle rage.
points, respectively). Activating the power takes Berserk leaders have drawn dozens or even
one Turn and costs 10 Essence Points (this hundreds into unstoppable charges. The people
Essence cannot be regained until the character affected attack to the best of their skills, and do 281
reverts back to normal). not suffer any stun effects from wounds.
Chapter Eight
Activating the power costs one Essence Point per Destruction
target; anyone within line of sight who is on the
same side can be affected. In general, mundanes Bolt of Destruction
with a lower Willpower than the Berserk leader 10-point Power
are swept away by his power. Heroic Mundanes, This attack has effective ranges of
Gifted and Supernatural characters can resist with 20/100/450/1500/2000. The power uses a
a Simple Willpower Test. If they pass, they do not Dexterity and Primal or Magic Bolt Task
surrender to the berserk madness—although they (whichever is higher). The attack inflicts Life
can if they so wish. This power is activated at the Point damage on corporeal beings, and Essence
same time as either Berserk or Cold Fury, with Damage on spirits or disembodied entities. The
both the character and those around him going blast of energy inflicts D10(5) points of damage
into a rage. per point of Essence spent.
This attack can be made more destructive by
Cold Fury increasing the base Multiplier (before extra
10-point Power Essence is spent). Each additional Multiplier
level costs 5 character points. So, a Bolt of
This ability allows the character to gain the
Destruction that inflicted D10(5) x (5 + Essence
benefits of the Berserk power, but without the
Spent) would cost 30 character points (the initial
penalties. The power works as above, but the
10 points plus an extra 20 points for +4
Essence cost is raised to 30 points.
Multiplier levels). A minimum of one Essence
Point must still be spent.
Darkness
Dark Aura Decay
4-point Power 6-point Power
This power dims or negates lights around the This power causes inanimate matter to break
character. It may completely darken an area, down. It inflicts D10(5) points of damage per
making normal vision impossible. This power Essence Point spent to an object. The range of
lasts for one Turn per Success Level in the Task. this attack is 20 yards (meters) times the
The Essence cost varies with the area affected Perception and Willpower of the character. The
and the amount of light negated. The radius of damage manifests itself as accelerated wear and
effect is one yard (meter) per Essence Point spent. tear, crumbling or rusting. A machine or engine
Turning a starry night into total darkness costs that loses one quarter of its Damage Capacity
two Essence; candle- or torch-light can be from this attack ceases to function, as enough
dimmed for four. A well-lit room, or a cloudy critical components have been damaged or
afternoon, can be darkened for eight Essence, destroyed to prevent it from working properly. If
and darkening daylight costs 12. enough damage is inflicted to destroy the object,
it crumbles into dust. The power has no effect on
Dark Vision living beings.
1-point Power
The character can see in complete darkness, Discernment
and is never affected by any lighting penalties. Combat Wisdom
5-point Power
Tendrils of Darkness By observing an enemy with a critical eye, the
5-point Power Primal can discover weaknesses in his defenses
The character can create limbs of solid that may be exploited. This ability works best in
darkness to strike or grapple objects. The hand-to-hand combat. After two Turns of
tendrils have a Strength equal to the amount of combat, the character can try to gauge the
Essence put into them (maximum of three times enemy’s strengths and shortcomings. This costs
the Primal Skill level of the character). They can 10 Essence Points and uses a Perception and
reach out up to three yards (meters) per Primal Skill Task. Each Success Level gives the
Willpower level. If used to strike, they inflict character a +2 to all attack and defense Tasks
D4(2) x Tendril Strength points of damage; against that particular enemy, for the duration of
282 attacks are resolved using Dexterity and the the fight.
Primal Skill.
Inhumans
Sagacity instincts, warning him of a possible error or
Variable Power dangerous choice. The player then needs to
Prerequisite: any other Discernment Power figure out what the problem is, although the
The character’s Perception is raised to Chronicler might add a few hints (extra
inhuman levels. This is reflected as a bonus to experience should be awarded to players who
Perception, which is used only when the Aspect can figure things out with no help). The warning
of Discernment is assumed. Assuming the Aspect drains the character of 1 Essence Point, but no
costs five Essence Point per minute (which Task is necessary.
cannot be regained until the Aspect is dropped).
This power costs double the bonus value (i.e., +1 Dreamer
to Perception costs two character points, +2 costs
Dream Kill
four points, and so on).
8-point Power
Prerequisite: Dream Twister or Enter Dream
Sense Truth
Realms
3-point Power
The character can cause a victim to suffer any
This power costs five Essence Points to effects that happen to him in the dream. This
activate and lasts one minute per Success Level in does not necessarily mean death, although that is
the Task. When triggered, it grants a +5 bonus the most feared aspect of this power. People can
to any Task made to detect falsehood or see be injured, sexually assaulted, or otherwise
through someone’s story. Interrogation and affected in the dream, and awaken with the
Notice Tasks benefit from this power. physical trauma of those experiences. Using this
power costs 20 Essence Points. The target must
Soul Sight be sleeping, must be well known to the attacker,
6-point Power and must be within 1 mile (1.5 kilometers) per
Characters with this power can read the minds Willpower level of the character. To succeed, the
of others. This powers shares a number of character must win a Resisted Test, as per the
characteristics with Mindsight (see p. 231), but is Dream Twister rules (see below). If the character
not identical. To use Soul Sight, the character wins, he can inflict up to D10(5) x Willpower
must make eye contact, and spend two Essence points of damage on the victim, or, if he used
Points per level of Willpower of the subject (i.e., Enter Dream Realms to invade the dream
trying to see the thoughts of a character with a physically, can do normal damage to the target.
Willpower 4 would cost eight points). A In the latter case, the victim can use any skills or
Perception and Primal Skill Task is attempted; powers he normally has to defend himself. The
use the Mindsight Art Table (see p. 232) to victim can also try to awaken; this requires a
determine how much information the character Difficult Willpower Test at a -2 penalty.
can glean in an attempt. Prolonged mind reading
is possible, but the Essence cost must be paid, Dream Twister
and the Task attempted, every Turn. The Success 3-point Power
Levels of those Tasks can be combined to provide
Prerequisite: Enter Dream or Enter Dream
for deeper examination of the subject. If one
Realms
Task is failed, however, the Success Levels from
A character with this power can manipulate a
all previous Tasks are lost and the character has
dream to suit his purposes. The dream cannot
to start over. This power is resisted just like
hurt the victim, although if it is fearsome enough,
Mindsight.
it can terrify the victim (see Fear Tests, p. 125).
The dream should be described to the Chronicler.
Wise Choice The Success Level of the Willpower and Primal
2-point Power Skill Task determines how effective the dream
Sometimes, when someone is about to make a manipulation was, and the effect on the person. A
mistake, an inner voice warns them just in time. Good or better Success Level results in a dream
It may take a while to figure out what the just as desired. The victim can resist, however.
character’s instincts are saying, but once he does Mundanes use a Difficult Willpower Test; Gifted
he rarely faults his own judgment. The and Supernaturals use a Simple Willpower Test, or 283
Chronicler takes on the role of the character’s any powers that resist mental intrusions or
Chapter Eight
manipulations. Furthermore, the resistance Tests trees like sequoias or baobabs cost 30 Essence
subtract their Success Levels from the Willpower Points to force-grow. Growing trees can tear
and Primal Skill Task’s Success Levels, through concrete and cement.
diminishing the character’s influence in the dream.
This power costs 10 Essence Points to activate, Strength of the Earth
and lasts one minute per Success Level in the Task 4-point Power
(modified as above). While standing on earth or dirt (but not
concrete or any man-made structure where
Enter Dream plants do not grow), this power calls upon the
2-point Power power of life within the Earth for strength and
This power allows the character to project his vitality. Activation costs five Essence Points and
mind into a person’s dream. The subject must be lasts one minute per Success Level. During this
known to the character, and must be on the same time, the character gains +4 to Strength and +20
plane of existence. The character has no power Life Points. Furthermore, as long as his feet are
over the dream, but he can talk to the dreamer, in direct contact with the earth, the character
and his words are always be remembered after regenerates damage at twice the normal rate.
the subject awakens. Activating the power costs
two Essence Points, and lasts for one minute per Tree Shape
Success Level. 10-point Power
Prerequisite: Nature Growth
Enter Dream Realms This power allows the character to become a
8-point Power living plant entity, with enhanced strength,
Characters with this power can enter the resistance to damage, and healing abilities.
Dream Realms in the Sephiroth of Hod. The Activating this power costs 15 Essence Points
Dream Realms are chaotic, ever-shifting places. and lasts one minute per Success Level. While
Staying there for long is dangerous, as the the power is active, the character grows to twice
character’s own fears and lusts may come to life his normal size, and his body is covered with
and assail him. Few deities venture into the bark, small branches, and leaves. Any clothing,
Dream Realms, for there even gods can be killed armor, or equipment on the character is absorbed
by the lowliest mortal’s imagination. This power and seems to disappear. While in this form, the
can also be used to enter into a person’s dream character has +6 to Strength, +100 Life Points,
physically. While in the dream, the character can and an Armor Value equal to Constitution x 5.
use all of his powers normally, but risks being The transformed character takes double damage
destroyed by the dreamers’ imaginings. This from fire or heat, however, and if he suffers more
power costs 20 Essence to activate, and lasts one than 20 points of flame damage (after
hour per Success Level, but the character can subtracting armor) he catches on fire and take
only enter into a person’s dream for one minute D8 x 2(8) points of fire damage every Turn.
per Success Level.
Fortune
Earth’s Bounty Curse
Nurture Growth 6-point Power
3-point Power This powers works like the Lesser Curse
The deity can accelerate the growth of any Invocation (see p. 219), but it uses the Primal
plant, even in places where a plant should be Skill and has an effective Essence Channeling
unable to survive, let alone thrive. A seed can be level equal to the Willpower of the character.
turned into a full-fledged plant in a matter of
seconds (one Turn). This Aspect Task requires Providence
an expenditure of Essence based on the size of 6-point Power
the plant in question. A dozen blades of grass or
This power is identical to the Providence
a small flower costs one Essence, a foot-tall plant
ability of the Seraphim (see p. 255).
costs two Essence, a shrub or small tree costs
284 four Essence, a medium-sized tree costs eight
Essence, and a large tree costs 15 Essence. Giant
Inhumans
Stroke of Luck Temporary Reality
6-point Power 15-point Power
This powers works like the Blessing Invocation Prerequisite: Minor Illusion and Full Illusion
(see p. 210), but it uses the Primal Skill and has This illusion is real enough to endure
an effective Essence Channeling level equal to the damage—or inflict it. An illusory car can be
Willpower of the character. driven (if the Success Level was good enough),
and used to run over people (although the
Visions damage inflicted may not be as devastating as the
6-point Power real thing). These temporary creations have
The character can get a glimpse of the most Damage Points equal to 20 per cubic yard (meter)
likely future. The character must formulate a in size, or the Damage Capacity of the real thing,
question in his mind, concentrate, and spend 10 whichever is lower. Damage inflicted is equal to
Essence Points. The character goes into a trance, D10(5) x Willpower. Essence can be spent to
and sees a series of images related to the raise the Multiplier, at the rate of 1 point per +1
question. The more successful the Task, the to the Multiplier. The illusions cost 15 Essence
clearer the vision. On a Very Good or better per cubic yard (meter) in size, and last for 1
result, the character’s vision is crystal clear. On minute.
anything else, the vision may be more ambiguous
and open to interpretation. Also, the future in Judgment
the vision represents only the most likely
Decision
possibility. It can be changed, but sometimes it
takes place in unexpected (and unpleasant ways), 5-point Power
especially if the character is careless about the This power renders a fair judgment, based on
way to prevent or alter the outcome of the vision. the facts as the character knows them, and his
own moral code. The player should be the first
to suggest the decision, and the Chronicler
Illusion should modify it as he sees fit. When the
Full Illusion character renders judgment, the parties involved
3-point Power feel that it is right. Anybody who is unhappy
Prerequisite: Minor Illusion with the decision must pass a Difficult Willpower
This power creates an illusion to fool all the Test to refuse accepting it; otherwise, the
senses. It is not solid, however, and anything that judgment is accepted without question.
inflicts over one point of damage shatters it. Activating this power costs five Essence Points.
Simple things (inanimate objects) require only
one Success Level in a Willpower and Primal Discover the Guilty
Skill Task. Moving illusions require two Success 3-point Power
Levels, and lifelike illusions (animals or people) The character can use this power to discover the
require at least four Success Levels to be guilty party of a specific crime. The culprit must
believable. People resist with Simple Perception be in the presence of the character. This Task
Tests or Perception and Notice Tasks, with any costs five Essence Points to activate, and uses
sensory bonuses or penalties involved. The Perception and the Primal Skill. The guilty, if
illusions cost five Essence Points per cubic yard mundane, resists with a Simple Willpower Test.
(meter) of size and last for one minute. Supernatural and Gifted characters have a +3
bonus to the Test, or can use any power that
Minor Illusion resists invasion of their minds, also with a +3
3-point Power bonus. If successful, the character sees the guilty
This ability is like Full Illusion, but can only party or parties surrounded by a black aura,
manipulate any two senses. The Essence cost is visible only to him.
one per cubic yard (meter) of the illusion and
lasts for one minute.
285
Chapter Eight
Unbending Will
Variable Power
Prerequisite: Any other Judgment Power
Characters with this power gain a bonus to
Willpower when the Aspect of Judgment is
assumed. Assuming the Aspect costs five Essence
Point per minute (which cannot be regained until
the Aspect is dropped). This power costs double
the bonus value (i.e., +1 to Willpower costs two
points, +2 costs four points, and so on).
Life
Conception
2-point Power
This power costs five Essence Points. Every
Success Level in the Task increases or decreases
the chance of conception over the next month by
25% (four or more Success Levels makes
conception inevitable or impossible). The target
must still have relations to conceive, however.
Resurrection
15-point Power
Prerequisite: Touch of Life
The character can bring the recently dead. All
the damage suffered by the character must be
healed by other means first. The subject then
must pass a Survival Test, with a -1 penalty for
every six hours (or -4 per day) since his demise.
The Resurrection power costs 20 Essence Points.
Touch of Life
5-point Power
This power heals one Life Point times the Task’s
Success Levels for every Essence Point spent. It can
also cure disease: five Essence points for Mild
diseases, 10 points for Moderate ones, 20 points
for Serious, and 100 points and a permanent
sacrifice of 2 Essence Points for Terminal diseases.
Light
Blinding Light
3-point Power
Prerequisite: Radiance
The character can create a globe of light intense
enough to temporarily blind people or even cause
some eye damage. This power costs five Essence
to summon, and lasts for one Turn. People
staring at the light must pass a Simple
Constitution Test or be blinded for two Turns. If
286 the light was summoned at night, the Test suffers
a -4 penalty.
Inhumans
Call Upon the Sun affection, while a violent criminal might try to
3-point Power satisfy his urges immediately, by force if necessary.
Prerequisite: Radiance If the character uses the power successfully on
True sunlight can be created under any both sides of the relationship, the consummation
conditions. Plants are able to use photosynthesis of the affair is almost inevitable. People with
under that light, and creatures that take damage good reasons to resist (such as being in love with
from sunlight (like some Undead beings) suffer another, or having a different sexual preference)
those effects. The light appears to come from a may avoid acting on their impulses by passing a
globe above the character. This power costs Difficult Willpower Test with a +1 to +4 bonus, at
three Essence Points and lasts one Turn per the Chronicler’s discretion.
Success Level. If 20 Essence Points are spent, the
duration is one hour per Success level. Passion
4-point Power
Light Bolt This effect makes a person feel love (or at least
12-point Power a strong infatuation) for another. The affected
This power fires a bolt of pure sunlight, with person will try to make their “love” happy; how
the intensity of a laser beam. Damage is D6(3) well they succeed depends on their personality,
times the Essence spent, and range is intelligence, and resourcefulness. Duration and
10/50/150/600/1000. The light bolt is armor resistance are the same as per Lust. The Essence
piercing—divide any Armor Value or Barrier Point cost is 15.
Value protecting the target by two—and does
double damage after penetration. Use Willpower Touch of Beauty
and Primal or Magic Bolt Skill to hit the target. 2-point Power
The character can temporarily increase a
Radiance person’s Attractiveness and Charisma. The effect
1-point Power is illusory, and lasts one hour per Success Level in
This ability increases the light level around the the Task. The Essence cost is twice the level of
character. Essence cost range from one (weak the temporary bonus to Attractiveness or
candlelight) to 10 (dazzling brilliance). Charisma (choose one, or divide the bonus
among the two).
Love
Magic
Beauty
Variable Power
Arcane Knowledge
This ability increases the Attractiveness and Variable Power
Charisma of the character. Levels above +5 are The character can learn magic normally. He
unearthly beautiful, and viewers are emotionally has an Essence Channeling level equivalent to his
affected by the character even if he is doing Willpower. Invocations are purchased normally,
nothing in particular. The character point cost of and are acquired through mystical revelation, not
this power is equal to the levels of Charisma and learned from a teacher. The cost of this power is
Attractiveness is grants. six points, plus the cost of the Invocations.
290
Inhumans
Psyche True Mimicry
12-point Power
Gift of Tongues
The character assumes the shape of any person
4-point Power or creature he sees. The transformation is total;
This power allows the character to understand size and weight are affected. Assuming the form
every language ever spoken on Earth, from of a subject costs 10 Essence Points and lasts one
English to High Atlantean. This knowledge minute per Success Level in the Task. The
comes unbidden whenever somebody uses a character is limited to how many shapes he
particular language in the character’s presence. knows well enough to use instantly, however.
This power provides an effective skill of five in The character can imitate any living shape after a
any and all languages spoken. It costs five few hours of concentration, or quickly shift into
Essence Points to activate, and lasts for one any memorized shape he knows. The number of
minute per Success Level in the Task. shapes that can be memorized is equal to half of
the character’s Intelligence, rounded down.
Enhanced Intelligence Natural abilities (claws, flight, etc.) also carry
Variable Power over to the transformed character, but
Prerequisite: any other Psyche Power supernatural powers (the Seraphim flying
The character can focus his mind and perform powers, for example) do not. The character’s
tasks with genius-level intelligence. This attributes remain the same regardless of the size
enhanced Intelligence only manifests when the of the new shape, but small forms (like birds or
character assumes his Aspect: this costs five rats) take double damage from physical attacks,
Essence Points per minute (which cannot be and tiny forms (like insects) take quadruple
regained until the Aspect is dropped). The damage from physical attacks. Imitating a
character point cost of this power is double the human being results in a perfect facsimile in body
bonus value provided (i.e., +1 to Intelligence shape and voice. Imitating the person’s
costs two points, +2 costs four points, etc.). mannerisms and character requires study and
practice, and the Acting Skill.
Prodigy
2-point Power Smith
The character can temporarily learn skills, just Smith Powers have two separate costs. The
by observing them. This ability costs 5 Essence basic cost provides the power to make an item.
Points, and the effect lasts for 1 hour per Success A second, lower cost is listed in the text if the
Level. The character must observe the character merely wants to own one such weapon.
performance of the Skill for at least one hour. Characters who are not Smiths may, at the
Temporary skills have a level equal to the Chronicler’s discretion, be allowed to start the
character’s Intelligence Attribute, or the skill game with such items if their background allows
level being observed, whichever is lower. it. Having those items incurs base cost below
plus an additional five character points.
Send Thoughts
5-point Power Weapon of Power
This is the power of thought projection. The 8-point Power
character can speak (and listen) to other people The character can create a weapon, charged so
telepathically, in a manner similar to Mindtalk. that it strikes harder, or attuned so that it can
The target must be in line of sight. 5 Essence strike more precisely. Weapons of Power have
Points per minute must be spent to initiate and bonuses that apply to either Combat Tasks
maintain a conversation. (attacking, parrying and so on) or the Damage
Multiplier of the weapon. Combat Task bonuses
cannot exceed the character’s Craft
Shape-Shifting (Weaponsmith) Skill or +5, whichever is greater.
Animal Shape Damage bonuses cannot exceed the character’s
2-, 4- or 8-point Power Craft (Weaponsmith) Skill doubled.
This is identical to the Beast Power of the same 291
name (see p. 218).
Chapter Eight
Creating the weapon takes a week, plus an Enchanted Item
additional week per bonus (combat Task or Variable Power
damage) of the weapon, minus the character’s This powerful ability allows the Smith to
Craft (Weaponsmith) Skill in days. So, a create a metal item (weapon, armor, tool or
character with a Craft (Weaponsmith) Skill 5 jewelry) with almost any Primal Power
could make a sword with +1 to Combat Tasks conceivable (and by extension, Magical
and +1 to the Damage Multiplier bonuses in 16 Invocations and Necromantic Powers). The only
days (three weeks, minus his Skill in days). A exceptions are Armor Value bonuses (use the
Willpower and Primal Skill Task is required as Armor of Power ability instead).
well as the Craft Task. Creating an Enchanted Item takes a great deal
When creating the weapon, the character of time. Add the character point cost of the
invests a number of Essence Points equal to the Primal Power (or powers) being imbued in the
bonuses of the weapon. These Essence Points are item, and divide by two; this is the base number
part of the weapon, and can only be regained if of weeks it takes to build the item. Then subtract
the weapon is destroyed by the Smith who the character’s appropriate Craft Skill, in days.
created it. Weapons of Power are indestructible An amount of Essence equal to the character
for all practical purposes. Only the most point cost of the powers is also imbued in it.
powerful entities, or the actual creator of the This Essence cannot be recovered unless the
item can unmake them. Smith who made the item destroys it.
Owning a Weapon of Power costs two Any Primal Powers imbued are fueled by the
character points per +1 to combat Tasks, and one Essence of its wearer, unless the item has its own
point per +1 to the Multiplier. Essence Pool (use the Extra Essence Quality,
which is acquired as an additional power).
Armor of Power The point cost of this ability is determined by
6-point Power the maximum power of the items the character
This ability may be used to create a suit of can create. For example, if the character can
armor harder than normal. For every five extra imbue an item with up to 10 character points’
points of Armor Value gained, one level is added worth of powers, this costs 10 character points.
to the armor’s Multiplier, if any. For example, a Owning an Enchanted Item has the same cost as
suit of chain mail (normal Armor Value of D6 + the value of the Primal Powers in the item, minus
6(9)) infused with five levels of Armor of Power three points (to a minimum of one).
has a total AV of (D6 x 2) + 11(17).
Creating the armor takes one week, plus an Storm
additional week per extra Armor Value point,
minus the character’s Craft (Armorer) Skill in Lightning Bolt
days (the armor above would take a total of 30 8-point Power
days for a skill five Smith—five weeks, minus five The power allows the character to throw bolts
days). Furthermore, one point of Essence per of lightning that inflict D8(4) points of electrical
Armor Value point is permanently invested in the damage for every Essence Point spent. Range is
armor, and cannot be recovered unless the Smith 10/50/150/600/1000. A Willpower and Primal
who created it destroys it. or Magic Bolt Task is necessary to hit.
Only metal suits of armor can be enchanted in
this manner; modern suits of Kevlar and Lightning Storm
composites cannot. On the other hand, archaic 15-point Power
suits of armor empowered in this way eliminates The character can stir an electric storm in the
the doubling that normal bullets gain after they skies. This is particularly deadly against aircraft
penetrate armor (see p. 152; armor-piercing or flying creatures, who find themselves caught
bullets work normally). in a maze of lightning bolts jumping from cloud
To own a suit of Armor of Power, the cost is to cloud. Assembling the necessary clouds takes
one character point per Armor Value bonus. from one minute to one hour, depending on
current weather conditions (i.e., one minute in
the middle of a rainstorm, one hour on a
292 cloudless day). The power costs 20 Essence
Points and the lightning storm lasts for 1 minute
Inhumans
per Success Level in the Task. The area affected Thanathos
has a maximum radius of one mile per level of
Willpower. Any flyers in the area have a 1 in 10 Death Gaze
chance every Turn of being struck by a bolt of 10-point Power
lightning. The damage inflicted is D10 x 10(50) This is the power to kill with a glance. Death
to living beings, and D10 x 20(100) to aircraft. Gaze requires eye contact for a few seconds.
This ability does not work past 30 yards
Thunderbolt (meters). Using this power is resolved as a
Resisted Task against a Simple Willpower Test by
15-point Power
the victim (Gifted and Supernatural characters
This power calls down a lightning strike
can resist with any healing or mental resistance
against your enemies. Each thunderbolt costs 12
power instead). If the victim loses, he must pass
Essence Points to summon, and may strikes any
an unmodified Survival Test or drops dead of an
target within line of sight. The damage inflicted
appropriate natural cause! Even if the victim
is D10(5) times (Willpower x 2); additional
passes the Survival Test, the attack on his life
Essence can be spent, increasing the Multiplier
causes D6 x 4(12) Life Points and stuns for
by one level per Essence Point spent. Unless the
several seconds (all actions are at -2 for the next
target is running around or zigzagging, the bolt
Turn). Each use of this power costs 18 Essence
strikes automatically. If the target is moving
Points. Targets with a Constitution 5 or higher,
around (and he knows he is being attacked), he
the Gifted, and all supernatural beings cannot be
can attempt to Dodge with a -3 penalty.
killed with this power. If they fail to resist, they
take damage as above; if they resist, they are
Thunderclap completely unaffected.
6-point Power
The character can unleash a deafening blast of Death Senses
thunder over an area, staggering anybody within
2-point Power
it. Each use of this power costs 5 Essence Points.
The Primal is uniquely attuned to the
The power can be used anywhere in line of sight,
approach of death. He can sense terminal
and the blast affects an area as small as one
disease and imminent death among those around
square yard (meter) or as large as 2 square yards
him, by sensing the presence of the Grim
(meters) per level of Willpower. The shockwave
Reapers, the spirits who come to collect the souls
knocks down anybody with a Strength of 2 or
of dying humans. Through the same senses, he
less and inflicts D6(3) points of damage on every
can see ghosts and other errant spirits wandering
living being in the area (as well as shattering
the Earth. This power costs one Essence Point to
most glass objects). Normal body armor does
activate and lasts for five minutes.
not protect, and natural Armor Value is halved
against this attack. Further, targets must pass a
Difficult Constitution Test to avoid being Domain of the Dead
stunned for one Turn. After the first strike, the 4-point Power
blast of thunder still knocks people down and The character gains some measure of control
injures them, but no longer stuns them—the over the spirits of the dead. By spending two
initial blast has temporarily deafened them. Essence Points, and winning a Resisted Task
Also, if used in the middle of a modern battle, (Willpower and Primal Task against a Simple
especially during or after an artillery barrage, the Willpower Test on the spirit’s part), the Primal
stun effect does not work—the noise of the can make the target recoil from him. The entity
explosions have already deafened the targets. cannot attack the character, and is compelled to
flee as soon as possible. Multiple targets can be
Weather Lordship affected. The Essence cost is two per spirit in the
area; one Willpower and Primal Skill is made,
12-point Power
and used for all the Resisted Tasks.
This power is equivalent to the Greater
Invocation of the same name (see p. 224), using
the character’s Primal Skill level, and an Essence
Channeling level equal to the character’s
Willpower plus three.
293
Chapter Eight
Necromantic Powers (F) people in the area have a penalty equal to his
Variable Power bonus to see him, even if in plain sight.
The character can acquire the Necromancy
Skill and Necromantic Powers (see p. 235), Silver Tongue
paying the normal cost for them. To empower 4-point Power
these abilities, the character has an equivalent Characters with this power have an uncanny
Essence Channeling equal to his Willpower gift of convincing people of almost anything. Use
attribute. The power costs two character points of this ability requires good roleplaying—it
plus the cost of the Necromantic abilities. should not be a matter of announcing “I convince
the Secret Service agent that I’m on the approved
Spirit Shape guest list.” Instead, the player must come up with
8-point Power a decent story (maybe he is claiming he was just
The character can become a spirit (see p. 297). mugged and lost his ID) and be at least
The process takes a minute of intense meditation, moderately convincing. The power costs one
and costs 15 Essence Points, which cannot be Essence Point per Intelligence level of the target.
recovered while the change is in effect. During The victim resists the Willpower and Primal Task
that time, the character’s Life Points become with a Simple Intelligence Test. The reaction of
Vital Essence, his Essence Pool becomes Energy the victim upon believing the tale is true can be
Essence and he gains all the powers and unpredictable, however. In the example above,
drawbacks of spirit entities. the Secret Service agent might let the character
enter the restricted area, or he might call the
authorities to helpfully report the mugging.
Stay the Hand of Death Additional Silver Tongue uses might be needed to
5-point Power actually steer the victim into the right path.
Prerequisite: Death Sense
The Primal may interfere with the process of Unlock
death. If someone dies in his presence, he senses Variable Power
the approach of a Grim Reaper to take the soul This power adds a bonus to any Lock Picking
towards its destiny. Stopping the Reaper gives the (normal or electronic), Hacking, or Escapism
dead a new chance at survival. Using this power Tasks the character performs. Activating the
costs 20 Essence Points, and requires a Willpower power costs one Essence Point per minute, which
and Primal Task. If the Task is successful, the cannot be regained until the character finishes
victim attempts an unmodified Survival Test to the attempt. This power costs one character
revive. If that Test is passed, all wounds or other point per +1 bonus, to a maximum bonus of +6.
cause of death are removed. There is a risk
involved, however. If the Task fails, the character Unseen and Unknown
has not only failed to stare Death down, he has
6-point Power
angered It. The character immediately loses D6 x
The character can skulk around with nobody
4(12) Essence Points in addition to the base cost,
being the wiser. As long as he moves quietly and
and permanently loses one Essence Point, as he
avoids attracting attention, nobody knows he is
feels Death’s icy touch on his soul.
there. This power affects all senses, not just
sight; it seems to work by partially shifting the
Thievery character’s body into a separate reality. It also
Shadow Movement affects motion detectors and cameras. The
Variable Power moment the character does something to affect
The character can move silently with unearthly the physical world, like grabbing an object or
ability, able to sneak past alert watchers or guard opening a door (or launching an attack), the
dogs with seemingly effortless ease. This power imperceptibility stops, and cannot be re-created
affects all senses, and adds a bonus to any Stealth until the character is beyond everyone’s senses
Tasks. This costs one character point per +1 (i.e., no living observer is in a position to detect
bonus, to a maximum level of +6. This ability the character). Activating this power costs 15
Essence Points and it lasts one minute per Success
294 costs five Essence points per minute, which
Level in the Task.
cannot be regained until the character stops
using it. Furthermore, if the character stands still,
Inhumans
Torment base Constitution, doubled (i.e., a character with
Constitution 4 could have a maximum bonus of
Agony +8, for a total Constitution 12). The bonus
8-point Power affects Life and Endurance Points, but not
This power manifests as a blast, a whip, or a Essence Pool. This power costs one character
flying dart of energy that inflicts tremendous point per point of the bonus.
agony as well as physical damage—D4(2) points
of damage times the Essence spent. The victim Life Force
must pass a Simple Willpower Test, minus half
Variable Power
the damage inflicted (to a maximum penalty of
The character can temporarily increase his
-6), or be stunned for rest of the Turn. Agony
ability to withstand injury. Activating this power
has a range of 3/10/20/60/120.
costs three Essence Points per minute, which
cannot be regained as long as the power is active.
Clawed Chains The power costs one character point for every 20
6-point Power Life Points gained.
The character can summon barbed chains at a
cost of five Essence Points. They remain for one Recovery
minute per Success Level in the Task. Used as a
Variable Power
weapon, or when first binding a victim, the
This power allows the character to increase his
chains inflict D4(2) x Strength points of slashing
ability to recover from injury. The character can
damage. The chains can strike a target up to 20
regenerate damage almost as fast as it is inflicted.
yards (meters) away. A victim tangled or bound
This recovery is cumulative with any other
by the chains can try to break free. This is
regenerative powers possessed. The power costs
resolved as a Resisted Test, a Simple Strength Test
one character point to regenerate one Life Point
on both sides, except the victim has a -4 penalty.
per Turn, +1 character point per additional Life
Point per Turn.
Curse
6-point Power
This power is identical to the Fortune Power of
Weapon Mastery
the same name (see p. 284). Feat of Glory
8-point Power
Vitality The Primal can perform impossible combat
actions. He might be able to shoot down a jet
Enhanced Constitution aircraft with an assault rifle, or kill ten men with
Variable Power ten shots from an automatic fire burst. The more
The character can gain a bonus to the unlikely the event is, the more Essence needed.
Constitution Attribute, which is applied only The action attempted must be (at least barely)
while this power is activate. This costs five within the realm of the possible. The target must
Essence Point per minute (which cannot be be within the weapon’s theoretical range (even if it
regained for as long as the power is maintained). is the extreme range). Use the Feat of Glory Table
The maximum bonus is equal to the character’s to determine the Essence cost of the action.
* If the attack is a burst of automatic fire, all targets take damage as if they were hit by an individual burst,
as long as there are enough bullets to hit them all. If only one blow/bullet/thrown weapon is being used,
each subsequent target takes two less points of damage from the attack’s initial result; if this reduces the
295
attack's damage to zero, the attack has spent all its energy.
Chapter Eight
Ways of War
Deities and their Aspects
8-point Power
Listed below are some gods from four major
Weapons and tactics come naturally to this pantheons, and their most common Aspects.
character. If it can be used to kill people, he can The list is far from exhaustive, both in terms of
use it. The character instinctively knows how to the deities involved and the Aspects they embody.
use and care for any weapon imaginable. He has It can serve as a basis for players to design their
an effective skill of three with all weapons, from characters, however. Players and Chroniclers are
knives to artillery pieces. If the character already encouraged to check out any of the numerous
knows the skill, he gains a +3 bonus to it. books on mythology. The tales of these cultures
can be a great source for character ideas and
Weapon Mastery adventure plots and scenarios. Future
6-point Power Armageddon books will provide more detail on
The Primal has a weapon of choice, which he the ancient gods.
knows above all others, and with which he is
supernaturally deadly. It must be a hand weapon Aztec/Mayan Gods
(nothing requiring a crew of two or more, Coatllicue: Fertility
disqualifying all machine-guns, most anti-tank Kukulcan/Quetzacoatl: Life, Sun, Wisdom
weapons larger than a LAW, and all vehicle Huitzilopochtli: Sky, War
weapons). The weapon must be of a specific type Hunhau: Death
and make (a katana, for example, or a Colt .45). Tezcatlipoca: Trickster, War, Wisdom
The character has a bonus of +3 on all Tasks
involving that weapon, and the weapon’s
Egyptian Gods
Damage Multiplier is raised by +1 for every two
levels of skill (rounded up, not counting the Anubis: Death, Justice
bonus above) in the weapon. For example, if the Bast: Beast (Cat), Fertility
character specializes in a Colt .45 and has a skill Isis: Fertility, Magic
five with it, he gets a +3 bonus on Tasks using the Ptah: Life, Wisdom, Smith
weapon, and inflicts D8 x 7(28) (three extra Ra: Justice, Sun, Wisdom
damage levels). Toth: Justice, Wisdom
296
Inhumans
Greek Gods energy that makes up their very existence, and
Ares: War which is almost never used. Vital Essence is bound
Athena: War, Wisdom in the matrix that defines the spirit. The other is
Gaea: Earth, Fertility, Life Energy Essence, pure Essence that can be used to
Hades: Death empower their many abilities. In extreme cases,
Hephaestus: Fire, Forge spirits use some of their Vital Essence to activate
Hermes: Trickster, Wisdom their abilities, but any such Essence used is
Zeus: Air, Fortune, Strength, Storm, Wisdom permanently lost. A spirit whose Vital Essence is
depleted becomes unraveled and ceases to exist.
Norse Gods
Freya: Fertility Channel and Tap into Essence
Hel: Death Spirits can manipulate and channel Essence.
Loki: Trickster Most Spirits have the equivalent of Essence
Odin: Death, Sky, War, Wisdom Channeling, with a level equal to their Willpower
Thor: Strength, Sky, War or even Willpower doubled. They can also tap
Tyr: Justice, War into the extra Essence made available at Places
Volundr: Forge, Vengeance and Times of Power (see pp. 199-200). This is
one of the reasons some areas are said to be
haunted and why Halloween and similar dates
Spirits have a reputation for being times of ghosts and
In the world of Armageddon, reality is made spirits—many of these creatures take the
up of many layers; the physical world—what opportunity to use the extra energy to power a
mundanes refer to as the “real” world in their number of strange effects. Some spirits have the
ignorance—is but one of those layers. Some power to take Essence from living beings, either
occultists call these layers of reality Sephiroths. absorbing the power that is unwittingly released
Traveling from one Sephiroth to another is not during intense emotional reactions, or by actively
easy. Most beings from beyond the Earth find it draining a victim of his Essence!
difficult to enter our realm. When they do so,
they appear as immaterial beings of pure Essence.
These entities are commonly known as spirits.
There are many types of spirit, from the Elementals
incorporeal ghosts of the dead to elementals and
These entities are living embodiments of
demonic fiends. Most of them share some basic
primal forces of nature, including the four
powers, however. Described below are some of
Classical Elements (earth, fire, air, and water).
the basic abilities and limitations of spirit beings.
Elementals are typically found in the company
Two types of spirit entity involved in Celestial
of magicians, who often summon and bind
politics, Angelic Ethereals and Fiends, are detailed
them into service.
as well. More information about spirit entities
can be found in other Unisystem volumes. Str 1-10+ Dex 2-6+ Con 2-10+
Int 2-5+ Per 2-5+ Will 3-6+
Common Spirit Powers Vital Essence: 15-50+
Most spirits share a number of traits. When Energy Essence: 10-100+
creating new spirits, the Chronicler should keep Skills: Has the equivalent of Brawling at the
these abilities in mind. A few of the most same level as Dexterity, and Occult
powerful or unusual spirits are able to exceed or Knowledge at levels 1-5.
transcend the common limits of their kind, but
they are the exception to the rule. Spiritus: 3-6+
Powers: Elementals can channel one Essence
Point per Turn for each Willpower and
Beings of Essence
Intelligence level. Furthermore, they have the
Spirits are made out of pure Essence. Instead of equivalent of the appropriate Elemental
Life and Endurance Points, their vitality is Invocation (see pp. 212-216) at a level equal 297
expressed in Essence Points. Most spirits have two to their Spiritus Skill.
Essence Pools. One is their Vital Essence, the
Chapter Eight
Evolution obliteration. Spirits are sticklers to the terms of
Spirits do not remain the same over the course such oaths, however, and often prove to be
of eternity. Like all other living things, they devilishly tricky in following the letter while
change, grow, or decay. Spirits slowly gain violating the spirit (no pun intended) of the oath.
power by absorbing Essence given to them or
taken from other living things (but not ambient Perceive Essence
Essence, which is useful but not nourishing). Being what they are, spirits see the world, both
Many spirits spend most of the Essence acquired, physical and spiritual, in terms of the flows of
but a few hoard it and slowly absorb it into their Essence. Spirits can tell the different “flavors”
Vital Essence, increasing their overall energy. and “scents” of Essence in both living and
Ancient spirits may increase their power tenfold inanimate things, other spirits, Magic, and all
over the course of centuries. other elements of Reality. Spirits do not see
things in terms of color and shape, as humans do.
Immaterial Instead, they perceive the Essence patterns that
The natural form of spirits is a manifestation make up all things. Spirits see people’s souls
of Essence that cannot interact directly with the rather than their bodies. They are automatically
physical world. Spirits are not bound by physical aware of the emotional states of living things,
barriers. They cannot be perceived by normal and can tell if they are lying. Only humans
senses, and physical attacks cannot harm them. protected by Essence Shields (see p. 220) can
By the same token, they cannot affect the avoid this scrutiny.
physical world (including living beings) except in
indirect ways. Only Essence attacks harm them, Physical Manifestation
first by depleting their Energy Essence, and then Most spirits are unable to assume a physical
by destroying their Vital Essence. (Some Gifted form—at least not by themselves. In general,
powers affect the spirit’s Vital Essence directly, spirits cannot use their Energy Essence to
however.) Spirits have physical Attributes, but manifest themselves, but can use the Essence
they can only be used on other spirit beings provided from outside sources for this purpose.
(including ghosts and astral travelers), unless They can tap into ambient Essence; most spirits
they manifest physically somehow. can materialize during such Times of Power as
While immaterial, the spirit has two basic Halloween and the Equinoxes, for example.
movement rates. While moving normally, it can Another source of Essence is provided by a
hover, walk, or run. This uses the Speed summoning sorcerer. The Essence spent by the
Secondary Attribute. If the spirit needs to travel sorcerer is used by the spirit to assume a material
quickly between two points, spending one Essence form. Typically, it costs one Essence Point for
Point per hour allows it to travel 100 miles an each Vital Essence point the creature has.
hour times the spirit’s Willpower Attribute (so, a While manifested, the spirit has the equivalent
spirit with a Willpower 4 can travel at 400 miles of 1 Life Point for every Vital and Energy Essence
an hour). In this form of travel, things move in a Point in its Pool. Reducing Life Points to 0 (note
blur, and the spirit is largely unaware of its that even manifested spirits may be highly
surroundings. Some spirits are bound to a specific resistant to conventional weapons and dangers)
area, however, and cannot use this mode of travel. dematerializes the creature and costs it D10(5)
Vital Essence Points, which are permanently lost
Oathbound (and which may destroy minor Spirits).
Most spirits (with the notable exception of the As immaterial is their natural form, spirits can
souls of dead humans) are bound by any oaths dematerialize in a single Turn by simply willing
they make. If a spirit swears upon its Power and it so.
True Name, it cannot break that oath any more
than a mundane can reverse the pull of gravity. Spiritus
A spirit’s True Name is the symbol of its Vital Spiritus is a special ability all spiritual entities
Essence, a “code” more unique and personal share. It determines the degree of control the
than a DNA signature among humans. It is spirit can exercise over its surroundings and the
298 entirely bound to the oath, and breaking it, even skill with which it can use its abilities.
inadvertently, means its sudden and utter
Inhumans
The Servant Races Angelic Ethereals
The Heavenly Host and the Infernal Legion
can field armies hundreds of thousands strong. Str 5 Dex 5 Con 5 Int 5+ Per 5 Will 5
Only a minority of those beings are of the Vital Essence: 50
“higher” order: the Seraphim (Lesser, Common, Energy Essence: 70
and Greater). Of the rest, a substantial number Life Points (when manifested): 120
are uplifted (or damned) human souls—the Speed: 12
Kerubim and Qliphonim. Below these ranks are Spiritus: 5
a vast number of lesser creatures, collectively
known as Ethereals or Fiends.
Most Christians and Muslims automatically
identify these apparitions as angels; other religions
Ethereals ascribe them a similar beneficial identity.
The term Ethereal is used by occultists in the Before the war, Angelic Ethereals appeared on
world of Armageddon to describe a special order Earth very rarely. Some magicians summoned
of spirit. Ethereals are dedicated followers of them, as did some of the Divinely Inspired.
one of the great powers of the universe. Some of Archangels can do nothing about the Divinely
them embody a single idea or concept, like Love Inspired’s summoning of Angelic Ethereals—
or Vengeance. The borders of the Death Realms, apparently the Inspired outrank them, at least as
for example, are patrolled by cloaked entities far as Ethereals are concerned. Magicians who
known as the Grim Reapers, who serve Death summoned the entities were sometimes tolerated,
Itself. They are believed to be lesser creations of if their intentions were good, or otherwise
the first Sephyrs, or perhaps fragments of long- punished in diverse ways. Since the rise of the
dead Sephyrs. Ethereals do not have self- Dark Apostle, Ethereals have been destroyed by
awareness and free will as higher orders of being the tens of thousands. Many of them serve on
(like humans or the Seraphim) do. Their entire active duty on Earth, usually under the command
existence revolves around their duty, the concept of a higher Celestial.
they espouse, or the master they follow. This
makes them incorruptible, relentless beings.
They cannot compromise, surrender, or tolerate Angelic Ethereal Powers
any deviation from their core beliefs any more Angelic Aura: If the spirit manifests itself
than a human being can give up breathing. physically, all non-Gifted people with a
Many Ethereals are little more than mindless Willpower below three are struck by a feeling of
automatons who carry out their tasks with the awe and emotion. Most people feel a wave of
same uncaring efficiency of a steamroller. Others love and acceptance that may bring back happy
are slightly more sophisticated, but equally memories of their childhood. People with a
single-minded. Their nature, in short, makes guilty conscience feel wracked by shame. Gifted
them inappropriate for Cast Members; they are characters, supernatural beings, and mundanes
best used as Supporting Cast and Adversaries. with Willpowers 3 or higher are not fully
affected, but they feel some of these emotions
nonetheless. Those affected suffer a -2 penalty in
Angelic Ethereals any Test or Task that refuses or hinders the spirit
These entities dwell in Elysium. They can be in any way. Common criminals and the like flee
commanded by Archangels, although on occasion at the first opportunity, or cower in fear
they are put under the command of a Greater or otherwise. Attacking the spirit requires a
Common Seraphim. To most people (both Gifted Difficult Willpower Test.
and Mundane), there is no visible distinction Healing: The spirit can cast the Lesser Healing
between Seraphim and Ethereals—the entities Invocation (see p. 219) with a skill level
manifest as glowing, beautiful humanoids (wings equivalent to their Spiritus and an effective
are optional) who radiate feelings of goodness and Channeling level equal to their Willpower.
well-being. Many people are moved to tears by Holy Sword: When manifested (or confronting
the mere appearance of these creatures (Gifted and other entities in the spirit world), the spirit can
strong-willed mundanes are less likely to lose their create a blade of holy fire by spending five 299
composure), while sinners feel fear and shame. Essence Points. This weapon inflicts D8(4) x
Chapter Eight
Strength points of slashing damage, which affects
both physical and spiritual beings. Normal body
armor does not protect against these attacks.
Physical Manifestation: Angelic Ethereals can
materialize more easily than normal spirits. To
appear physically, the Ethereal must spend one
Essence Point for every five points of its Vital
Essence. This Essence is not regained until the
spirit returns to its natural state or to its plane of
existence. Furthermore, Angelic Ethereals who
materialize in front of crowds risk being quickly
drained of power. The Crowd Rules that affect
Magic (see p. 206) also apply to manifested
Ethereals, unless they can either fool the audience
into believing them to be natural phenomena, or
by quickly terrifying them into submission.
Spirit Entities: Angelic Ethereals share all basic
spirit abilities.
Fiends
The demonic counterpart to the Ethereals,
Fiends are malicious spirits, twisted monsters
who hunger for the Essence of living beings and
enjoy destruction for its own sake. Unlike the
Ethereals, who are driven by a relentless sense of
duty, fiends only obey out of fear or greed. The
Fallen Seraphim recruited thousands of these
beings into their ranks towards the end of the
first Celestial War, and brought in thousands
more afterwards.
The more mindless of their kind are killing and
eating machines who, in their natural state,
attack at the first opportunity. The greatest of
their kind are more self-controlled, capable of
foresight and planning, but even they lack the
skills and subtlety of a true demon. While the
Fallen Seraphim seek to corrupt, Fiends want
only a chance to feast on the life force of a living
being—humans or other sentient beings if
possible, but any animal, plant, or spirit
(including other Fiends) will do in a pinch.
For this reason, Fiends can be summoned by
magicians with relative ease, provided they know
the right Invocations and the offered right
incentive. Lesser Fiends are fairly mindless and
violent, but once they encounter overwhelming
force turn craven and servile. Those who bring
them to this world must never lower their guard,
however, for Fiends will turn against their
“masters” at the first opportunity. Note that to
many occultists, the distinction between Fiend
and demon is academic at best.
300
Inhumans
Possession (human): Fiends love to take over
Fiends some helpless human, using him as an agent of
chaos and destruction. Possession costs the
Str 2-10+ Dex 3-7+ Con 2-10+ Fiend 20 Essence Points (which cannot be
Int 2-7+ Per 3-7+ Will 3-7+ regained until it releases its victim), but
Vital Essence: 20-100+ otherwise works as per animal possession.
Energy Essence: 20-100+ Possession (machine): In recent times, Fiends
Life Points (when manifested): 40-200+ have started taking over machines—vehicles,
industrial equipment, toys, computers, and so
Speed: 10-34+
on. The creature is somewhat limited by the
Spiritus: 3-6+ structural limitations of the equipment, but can
sometimes transcend it. The Fiend uses Essence
to warp and manipulate the machine, allowing it
Fiend Powers to perform incredible feats. Possessing a
Physical Manifestation: Fiends can materialize machine costs 20 Essence Points.
physically, as long as they have an outside source Plain, brand-new machines cannot be
of Essence. This usually requires Magic, possessed. The object must have some residual
although on occasion a large release of Essence Essence, perhaps as the result of a death, strong
allows one or more of these creatures to slip emotions, and the like. A toy that belonged to an
through. Another possibility is to open a abused child, or a car involved in a hit and run
Gateway leading to the creatures’ native world. fatality are two examples of ripe targets for
Fiends who cross through a Gateway do not need possession. The Fiend can drain the pain-tinged
to spend Essence to remain on Earth. A few cults Essence in the object, inhabit it, and use it to
would love to open huge gateways allowing wreak destruction. The degree of control over
hordes of these creatures to pour through; the machine increases with time. During the first
fortunately, such links between worlds are day of possession, the creature can do very little
extremely rare. with the machine—still, with some creativity,
Possession (animal): Some Fiends favor pets, even a minor malfunction can produce nasty
while others try to take over large animals. results for those around the device. After two or
Taking over an animal often puts the Fiend in three days, the Fiend is able to operate the
conflict with the appropriate nature spirit, but machine—vehicles run by themselves, dolls walk
Fiends appear to win such encounters with ease. and talk, and so on. After four days, the device
Animal Possession costs the Fiend 15 Essence can outperform any normal machine of its kind—
Points (which cannot be regained until it releases a possessed old wreck runs faster and better than
its victim) and requires success in a Willpower a mundane racing car. If the possession continues
and Spiritus Task, resisted by the victim’s Simple for over a week, the Fiend is able to repair the
Willpower Test. If the Fiend wins, it is in control machine, regenerating any damage at the rate of
of the victim. Attempts to resist are possible five damage points per Essence Point spent.
every ten minutes or so, although if the victim Destroying the possessed machine leaves the
fails in four or more attempts in a row, the Fiend Fiend in spirit form without an anchor.
is in control for as long as a day before further Spirit Powers: Fiends have all normal spirit
resistance is possible. powers. They cannot stay on Earth in spirit form
While possessed, the victim’s Strength is for very long, however. If they cannot find some
inhumanly high. The possessed gains a bonus form or anchor (by either materializing physically
equal to 1/3 the Fiend’s natural Strength, rounded or through possession), they start losing Essence
up (Secondary Attributes are not affected by this (first Energy, then Vital Essence) at the rate of five
Strength bonus). The victim can also withstand a points per hour. This drain cannot be stopped
large amount of damage, gaining a Life Point until the spirit is either material, in possession of
bonus equal to one half the Fiend’s Vital Essence a living being, or it returns to its plane.
Pool, rounded up. When the Fiend relinquishes
control, however, any damage incurred remains.
If greater than the victim’s normal Life Points,
this often results in death.
301
Chapter Eight
True Immortals Sometimes, the Immortals do not understand
the effects of the Change until decades later,
The so-called True Immortals first appeared in when they notice those around them growing
the fabulous realm of Atlantis, one of the older while they remain the same. More often,
antediluvian Elder Kingdoms. The Atlanteans they suffer an injury of some sort, only to
were masters of Arcana, a mixture of magic and discover that the mortal wound mends in a
science that is almost unimaginable even in the matter of minutes. Sometimes, they encounter
twenty-first century. Most of that knowledge is older Immortals who tell them the truth. In
forever lost, unfortunately. Some of the Watchers other instances, the visions that accompanied the
claim that Lucifer unleashed the Flood as much to Change include the knowledge that they are
destroy Atlantis before its power reached its zenith ageless beings (many, of course, do not believe
as to prevent the dark priests of Ultima Thule from the visions until later on).
summoning Leviathan to our world. At its height, What the Immortals do with their knowledge
Atlanteans treated with the Seraphim as equals; varies from individual to individual. Some use
towards the end, centuries of war with Ultima their abilities to accumulate power, either financial
Thule had weakened and debased their culture. or political. The majority become wanderers,
The Flood was not the end of the Blood of never staying in one place for more than a human
Atlantis, however. Over the ages, the souls of lifetime, thus avoiding notoriety. In their travels,
those who perished returned to Earth through they encounter all manner of beings. These
the cycle of reincarnation. The souls reshaped meetings run the gamut from brief and curious
the bodies, and the newborn became Immortal. exchanges to friendships that spanned centuries, to
They retained the implanted knowledge of equally long-lived hatreds and rivalries.
Atlantis, but they could not access the memories. Some Immortals have stronger memories of
The result is that all True Immortals are plagued the past. A few are actually able to replicate
by maddening dreams and half-remembered some of the wonders of the Atlantean Arcana.
memories of a primeval past. These Makers are highly respected (and envied)
Over the centuries, True Immortals have dwelt by other Immortals, although many become
among humans, some ruling over them as kings or eccentric “mad scientist” types, sometimes
petty gods, others hiding their nature and fleeing creating devices more dangerous than useful. A
those who would kill them as witches or demons. tale from Immortal myth claims that a Maker’s
They were warriors and scholars, heroes and correspondence with the human scientist
scoundrels. Their deeds were recorded in ancient Nikkola Tesla led to an experiment that caused
chronicles, or were forgotten by all but the undying the Tunguska disaster in Russia in 1908. Tesla’s
participants. Some have banded together in loose- device allegedly unleashed an enormous amount
knit societies, while other shun the company of of energy, creating a huge crater and an
their kind. A varied and fractious lot, they are few explosion that literally shook Europe.
but proud, each an individual above all.
Immortals, Death
Being Immortal and Reincarnation
Immortals start life much like anybody else. It
The self-styled title True Immortals is a
is not until the Change takes place that their true
misnomer. They cannot die of natural causes,
natures become apparent. The Change occurs
but they can be killed. One way to destroy them
sometime between their nineteenth and fortieth
is to remove their Essence from their bodies.
birthday; the reason for this wide age differential
Other Immortals can do this, as well as sorcerers
is unknown. It is a physical and psychic shock to
and many supernatural creatures. Mundanes can
the Immortal’s system. They appear to suffer a
dismember Immortals and burn the pieces, which
seizure of some sort, and collapse for several
also releases their souls from their bodies. Short
hours. During that time, their minds are flooded
of these two methods, however, killing an
by images of their previous existence in Atlantis,
Immortal is nearly impossible. Some have
although most of the images are forgotten as
suffered a fate worse than death, however.
soon as the fit ends. When they recover, their
Immortal folklore speaks of one of their kind
bodies show no ill effects. Although most of
302 foolish enough to go against a ruthless gang of
them do not realize it yet, they no longer age, and
mobsters. When normal methods failed to
are almost impossible to kill.
Inhumans
destroy him, the resourceful criminals simply Creating True
dumped his body in the foundation of a building,
and to this day the Immortal lies buried beneath Immortal Characters
tons of concrete and steel, alive and aware but Immortals can use any of the Gifted Character
trapped in a sense-deprived Hell. Types (although it will be difficult to muster the
Although Immortals reincarnate, they do so necessary points as a Beginning Gifted). They do
with far less frequency than normal humans. It not have to purchase the Gift, but must pay for
appears that when Immortals die, their souls are the Immortal Quality (see p. 85), which costs 15
sent to a separate and isolated realm. Immortals points. This Quality grants them the common
never become ghosts or undead, and if they ever True Immortal Powers. Those with the Immortal
reincarnate, they do so thousands of years after Quality may also purchase special abilities listed
their demise. The Undying have a long later in this chapter.
acquaintance with the process of reincarnation,
involving not themselves but those around them.
Mundane enemies can be killed, but a lifetime or
Common True
two later they may often return to the world, Immortal Powers
with no direct knowledge of the previous conflict The following are abilities that all True
but still destined to meet the Immortal and Immortals possess.
develop an inexplicable hatred for him. Current
reincarnations of past enemies can be the
Immortal’s worst nightmare. Ancestral Memories
All Immortals have brief flashbacks of their
previous lives as citizens of Athal, the mysterious
Atlantean Makers city-state that may be the fabled land of Atlantis.
The knowledge imprinted into the souls of all Most of these visions have little relevance to the
Atlanteans was meant to be awakened in a series modern world, but they may reveal important
of special “coming of age” ceremonies, each information about other Immortals, who might
ceremony releasing more precious knowledge have been the character’s acquaintances (or
into the mind of the Atlantean. Immortals have enemies) in his past life, or when dealing with
grown up without the benefit of these ceremonies powerful and ancient beings like the Seraphim or
(nor the education accompanying them), and all the Mad Gods.
they have of their Atlantean legacy are bits and
pieces of a fabled past. Some Immortals seem
better able than others, or for some reason or Immortality
another they seem to recall more of this Immortals are almost impossible to kill, and
information. They can actually build crude they never die of natural causes. To kill an
versions of the devices their ancestors used in Immortal through conventional means, the body
times past. They are known as the Atlantean must be completely dismembered, and the pieces
Makers, or simply the Makers. burned to ashes and scattered. Being at ground
The Makers all share an insatiable curiosity zero of a large explosion (something inflicting
and drive worthy of the most dedicated scientist. over 300 points of damage in one attack) would
Many of them study the sciences, both natural also do the trick, as would some event that
and occult, in an effort to better understand their disperses most of the mass of the Immortal.
bizarre creations. Unfortunately, no Earthly If they are aware of this weakness, supernatural
discipline is advanced enough to be of any help. beings can also try to kill the Immortal through the
The Makers cannot even contribution to these Severing, a mystical attack that cuts the
fields, because the concepts they half-remember connection between the Immortal’s soul and his
are so far ahead of the times. body. To attempt the Severing, the Immortal must
The Makers themselves only have a dim idea of be reduced to -10 Life Points. Then the
what it is they do. They follow dreamlike supernatural or Gifted must expend Essence equal
instructions, and produce unlikely results. How to the Immortal’s Essence Pool (the normal
they manage to turn a boiling vat of mercury, maximum amount, not current Essence). If
lead, rock salt, and assorted minerals into enough Essence is spent, a Resisted Simple
Orikalk, or combine silver, iron, and sulfur into Willpower Test between the Immortal and his 303
Adamant is a mystery to them, let alone others. attacker must be resolved. The Immortal gains the
Chapter Eight
bonus from the Hard to Kill Quality, if he has any cancer or genetically inherited diseases, and can
levels in it. If the attacker wins, the link is severed, endure lethal levels of radiation. The latter
and the Immortal’s soul cast out, not to be causes the symptoms of radiation sickness for
reincarnated for thousands of years (this several days until their bodies metabolize and
effectively removes the character from most eliminate all contaminants.
games). If the Immortal wins, he lives, and no Although normal injuries are unlikely to kill an
further Severing attempts can be made against him Immortal, they still inflict pain and
for 24 hours. The Severing is known to the Lodge unconsciousness. Immortals are subject to the
of the Undying and any Association with Seraphim same shock and unconsciousness rules as normal
in its ranks; beyond that, it is not common humans, but they quickly recover from them. An
knowledge, requiring the Occult Knowledge Immortal reduced below zero points is probably
(Immortals) Skill. knocked unconscious, but he awakens as soon as
his regeneration powers bring him back to one or
Magic Resistance more Life Points. Immortals do not need to make
Survival Tests until they are reduced to below -300
Immortals resist any Invocation (provided the
Life Points, at which point they must pass one, at
Invocation allows a resistance Task or Test), and
-1 for every 10 points below -300 Life Points.
any supernatural power meant to affect the mind
with a +2 bonus.
Special Restrictions
Manipulate Essence Immortal souls have been mysteriously altered.
This give them near-eternal life, but at a price.
Immortals do not need Essence Channeling.
They may learn Invocations, but must release
They can spend Essence at whatever rate they
Essence through ritual magic (see p. 199).
wish, provided they have enough in store. This
Immortals cannot learn Essence Channeling,
Essence expenditure can only be used for
Necromancy, Inspired Miracles, Seer abilities, or
Immortal Powers, however. They cannot use it
any other non-Immortal supernatural powers.
to fuel Invocations or other Arts.
Supernatural Attributes
Regeneration
True Immortals receive the following physical
Immortals regain lost Life, Endurance, and
Attribute bonuses: +1 Strength, +1 Dexterity, and
Essence Points much faster than normal humans.
+1 Constitution. Unlike normal humans, an
Even mortal wounds can be completely healed in
Immortal can improve an Attribute with
less than a minute. The regeneration rates are as
experience points up to three levels above his
follows:
starting level. Also, Immortals can use
Life Points: One point per Constitution level
Metaphysics Points to increase Attributes, in the
per Turn. So, an Immortal with a Constitution 4
same way that Drawback Points are used (see p.
would regenerate four Life Points at the end of
65). As always, bonuses are added after the
every Turn.
Attribute levels are purchased.
Endurance Points: Two points per
Endurance Points and Speed are figured
Constitution level per half-hour of sleep, or one
normally, but the following formulae determine
point per Constitution level per hour of rest.
the Immortal’s Life Points and Essence Pool:
Essence Points: Two points per Willpower
level every minute.
Life Points: ((Strength + Constitution) x 5) +15
If any limb is severed, it regrows when Life
Essence: Sum of Attributes +25
Points are fully restored.
Supernatural Senses
Resistances and Immunities
Immortals can, by concentrating, sense the
Immortals do not need to eat, breath or sleep to
flows of Essence around them, both in things and
survive. Narcotic and irritant poisons affect
people. By spending one Turn of concentration
them, but they soon recover. Corrosive poisons
and passing a Simple Perception Test, Immortals
retain full effect. They can contract diseases, but
can sense the presence of magic, the relative
304 shake them off in a matter of days (even a
strength of a human being’s Essence pool, and
Terminal disease disappears in 15 minus
the presence of supernatural beings. Other
Constitution days). They never suffer from
Inhumans
Immortals can be recognized by making eye continued as long as the Immortal desires, or as
contact, which produces a flash of psychic long as he has sufficient Essence to spend).
recognition. Immortals can also sense the When the power expires, the character is
presence of another of their kind within 30 yards weakened. Each +1 bonus becomes a -1 penalty
(meters), but not the exact location or direction. to the same Attribute, for a period of one hour.
So, if an Immortal increases his Strength by three
Unaging levels (at the cost of six Essence), he suffers a -3
penalty to his Strength after the power expires.
Immortals stop aging completely at the time of
Essence spent on Battle Boost cannot be
the Change. This event generally occurs between
recovered while the power is maintained.
the ages of 19 and 40; most Immortals undergo
Attributes cannot be lowered below -1 in this
the Change during their mid- to late-twenties.
way, however, so the maximum boost allowable
Exceptions may occur when some traumatic
is equal to the normal Attribute level +1.
incident earlier in life awakens the Immortal’s
Characters with a physical Attribute at -1 are
abilities. At worst, such an event may have occur
able to move, but find themselves unable to
when the character is barely a teenager, or even a
perform most physical tasks (walking slowly or
child. Those Immortals have the Child
lifting small weights is probably the upper limit).
Vulnerability, and their bodies are permanently
frozen at their early age. Immortal Children are
not common, and they rarely lead happy lives. Child
1-, 2-, or 3-point Vulnerability
The term Child refers to those Immortals who
Special True Immortal underwent the Change before the usual age. This
Powers and Vulnerabilities often occurs when the character suffers a mortal
These abilities and flaws exist among wound, disease, or accident. The unfortunate side
Immortals, but not everyone has them. They effect is that the character’s biological age is
cost points from the Metaphysical Category. permanently frozen from the moment of the
Vulnerabilities work like Drawbacks, granting Change. A 12-year old Immortal boy still looks 12
extra character points. several centuries later. He may be stronger or
wiser than any adult in the world, but he remains
a child to the eyes of the community and the law.
Awareness When he fails to grow up, people think he suffers
3-point Power from some sort of developmental problem.
Immortals with this ability have greatly Children soon learn to hide their identities and
enhanced supernatural and physical senses. They move from place to place.
gain a +2 to all Perception Tasks or Tests. The younger the character’s biological age, the
Furthermore, they automatically sense the greater the value of this Vulnerability. Being 17
presence of ghosts, spirits, and other invisible or 18 is no major disadvantage (one point), since
entities, and detect Gifted abilities, supernatural the character can easily pass for someone older—
beings masquerading as normal humans, and all she might get carded at a bar, but otherwise does
other Immortals in a 100-yard radius. Their not suffer greatly. For ages 16 down to 13, the
ability to see Essence patterns also allows them value is greater (two points). For ages 12 or less,
to sense a person’s emotional state. the value is even more (three points).
Organization
The AoR has two branches, the Navy of
Retribution and the Army of Revelations. There
is no air force; both the Navy and the Army have
air wings, which are subordinate to those
services. Navy and Army organizations follow
NATO standards in other respects. The army
consists largely of armor or mechanized infantry
divisions with artillery and other support units.
The AoR has a very large Army Chaplain
contingent, with a squad of Chaplains assigned
to each company.
The Shaitan (see p. 333) are organized into
regiments, and kept segregated from the rest of
the army. Some professional soldiers find the
monsters to be both repulsive and of little use
except as cannon fodder and for mop-up
operations, but most accept their presence as yet
another gift from Leviathan.
The Army has no sexual bias, and female
soldiers are assigned to front-line units routinely.
About forty percent of army personnel is made
up of females, with a higher ratio in support
units and a lower one in combat ones.
324
Adversary
Training access to the most advanced weapon prototypes in
the world. The CoR then converted some of top
Training levels among AoR troops vary widely. weapon designers, many of whom were only too
In the years preceding the initial attack, hundreds happy to meet with an employer that appreciated
of thousands of Believers underwent intensive their talents and, even better, had the resources to
secret training. Vehicle crews were trained with develop their most ambitious projects. As a result,
computer simulators so precise they performed when the war started, the AoR had some of the
almost flawlessly when equipped with the real best aircraft and tanks in the world.
thing. Additionally, many Believers were
recruited from the ranks of established national
armies, especially the German, French, Italian Supernatural Elements
and Polish armies. As the AoR swept through In purely mundane terms, the AoR is an
Eastern Europe, many other recruits with some impressive war machine. Its weapons, tanks, and
military training followed. aircraft tell only part of the story, however.
The manpower needs of the Army continued Many Free World generals made the mistake of
to grow as more nations fell, however. For the trying to ignore the AoR’s supernatural aspects;
most part, front-line units are composed of hard- most of them have paid the ultimate price for it.
core Believers with extensive training. New Never in recorded history has a force amassed so
volunteers are kept in reserve units that trained much temporal and mystical power together.
even as they prepared to relieve older units, with First of all, the Church provides several units
replacements trickling in to replace combat of supernatural personnel for the Army. The
losses. The quality of these replacements is lower Army Chaplains, staffed by the Helping Hands
overall, which accounts for some of the recent of Leviathan (see p. 322), are psychics,
reversals in Russia. magicians, and healers of some skill. More
In South America, the core of the AoR was important are the Adepts of Leviathan (see p.
largely Argentinean, all Believers who underwent 328), Believers who establish a powerful link
the same training as their German counterparts. with the Mad God and who have a host of
Vietnamese and Turkish Believers also were strange powers. The Adepts are often used to
superbly trained. The Believers under arms in good effect against the Seraphim and other
the countries those two nations conquered are supernatural enemies of the AoR.
not as well trained as the ones in Europe. All The AOR also has at its disposals hordes of
these nations had a smaller human pool from Shaitan (see p. 333), alien beings from the same
which to draw forces, and as casualties mounted dimension as Leviathan and who take over and
(even after using Arisen to make up for their mutate simple life forms (from insects to reptiles).
losses), the quality of replacements fell Their very presence causes Taint in reality. They
drastically. That had something to do with the are fierce creatures, some as large as elephants, all
failure of the AoR to move north into the U.S. incredibly strong and dangerous. Against a
modern military, however, the usefulness of the
Logistics Shaitan is limited. The creatures, while tougher
than human, are not bulletproof, and even the
The AoR has had trouble with supply lines. A largest of them can be easily destroyed by
six million man army is a huge monster that personal anti-tank weapons, much less the main
needs to be fed and maintained. The First Army guns of tanks or concentrated artillery.
has all the resources of Europe at its disposal, but
Shaitan are often used in probing or first wave
neither of the other four armies have enough of
attacks to tire out and demoralize enemies. In
an industrial base to maintain their operations.
that role they are very well suited—they are
Shipping supplies is possible but dangerous, as
fearless, their appearance terrifies humans, and
the U.S. has the edge on the seas, even after the
their deaths do not demoralize the AoR human
loss of several aircraft carriers and submarines.
units (who do not like them in the first place).
They are also very effective against disorganized
Technology or poorly equipped human armies. They have
The AoR possesses cutting-edge technologies at been great assets in Asia and South America, for
its disposal. The Church subverted many example. Against partisans, civilians, and the
members of the Combine (see p. 176), who had like, the Shaitan are more devastating than equal 325
numbers of regular troops.
Chapter Nine
Life In the Army
The morale of the army is by and large very
Taint and Invocations high. The troops are mostly volunteers, and a
high percentage of them are Believers. They are
Adepts with Magical Invocations use treated well, with discipline but without undue
them like normal magic, with the following brutality, and indoctrinated from early on into
modifiers. The intent of the caster does not thinking of themselves as an elite, exceptional
affect the Invocation in any way. Failed unit. The soldiers are highly paid, and given the
Dismissals (when an Invocation fails) utmost respect.
invariably result in damage. The Crowd In addition to material needs, the Church sees
Effect works normally. Group Magic works to it that soldiers’ baser desires are also satisfied.
as well, as long as the participants use Taint Following the WW II Japanese example, the
and not Essence. Normal Times, Items and Church creates “Pleasure Battalions” staffed by
Places of Power do not work, but Tainted male and female Infidel prisoners. Every desire,
equivalents exist. Areas where the no matter how corrupt or deviant, can be
Metamorphosis stage has been reached satisfied there. The ranks of the Pleasure
become Tainted Places of Power. Battalions are rapidly depleted through murder
or suicide—and they are just as quickly
replenished. Soldiers are awarded Performance
Supernatural Adepts Chits, which are traded for services in the
Supernatural beings (such as Seraphim, Pleasure Battalions. These chits are awarded for
Avatars, and their ilk) who become Adepts exemplary service and acts of piety (such as
have their Essence Pool replaced by a Taint attending several Church services every week).
Pool. They retain all their previous powers, Many soldiers find the presence of Shaitan to
but they are fueled by Taint instead. The be disturbing, but this is slowly changing. More
Seraphim’s vulnerability to Taint is lost, and and more soldiers are also exhibiting the physical
not replaced by an equivalent vulnerability to effects of the Taint (see p. 327), so they are
Essence (they now have the vulnerabilities of themselves becoming more inhuman.
Adepts, of course). They are not restricted by All company-level or higher-ranked officers
Taint Channeling levels for those powers that must be Believers and bear the Mark of
do not use Essence Channeling normally, but Leviathan. In the lower ranks, the proportion of
still use it for the any Adept powers. Status- Believers varies from unit to unit, but it is never
wise, supernatural Adepts are considered to less than thirty percent, and in elite units it is
be one Circle above their normal station (i.e., almost always one hundred percent. Most non-
a supernatural First Circle Adept would have commissioned officers (about nine-tenths) are
the effective social rank, but not the powers, also Believers. Additionally, most soldiers
of a Second Circle adept, and so on). convert after their first or second year of
enlistment. Attendance at Church services is not
officially mandatory, but those who attend are
rewarded with extra leaves and other minor
privileges, and those who make it a point not to
attend them are quietly singled out and isolated.
Finally, two types of undead serve with the
AoR. The Sheol (see p. 332) are former humans
whose souls are Tainted by Leviathan. The Taint
Arisen (see p. 332) are mindless zombies Leviathan is a being from beyond our reality. It
temporarily raised by the Adepts to serve as is so alien that its mere existence on our world
cannon fodder. Again, the value of the Arisen is causes reality to break down and decay. Although
limited at best. Modern weaponry makes frontal it has yet to manifest in our universe, its influence
infantry assaults useless for the most part. They has already begun the process of transformation
are still a powerful psychological weapon; like and destruction. Occultists refer to this as
bayonets in older times, their effect on the Dissolution, or Taint. In a way, the Taint is the
326 morale of the enemy is more important than their opposite of Essence, an energy that twists life and
physical effect. reality, perverts them, and ultimately destroys them.
Adversary
Effects of Taint The Mark Of Leviathan
Those who worship Leviathan becomes the first The Mark of Leviathan appears on all True
victims of Taint. In a way, the effects are like a Believers. It is a circle with two curved spikes,
contagious disease, or a form of cumulative black or dark red in color, that seems to be a
poison. The longer the Believers expose tattoo on the forehead or hand of the Believer. It
themselves to Leviathan’s touch, the greater the is not a normal tattoo, however. Before the war,
risk of becoming Tainted. One of the first signs is some youths started imitating the Mark with
the Mark of Leviathan, but others soon follow. tattoos of their own (the fad vanished soon after,
Sooner or later, victims start to mutate and and a lot of people underwent the expensive and
change. Their skin becomes rougher, or develops painful process of having the tattoos removed or
strange growths. Some people start growing hair covered; those who did not often died in
in unusual places, while others lose it altogether. impromptu lynchings). Unlike those tattoos, the
Others start developing bestial traits. Many true Mark has a psychic as well as physical
grow tentacles on their bodies, limbs, or face. presence. It acts as a conduit between
In some cases, the Taint manifests not through Leviathan’s reality and our own, and is used as a
the Believer’s body, but through effects in the means of communication between Believers.
world around her. Some Believers can cause Effects of the Mark: Those who accept
plants to wither in their presence, kill small Leviathan in their hearts (not those who pray to
animals with a touch, and similar unpleasant him out of fear or convenience, although
effects. These effects get worse with time. Some eventually they also come to be Tainted) manifest
older members of the Church no longer resemble the Mark. From that point on, the process of
anything human. corruption is nearly irreversible. Some may try to
The Adepts of Leviathan are those humans lie to themselves and pretend they are still their
who have learned to use the Taint as a power, own person, but whenever they are called to act,
manipulating it like normal Gifted humans use they find themselves obeying orders, no matter
Essence. Those who wield the Taint are utterly how loathsome. Those with the Mark are
corrupted by it, and their minds and bodies committed to the service of the Church.
become increasingly alien and more monstrous. The Mark also enhances the latent psychic
To see a high-level Adept is to see Earth’s future abilities of humans. Those who wear the Mark
if Leviathan’s minions win the day. recognize each other on sight, and know if
327
Chapter Nine
people are wearing fake Marks. Magical
illusions and psychic projections used to simulate
the Mark can fool the average Believer, however
(but not the more powerful Adepts). Also,
Adepts can communicate at distance with
anybody who carries the Mark. In the course of
the war, this has allowed commanders to know
the exact location of units in the battlefield, and
send orders telepathically through an Adept,
reducing the risk of an intercept.
As a side effect of the Taint, those who bear
the Mark become more resistant to magical or
psychic probes than normal people. All Believers
have a +2 bonus to resist unwanted telepathic or
magical scanning; this bonus resists all powers,
Invocations, and other supernatural means of
mind reading, locating, or detecting people.
When operating covertly, Believers can,
through an effort of will, hide the Mark from
outsiders. This costs them two Essence Points
(or Taint when they develop a Taint pool), which
cannot be regained until the Mark becomes
visible once again. Certain Invocations (like
Insight) and Seer abilities can pierce this disguise,
but first must overcome the Believers’ natural
defenses against scanning.
The Mark and Supernatural Creatures: Humans
are not the only ones to surrender to Leviathan. A
number of supernatural beings have betrayed their
brethren and the rest of reality and have aligned
themselves with the Dark Apostle. The Mark also
appears on those beings. Supernatural beings gain
all the Believer benefits described above. Some
also become Adepts, but in doing so they forsake
most Essence-based abilities.
The Adepts
A number of Believers have managed to
establish such a strong connection to Leviathan
they are transformed by it. Their very souls start
to mutate, becoming creatures of Taint instead of
Essence. The Taint gives them tremendous
power, at the cost of most of their humanity.
Adepts are among the most dangerous of the
servants of Leviathan.
Becoming an Adept
Nobody knows what prompts a Believer to
become an Adept. It might be that these men and
women are reincarnations of the Hyperborean
Priesthood of Ultima Thule. Or perhaps these
328 people were latent Gifted irrevocably transformed
Adversary
by their connection to Leviathan. However they This Healing also works on other Tainted
are chosen, the symptoms are all the same. creatures (like the Shaitan or other Adepts). If
The first change occurs at the most used on normal humans, or any other being of
fundamental level. Over a period of several Essence, the Taint actually harms them, causing
weeks, the Adept’s soul is transformed, from a burning and blistering (damage is inflicted at the
construct of Essence to one of Taint, the dark same rate as healing). Taint burns are terribly
mirror of Essence. Instead of an Essence Pool, painful; victims suffer a -2 penalty to all actions
the character now has a Taint Pool. There are for one Turn after being wounded. The Adept
few outward signs of the change at first, because must be touching skin to heal or harm.
the shape of the matrix remains the same; only its Taint Pool: Instead of an Essence Pool, Adepts
composition has changed. Most Adepts of the have a Taint Pool. This anti-Essence works in
First Circle look pale and sickly, but that is all. some ways like normal life energy, but in others
As the Adept grows in power and experience, the it is the total opposite. Attacks that drain
changes become more apparent. Each new Essence, like Soulfire, also drain Taint, but the
Circle brings greater mutations. process is even more painful for the Tainted ones
(along with the usual drain, being hit by a blast
Common Adept Powers of pure Essence imposes a -2 penalty to all
actions for the following Turn, due to the agony
All Adepts have a number of special powers, inflicted). Adepts start with a Taint Pool equal to
granted to them by the Taint that has invaded their basic Essence Pool. Each Circle adds
their bodies. In addition, their degree of bonuses to this base pool.
advancement (or Circle) gives them unique
pseudo-magical powers.
Conversion of Essence Powers: Former Adept Circles
Essence-based powers are converted into The ancient Priesthood of Leviathan divided
equivalent Taint abilities. Theophanies and its Adepts into Six Circles, with each successive
Primal Powers are retained, but are fueled by Circle indicating a greater level of understanding
Taint. Fortunately, converting a supernatural and power. This old hierarchy has been revived,
being or a Gifted human is a difficult process, and apparently expanded, by the CoR. Although
requiring the combined efforts of several Adepts. an Adept’s Circle does not represent an actual
As a result, most supernatural converts remain rank in either the clergy or the military, it is a
mere Believers, with an Essence Pool. mark of status. Powerful Adepts often have a
Hard to Kill: All Adepts have the equivalent of measure of authority greater than their actual
five levels of Hard to Kill (see p. 73). This gives rank would indicate.
them a total of +15 Life Points and +5 to all As Adepts attain greater Circles, their previous
Survival Tests, and is cumulative with normal Hard powers are supplemented by those listed in
to Kill levels (to a maximum of 10 levels). previous ranks.
Psychic Communication: Adepts can
communicate with any Believer, and receive Adepts of the First Circle
psychic impressions from them. The range of this The First Circle is the beginning stage, the time
communication is one mile per Willpower level of when the Adept is still learning to use his powers.
the Adept. Adepts are often used in lieu of radios First Circle Adepts serve as assistants or servants
or other standard means of communication. of more powerful Adepts. First Circle Adepts are
Taint Channeling: This works like Essence also found assisting the Soul Police in relatively
Channeling (see p. 81). Adepts have a base peaceful areas, honing their skills in some safety.
Channeling level equal to their Intelligence Most of the time, they study Invocations, which
attribute. They can recover one point of Taint they cannot use until reaching the Second Circle.
per level every minute. Blast of Taint: The Adept can fire a blast of
Taint Healing/Wounding: Adepts can heal any Tainted energy, which does damage directly to
wounds by spending Taint Points. Each point the target’s Life Points. The blast inflicts D4(2)
spent in this manner heals D6(3) Life Points. points of damage per Taint Point spent on it, and
Adepts are limited by their Channeling level in has a range of 10/50/150/600/1000. Those hit
the number of Taint Points they can spend in one by a blast of Taint suffer a -2 penalty to all
Turn (so, an Adept with Taint Channeling 4 actions for the following Turn, due to the agony
329
could heal up to D6 x 4(12) points per Turn).
Chapter Nine
inflicted. Aiming the blast uses the character’s visible signs, and always greatly enhances their
Dexterity and Perception, or Dexterity and physical capabilities. Fourth Circle Adepts are
Magic Bolt Skill, if known. no longer human; their strength and vitality are
Bonuses: None. the match of most supernatural beings. Coupled
with their magical abilities, this makes Adepts
Adepts of the Second Circle the ideal agents and enforcers of the Church.
Whenever a Fourth Circle Adept shows up, it is
These Adepts are the backbone of the Church.
a clear sign that the Powers that Be are greatly
They are Tainted sorcerers who undergo a
concerned with the situation.
measure of magical training during their
initiation, and who are sent out to support the Raise the Dead: The Adept can create up to 10
Army and Soul Police on a number of operations. Arisen per Willpower level, provided she has
They are the most likely sorcerous foe enough corpses, at the cost of two Taint Points
encountered on the battlefield. per Arisen. This process can be performed up to
six times a day (allowing one Adept to raise as
Magical Knowledge: All Adepts of the Second
many as 60 Undead per Willpower level per day).
Circle can use Magic, and know the following
Invocations: Elemental Fire, Farsight, and Taint Signs: 40% of Fourth Circle Adepts have a
Shielding, all at a minimum level of two, with at minor Taint mark; another 20% have a noticeable
least one Invocation at level three. deformity, and some 5% no longer look human,
but have a face full of tentacles, or six eyes, or
Taint Signs: About 10% of all Adepts of this
some other hideous disfigurement. The rest look
level have a Taint mark of some sort, usually a
human, although this appearance is but a facade.
facial or skin malformity.
Bonuses: Add +3 to Strength, Dexterity, and
Bonuses: +1 to Taint Channeling level, and
Constitution. Then double their Life Points and
+30 Taint Points.
Taint Pools (taking into account both the new
Attributes and previous Circle bonuses).
Adepts of the Third Circle
Those reaching the Third Circle learn the first Adepts of the Fifth Circle
secrets of summoning entities from Leviathan’s
These Adepts are the main source of Shaitan
realm. These summoners tend to stay behind the
and Arisen in the Army of Revelations. They are
lines, calling down unspeakable monstrosities
hideously powerful and twisted beings.
against the enemies of Leviathan.
Greater Summoning: The ability of the Adept
Lesser Summoning: Summoning one Lesser
to summon both Shaitan and Undead increases
Shaitan costs one Taint Point and takes one
by a factor of ten. Thus, ten Lesser Shaitan or
minute. Greater Shaitan are ten times as
one Greater Shaitan may be summoned in one
expensive, and take ten times as long to summon.
minute for a cost of one Taint Point. Further,
Taint used in this manner cannot be regained
100 Arisen per Willpower level can be raised at
until the Shaitan is destroyed or dismissed,
the cost of two Taint Points per ten.
limiting how many monsters the summoner can
call at any given time. Magical Knowledge: These Adepts know an
additional four to six Invocations, at levels three
Magical Knowledge: Adepts of the Third
to five.
Circle usually learn one more Invocation at level
two or higher. The most common are Lesser Taint Signs: The proportion of visibly Tainted
Illusion, Levitation, or Warding. Adepts nearly doubles. 50% of all Adepts have
minor marks, 40% have a noticeable deformity,
Taint Signs: 20% of these Adepts have a minor
and 10% are totally inhuman. No Fifth Circle
Taint mark as above; 5% have a more noticeable
Adept can pass as a normal human.
deformity, often a vestigial, useless limb, like a
tail or tentacle. Bonuses: +100 to Taint Pool, +100 to Life
Points, +5 to Strength, Dexterity and
Bonuses: +1 to Taint Channeling, +30 Taint
Constitution, +3 to Intelligence, Perception and
Points (cumulative with previous bonuses).
Willpower, +1 to Taint Channeling level.
331
Chapter Nine
Creatures of Leviathan The Sheol
Described below are some of the people and The Sheol are humans who were contacted by
creatures that serve Leviathan, and their basic Leviathan after their deaths. These restless
attributes and common abilities. Of course, spirits agreed to serve the Mad God, and thus
these beings are not the sum total of the were returned to their bodies as Tainted Undead.
Adversary’s blight. New horrors are being raises The Sheol look like vaguely mummified
each day, from mutated humans to genetically creatures. They are extremely hard to kill, and
engineered beasts to entities from beyond our have a number of Taint powers. Sheol are used
reality. Chroniclers should feel free to device any as agents and enforcers of the Church.
monster desired (or use any found in other
Unisystem game products) and send them forth
as minions of the Dark Lord.
Sheol Powers
Attributes and Points: Sheol are built using 20
Cardinal Dan Gordon points for Attributes, 10 points in Qualities (and
Sheol Agent up to 10 in Drawbacks), and 35 points in Skills
(older and more powerful Sheol can be created
Dan Gordon was a good policeman, until with more points, as the Chronicler sees fit). In
witnessing one crime too many unhinged him. addition, the Sheol gain +3 to Strength and +3 to
One night, Dan walked into a holding area Constitution. Their Life Points are triple the
and emptied his service pistol into the group normal amount. As Undead, the Sheol do not
of prisoners, killing four and injuring seven. have Endurance Points; they never get tired.
He was shocked when the system turned Create Shadows: By using Taint to dim the lights
against him and, for a change, convicted him in an area, the Sheol can create a sphere of
in record time. The bitterness and hatred was darkness, useful for hiding or ambushing. The
too much for him, and Dan committed suicide area affected equals one square yard (meter) per
in prison. Life after death offered redemption, Taint Point spent. Anybody fighting in or firing
but when contacted by Leviathan the chance into the area is at -3 to most combat Tasks, except
to pay back the system that had betrayed him the Sheol, who is immune to the darkness it
was too good to pass up. He rose up, and creates. The darkness lasts for one minute, or until
works secretly in the U.S., overseeing a dispelled by the Sheol.
network of spies and saboteurs. Psychic Communications: The Sheol can
Str 6 Dex 4 Con 7 Int 3 Per 4 Will 2 converse telepathically with any Adept. The
range of this connection is 10 miles (15
Life Points: 186 kilometers) per Willpower level of both the Sheol
Endurance Points: n/a and the Adept.
Speed: 22 Resistant to Damage: The Undead bodies of
Essence Points: 56 the Sheol can withstand a great deal of damage.
Qualities/Drawbacks:Acute Senses (Hearing), This is reflected in their large Life Point Pool, and
Cruel 3, Fast Reaction Time, Resources by an inherent Armor Value 10. The Sheol can
(Wealthy) also heal damage by using Taint Points, regaining
two Life Points per Taint Point spent. The only
Skills: Brawling 4, Computers 3, Disguise 3,
way to kill a Sheol is to reduce both its Life
Driving (Auto) 2, Electronic Surveillance 3,
Points and Taint Pool to -30.
Guns (Handgun) 4, Guns (Shotgun) 2, Hand
Taint Manipulation: The Sheol can use as
Weapon (Baton) 2, Questioning 3, Stealth 3,
many Taint Points as it needs to, and does not
Streetwise 4, Surveillance 2
need Taint Channeling to do so. They recover
Special Powers: All Sheol Powers Taint at the rate of one point per Turn (12 points
Equipment: Automatic shotgun, 9mm pistol, as per minute). The character has a Taint Pool
well as a small arsenal of weapons and vehicles equal to the sum of it attributes plus 30.
stashed in several mid-western cities in the U.S.
He also has over a dozen agents, mostly human
332 Believers, spread over those cities.
Adversary
they were trained with, or simply attack with
their bare hands.
Undead: The Arisen have double the normal
Life Points they had when alive, but once
reduced to zero, they collapse and die. Until that
happens, they continue to fight, even after losing
limbs or other body parts.
The Shaitan
The Shaitan are not a race of creatures. They
are twisted Taint spirits, summoned to our plane
of existence, and made to inhabit the nearest
lesser life form they encounter. Sometimes this
means small animals and insects, but they are
even called to take over fungi and bacteria in the
air. In all cases, the animals are consumed and
transformed into mutated, gigantic monsters.
Typical Arisen Most Shaitan forms are vaguely humanoid, but
Str 3 Dex 3 Con 2 Int 2 Per 2 Will 2 many are nothing more than tentacled horrors
and sheer mockeries of human life. Their size
Life Points: 60
varies from roughly human to crawling or flying
Endurance Points: n/a horrors the size of a house. They have honed
Speed: 10 predatory instincts and fast reflexes, making
Essence Points: 0 them ideal hunters and hand-to-hand fighters.
Skills: Brawling 1, Dodge 1, Guns (Assault Against modern weapons, they fare poorly.
Rifle) 2, Hand Weapon (Bayonet) 1, Hand Most are too mindless to use normal weapons,
Weapon (Knife) 1 and so must be able to reach their targets with
Special Powers: All Arisen Powers their hands or claws or tentacles. The largest
creatures are highly resistant to small arms fire,
Equipment: G-22 Assault Rifle with Grenade but even they can be destroyed by heavy
Launcher. No body armor or other weapons. Their hideous shapes, and grotesque
equipment. wails, are certain to lower the morale of their
enemies, however. Some of the creatures also
have additional powers, enabling them to
The Arisen Hordes terrorize or even drive insane or kill humans in
large numbers. Shaitan were used extensively in
These Undead creatures can be raised by the the South American and Asian theaters, less so in
more powerful Adepts. The Arisen are nearly Europe. They did fine in the Americas until they
mindless and follow orders blindly, only half- faced the U.S. Army, where they were
remembering their training. They are tough, but slaughtered by the hundreds of thousands.
their lack of imagination or initiative makes The Shaitan have the advantage that they can
them relatively weak. Some AoR units that be summoned again and again, making them
suffered catastrophic casualties have been turned cheap, disposable troops. And when they
into Arisen units, and sent ahead of other units to manage to break through a defensive line, the
soften up the opposition. slaughter they inflict is hideous. Casualties of
human units fighting the Shaitan depend on
Arisen Powers and Vulnerabilities whether or not the Shaitan manage to reach and
Believer Control: The Arisen follow the orders overwhelm the defenders. If the defending unit
of any Believer they encounter. stands its ground, its casualties can be relatively
Remembered Skills: Arisen have the same skills light. If the Shaitan break through, casualties
they had in life, but use them at a -1 penalty. can be as high as 80%, most of them fatalities.
They can wield the weapons and equipment that 333
Chapter Nine
342
Chronicles
perhaps several groups learn of it, and each one servitor of a Mad God, one with no direct
tires to locate the Prophet for its own purposes. connection to Leviathan. After materializing on
The characters compete with the would-be this world, the creature assumed the form of a
assassins and other groups as they track down human drifter and managed to hitchhike out of
leads, mundane or mystical. town before the death of the town was noticed.
A different take on the Story has a friend or The creature’s goal is to reach an ancient Place of
relative of the characters (or maybe one of the Power and use it to bring its master into the
characters—a Seer with Mindtime Strength 7+ world. This Mad God will then challenge
would fit the bill) in the role of the Prophet, or at Leviathan for control over this reality. The
least a likely candidate. The mission becomes a servitor is powerful (give it the equivalent
much more personal affair, as assassins and Attributes of a Greater Shaitan, and the abilities
recruiters dog the group’s steps wherever they go. of an Adept of the Third or Fourth Circle), and it
is trying to be discreet, although it cannot help
but warp reality and leave a trail of strange
Bad Omen events and the occasional death behind. Can the
The town of Omen was a small, quiet farming characters catch it before it reaches its goal?
community with a population of six hundred
souls. There was nothing of note to it, until
every person in the town died for no apparent Deadly Politics
reason over night. The similarities to the Munich An Alliance Team (maybe including the
Disaster (see p. 27) are disturbing. Every person characters) organizes a general meeting of all the
and animal appears to have died at the same local Gifted and supernatural beings in a major
time. None of the bodies show any injuries, city. The city has been plagued by Believer
except for people who fell down or crashed activity and sabotage, and the authorities are
vehicles when they died. No living beings, not largely helpless. The Alliance is trying to locate
even insects and bacteria, were spared. Is this a and eliminate major Believer cells in the city.
terrible new weapon from the CoR? A major city can have as many as a couple of
National Guard units sealed off the area, and hundred “special” people and creatures in its
government investigators are trying to determine midst. Trying to find all of them, or even a
what happened, using mystical and mundane majority of them, is no easy task. Even when
means. Meanwhile, panic spreads to the their identities are known, the occult
surrounding townships, as people, afraid the same underground is a fractious place, with assorted
thing will happen to them, attempt to fleet the city. Associations and factions vying for dominance or
The Plot: A powerful supernatural event involved in petty or serious feuds. It is a tough
obliterated the town. Its exact nature could vary. job, but the Alliance is going to do it.
The attack could be a test of a mystical weapon The Plot: The characters can be Alliance members
first created by Ultima Thule during it wars involved in organizing the meeting, or locals being
against Atlantis, and hidden in a secret base in contacted by the Alliance. They can be involved in
the Bavarian Alps. It opens a dimensional trying to find supernatural beings (many of whom
gateway and releases a powerful blast of Taint have spent centuries hiding themselves), or playing
that devours tens of thousands of Essence diplomat between groups who have little love for
Points—enough to kill every living thing in the each other. The local chapters of the Heavenly Host
blast radius. Characters using Magic or and the Infernal Legion, mostly led by human
supernatural powers to investigate may agents, have been involved in a bitter feud for quite
accidentally open the gateway and be sent to the some time; getting them to work together will be
base. Whether this devolves into a huge slugfest difficult at best. The local Host members will be
against the base’s security elements or becomes a extremely reluctant, while their Infernal
scouting expedition is up to the characters. The counterparts will play along, but may try to use the
weapon is a one-of-a-kind artifact, discovered at meeting for their own purposes.
the bottom of the Baltic Sea. If it is destroyed, To make things complicated, the Believers hear
the AoR will not be able to make another; of the proposed meeting and try to use it for their
otherwise, it will use it again and again. own ends. They may follow the organizers and
Alternatively, the death of Omen could have discover potential enemies, or wait until the
marked the birth of a supernatural entity of meeting is underway and then strike, hoping to 343
tremendous power. This being is a powerful kill many supernatural and Gifted foes.
Chapter Ten
Glossary weapons (such as knives, swords and sticks).
Conquered Territories: Those areas controlled
Adversaries: Supporting Cast characters who by the Church of Revelations.
oppose the Cast Members’ actions. Dark Apostle: Johann Goering, Leviathan’s
Alliance: An Association combining mundane chief representative on Earth.
and supernatural beings to fight against the Difficult Test: A Test in which only one
Church of Revelations. Attribute applies and it is not doubled.
Archetypes: Pre-created characters providing Divine Inspiration: The power to perform
examples or ready-to-play persona. Miracles in the service of a Greater Entity.
Army of Revelations: The armed forces of the Drawback: A special negative aspect of a
Church of Revelations and the Leviathan. character that imposes limitations or hindrances.
Art: A group of related Metaphysics abilities Drawbacks are chosen during character creation
or powers. Magic, the Sight, and Necromancy and provide extra Attribute, Quality, Skill, or
are all Arts. Metaphysical Points as the player chooses. No
Attribute: A physical or mental trait of the character can take more than 10 points in
character. See Primary Attributes and Secondary Drawbacks.
Attributes. Elder Kingdoms: Atlantis, Mu, and Ultima
Attribute Test: See Test. Thule, destroyed thousands of years ago by
Avatar: A supernatural race—the human Lucifer and the angels.
embodiment of a Primal Being’s power. Essence: Beyond matter and energy, Essence is
Beginning Gifted: A Pre-Heroic campaign level the basic building block of Reality.
Character Type. Supernaturals and those who use the Arts learn
Believers: Dedicated followers of the Church to manipulate Essence to change the world.
of Revelations, often marked or mutated by their Exile: A Seraphim who as rejected his
faith. responsibilities to the Heavenly Host or the
Cast Members: Also known as player- Infernal Legion, and thus lost standing and
controlled characters or player characters (PCs power.
for short). Cast Members are characters whose Experience Points: Points awarded during the
actions, thoughts and responses are controlled by play of Armageddon Stories that may be used to
the players, who usually also create them. improve a character’s capacities.
Celestials: A common designation for Fallen Seraphim: Demons.
Seraphim. Free Territories: Those areas not controlled by
Character Concept: The basic motives and the Church of Revelations.
focuses of a character’s personality. Character Game Time: Time as it passes in a game or
Concepts are chosen or formed in the initial session of Armageddon. Game Time rarely
stages of the character creation process. corresponds directly with Real Time.
Character Points: The points used to build a Gifted: A Heroic campaign level Character
character. The specific numbers and categories Type.
are dictated by the Character Type, and the Gifted Master: A Mythical campaign level
optional Skill Point Calculation System if used. Character Type.
Character Type: A character’s classification, Greater Gifted: A Legendary campaign level
dictating available Attribute, Qualities, Character Type.
Drawback, Skills, and Metaphysics Category Greater Supernatural: A Mythical campaign
Points. level Character Type.
Church of Revelations: A fanatical cult that Heavenly Host: An Association of angels and
has taken over large portions of the world, lesser supernatural beings.
powered by Taint and the Leviathan. Incarnate: A supernatural race—a younger
Chronicler: Also known as a Game Master or Titan who has manifested on Earth.
Referee, the Chronicler is the player who Infernal Legion: An Association of demons
prepares the setting, guides the Story, roleplays and lesser supernatural beings.
the Supporting Cast and Adversaries, and makes Inheritor: A supernatural race—offspring of
all the rules decisions. Primal Being and human parents.
344 Close Combat: Any fight conducted at arm’s Initiative: The order in which characters act
length by people using fists, feet, or hand during Turns. The character with the highest
Chronicles
initiative acts first, and the remaining characters Outcome Table: This table specifies the Test or
act in descending order of initiative. Task results needed to achieve certain Success
Inspired: Those with the Power of Divine Levels and the general effects of those Success
Inspiration. Levels.
Invocation: A pattern or matrix learned by a Pantheons: A loose confederation of Primal
Magician to facilitate the manipulation of Beings and lesser supernatural beings.
Essence by his will. Place of Power: Certain places are imbued
Items of Power: An item that facilitates the with meaning, emotion and supernatural
flow of Essence. significance. These places provide extra Essence
Kerubim: A supernatural race—a lower rank to those who can tap into it.
of angels, once human. Potential Hero: A Pre-Heroic campaign level
Lesser Gifted: A Heroic campaign level Character Type.
Character Type. Power: A special positive ability of a character
Lesser Supernatural: A Heroic campaign level that derives from the supernatural or
Character Type. metaphysical and grants certain capacities or
Level of Success: See Success Levels. benefits. Powers are purchased during character
Leviathan: A Mad God and inspiration for the creation by using Metaphysics Points, or granted
Church of Revelations. when certain Qualities are purchased.
Lodge of the Undying: An Association of True Primary Attribute: The principal numerical
Immortals. measures of a character’s physical and mental
Lone Wolves: A designation for any individual abilities. There are six Primary Attributes:
or group that is not part of another Association. Strength, Dexterity, Constitution, Intelligence,
Mad Gods: Greater beings from beyond our Perception and Willpower.
reality. Qliphonim: A supernatural race—a lower rank
Magic: The Art of using Invocations and of demons, once human.
channeling Essence to impose the Magician’s will Quality: A special positive aspect of a
on reality. character that grants abilities or benefits.
Magicians: Practitioners of Magic. Qualities are purchased by expending Quality
Matthews Riots: Reaction to the publication Points during character creation.
of a tape revealing a nationwide conspiracy of Ranged Combat: Ranged combat involves any
rogue police officers. Lead to the Safety sort of missile weapon, from a thrown stone to a
Ordinances. machinegun.
Mediums: Practitioners of Necromancy. Real Time: Time as it passes in the “real”
Metaphysics: Any of a number of supernatural world, as opposed to Game Time.
abilities used to manipulate the world. Most use Realms: A specialist’s term for sub-areas of
Essence in some manner. Sephiroths. See Otherworlds, Sephiroths.
Miracles: A supernatural effect, powered by Reckoning: A period of great chaos, both
Essence, caused by the will of an Inspired. mundane and supernatural, usually signals great
Multiplier: The number by which a set or changes in store.
range of points is multiplied before arriving at Regular Skill: A basic skill of average difficulty
the final result. to learn and improve. Regular Skills cost 1
Mundane: A Heroic campaign level Character character point per level until level 5, and 3
Type. points per level thereafter. See Special Skills.
Munich Disaster: The destruction of Munich Resisted Tasks or Tests: This rule applies to
leaving only the Dark Apostle alive. Signalled any situation where someone or something is
the coming of Leviathan and lead to the war. trying to perform a certain specific action and
Necromancy: Innate and learned powers that someone or something else is trying to prevent it,
allow Mediums to traffic with the spirits of the as when two or more individuals are in some sort
dead. of competition.
Nephilim: A supernatural race—offspring of Rule of 1: If a natural 1 is rolled or an ace is
Seraphim and human parents. drawn, roll or draw again and subtract 5 from
Otherworlds: A generic term for Sephiroths the new roll. If the result is greater than 1,
and Realms used by non-specialists to refer to consider the final result to be 1. If the result is 345
regions outside of Earth. below 0, use it as a negative modifier on the
Chapter Ten
Task. If another 1 or ace is rolled/drawn, apply Story: A series of plot-linked game sessions,
a -5 penalty, and roll/draw again, following the like the episodes of a TV series or soap opera.
previous procedure. Success Level: A measure of how well a
Rule of 10: If a natural 10 is rolled or drawn, character performed a successful Task or Test.
roll or draw again, subtract 5 from the new roll Supernatural: A Legendary campaign level
and add the result, if greater than 1, to the total Character Type.
roll. If another 10 is rolled/drawn, add +5 to the Supporting Cast: Also known as Non-Player
result and roll again, following the previous Characters (or NPCs). These are all the
procedure. characters in a Story who are not Cast Members.
Safety Ordinances: A set of laws isolating Symbols of Power: Certain symbols,
certain inner city areas. particularly the circle and pentagram, have
Secondary Attribute: A physical or supernatural significance. When used for casting
metaphysical trait of a character calculated from Invocation, such symbols provide extra Essence
Primary Attributes. There are four Secondary Points.
Attributes: Life Points, Endurance Points, Task: A Task is any activity that requires some
Essence Points (or Pool), and Speed. training to accomplish, and whose outcome is in
Second Sight: See the Sight doubt. Tasks are resolved by rolling a ten-sided
Seers: Those who use the Sight. die (or drawing cards) and adding one of the
Sephiroth: A specialist’s term for locations, character’s skills and one of his Primary
areas, or dimensions outside the general Attributes, and applying modifiers. Results 9 or
experience of the majority of mundanes. See higher are referenced on the Outcome Table to
Otherworlds, Realms. determine Success Levels.
Sephyr: Elemental beings who shaped our Tests/Attribute Tests: A Test is an activity or
reality. situation where the character’s Attribute levels
Seraphim: A supernatural race, also called determine the outcome. Any activity that
angels or demons, descended from the Sephyr. depends exclusively on the character’s inborn
There are three classes: Lesser, Common, and talents (such as raw strength, pure intelligence
Greater Seraphim. and so forth) use Tests. Tests can be Simple or
Sight: The power of the mind, called psychic Difficult. A Simple Attribute Test adds the result
ability or ESP by some. of a ten-sided die (or the draw of a card) to the
Simple Test: A Test in which the applicable appropriate Attribute (doubled) or the sum of
Attribute is doubled (or two different Attributes two Attributes. A Difficult Attribute Test adds
are added together). the result of a ten-sided die (or the draw of a
Skill: A learned capability of the character. card) to the appropriate Attribute, not doubled.
Skills are purchased during character creation Results 9 or higher are referenced on the
using Skill Points. Outcome Table to determine the Success Levels.
Skill Type: A subgroup of certain broader Titans: Supernatural beings, also know as Old
skills. Skill types must be chosen when the main Gods, descended from the Sephyr.
skill is purchased. Skill types do not cost Time of Power: Certain times and dates have
character points. special supernatural significance. During these
Special Operations Task Force (SOTF): A times, extra Essence Points may be gathered.
special command within the U.S. armed forces True Immortal: A sub-species of human who
employing the Gifted and supernatural beings. do not age.
Special Skill: Skills that require additional time Turn: An arbitrary measure of time designed
or dedication to master. Special Skills cost 2 to break combat and other time-sensitive game
character points per level until level 5, and 5 play into manageable pieces. A Turn represents
points per level thereafter. See Regular Skills. between 1 and 5 seconds, and is just long enough
Specialization: A narrow band of expertise in a for a character to perform one action.
larger skill. These additional levels only apply Type: See Skill Type.
when the character tests the specialization. Underground: A designation for the various
Spirit Patron: A supernatural being who has resistance movements operating in the
formed a relationship with a human and granted Conquered Territories.
346 certain powers in exchange for certain Watchers: An association of Celestials and
obligations. lesser supernatural beings.
Chronicles
Index Reluctant Hero 43
Scoundrel 44
Essence 198-203
Defensive Use 202
Abaddon 183 Seeker of Knowledge 44 Essence Channeling 199
Adepts 328-331 Student 45 Immortality 202
Archangels 180 Survivor 45 Items of Power 201
Archetypes 40, 102-111 Wanderer 45 Magical Signatures 198
Arisen 333 Warrior 46 Places of Power 199
Armor 160-161 Weird One 46 Rituals 199
Army of Revelations 324-326, 334 Character Type 47-53 Symbols of Power 201
Organization 324 Beginning Gifted 48 Times of Power 200
Supernatural Elements 325 Gifted 49 Essence Pool Loss 141
Technology 325 Gifted Master 53 Ethereals 299-300
Training 325 Greater Gifted 52 Exiles 266-268
Aspects 275-279 Greater Supernatural 53 Experience 145-146
Beast 275 Heroic 49-50 Explosives 154-157
Death 275 Legendary 51-52 Falls 136
Element 276 Lesser Gifted 50 Fear Tests 125
Fertility 276 Lesser Supernatural 50 Fiends 300-301
Forge 277 Mythical 52-53 Fire 136
Justice 277 Mundane 50 Flood 22 , 175
Moon 277 Pre-Heroic 47-48 Leviathan 23
Sky 278 Potential Hero 48 Goering, Johann 27, 331
Strength 278 Supernatural 52 Healing 140
Sun 278 Church of Revelations 24, 315-324, Holland, Beatrice 30
Trickster 278 328-331 Incarnates 272
Vengeance 278 Conquest 317-319 Inheritors 272-275
War 279 Courts 321-322 Initiative 127
Wisdom 279 History 315 Injury 138
Associations 53-58, 172-193 Orders 322 Invocations 209-224
Alliance 53, 172-175 Organization 320 Affect the Psyche 209
Heavenly Host 54, 175-181 Close Combat Weapons 151 Blessing 210
Infernal Legion 55, 181-184 Combat 125-130 Cleansing 210
Lodge of the Undying 56, 184-187 Cinematic Rules 132 Communion 211
Lone Wolves 57 Close Combat 129 Elemental Air 212
Pantheons 57, 187-191 Improvised Weapons 130 Elemental Earth 213
Watchers 58, 191-193 Ranged Combat 130 Elemental Fire 214
Atlantis 21 Combine 176 Elemental Water 214
Atlantean Arcana 307-311 Conquered Territories 319 Farsight 216
Adamant 307 Dark Apostle 331 Insight 217
Ambrosia 308 Deities 296-297 Greater Healing 217
Atlantean Thought Ship 308 Dice 116 Greater Illusion 218
Crystal Skull 310 Diceless Roleplaying 117 Greater Invocations 209
Energy Crystals 310 Disease 136 Lesser Curse 219
Energy Wand 311 Divine Inspiration 99, 239-249 Lesser Healing 219
Orikalk 311 Binding 240 Lesser Illusion 220
Atlantean Secret Masters 185 Call Ethereal 241 Lesser Invocations 209
Atlanteans see True Immortals Denial 240 Shielding 220
Attributes 59 Divine Sight 241 Soulfire 221
Avatars 270-272 Exorcism 241 Spirit Mastery 222
Basic Rule 119 Holy Fire 242 Warding 223
Believers 24, 315-317 Miracles 239 Weather Lordship 224
Breaking Things 137 Prayer 243-244 Kerubim 261-266
Bullets 152 Strength of Ten 242 Incarnation 263
Cards 117 Touch of Healing 242 Resistances 263
Character Concept 40-46 Visions 243 Theophanies 264-266
Avenger 40 Drowning 136 Life Point Loss 138
Daredevil 41 Elementals 297 Mad Gods 23
Fanatic 42 Encumbrance 122, 160 Magic 99, 203-209 347
Forsaken 43 Endurance Point Loss 140 Crowd Effect 206
Chapter Ten
Group Magic 207-209 Age 79 Status 78
Magic Generation 25 Artistic Talent 68 Talentless 78
Malificia see Theophanies Attractiveness 68 True Immortal 85
Mark of Leviathan 24, 327 Avatar 80 Weird Delusions 72
Matthews Riots 26 Bad Luck 82 Zealot 78
Metaphysics 99 Beholden 80 Ranged Weapons 131, 152
Morrison, George J. 30 Charisma 69 Shotguns 131, 153
Mu 21 Clown 69 Reckoning 18
Multiple Actions 128 Contacts 69 Resisted Tasks/Tests 120
Multiple Shots 130 Covetous 69 Resuscitation 140
Munich Disaster 27 Cowardly 70 Rule of 1 121
Necromancy 99, 235-239 Cruel 70 Rule of 10 121
Death Lordship 236 Delusions 71 Safety Ordinances 26
Death Mastery 236 Delusions of Grandeur 71 Secondary Attributes 63
Death Speech 237 Depression 72 Sephiroth 19-20
Nephilim 268-269 Divine Inspiration 80 Binah 20, 177
Death Vessel 238 Emotional Dependency 72 Geburah 20
Outcome Table 122 Emotional Problems 72 Kether 20
Poison 134 Enlightened Human 82 Netzach 20, 188
Possessions 100 Essence Channeling 81 Yesod 20
Primal Beings 270-275 Exile 82 Sephyr 22, 251
Primal Powers 99, 280-296 Fast Reaction Time 72 Seraphim 176, 251-261
Awe 280 Fear of Commitment 72 Celestial Fire 253
Bestial Powers 281 Fear of Rejection 72 Diaspora 176
Battle Rage 281 Gift 82 Divine 252
Darkness 282 Good Luck 82 Incarnation 254
Destruction 282 Hard to Kill 73 Infernal 252
Discernment 282 Honorable 73 Providence 255
Dreamer 283 Humorless 74 Ranks 252
Earth’s Bounty 284 Impaired Senses 66 Spirit Travel 257
Fortune 284 Incarnate 82 Theophanies 258-261
Illusion 285 Increased Essence Pool 83 Setting-Specific Weapons 157-159
Judgment 285 Inheritor 83 Shaitan 333-334
Life 286 Kerubim 83 Sheol 332
Light 286 Lazy 74 Sight 99, 225-234
Love 287 Military Rank 74 Art 225
Magic 287 Minority 74 Gestalt 225
Might 288 Multiple Identities 75 Mindfire 226
Nimbleness 288 Natural Toughness 75 Mindhands 227
Primal Earth 288 Nephilim 83 Mindheal 229
Primal Fire 289 Nerves of Steel 75 Mindkill 230
Primal Wind 289 Obligation 75 Mindrule 230
Primal Water 290 Obsession 75 Mindsight 231
Psyche 291 Old Soul 83 Mindtalk 232
Shape-shifting 291 Paranoia 75 Mindtime 233
Smith 291 Phobia 71 Mindview 234
Storm 292 Photographic Memory 76 Strength 225
Thanathos 293 Physical Disability 76 Skills 85-99
Thievery 294 Prejudice 71 Acrobatics 88
Torment 295 Qliphonim 83 Acting 88
Vitality 295 Recklessness 76 Brawling 88
Weapon Mastery 295 Recurring Nightmare 76 Bureaucracy 89
Primal Skill 275 Resistance 77 Cheating 89
Qliphonim see Kerubim Resources 77 Climbing 89
Qualities and Drawbacks 65-85 Secret 77 Computer Hacking 89
Accursed 79 Seraphim 84 Computer Programming 89
Acute Senses 66 Showoff 77 Computers 89
348 Addiction 66 Situational Awareness 78 Craft 89
Adversary 68 Spirit Patron 84 Dancing 89
Chronicles
Demolitions 89 Writing 99
Disguise 90 Slashing/Stabbing Weapons 151
Charts and Tables
Dodge 90 Soul Police 322-324, 334 Addiction Point Value Table 66
Driving 90 Spirits 297-298 Base Modifiers Table 122
Electronic Surveillance 90 Spiritus 298 Body Armor Table 160
Electronics 90 Story-Driven Roleplaying 118 Character Improvement Table 147
Engineer 90 Special Operations Task Force Close Combat Weapon Table 152
Escapism 91 (SOTF) 32 Common Objects Table 137
Fine Arts 91 Spirit Patrons 100, 243-247 Corrosive Damage Table 134
First Aid 91 Beholden 246 Crowd Effect Table 207
Gambling 91 Boons 245 Difficulty Numbers Table 118
Guns 92 Conditional Boons 247 Endurance Point Formula Chart 63
Haggling 92 Gifts of Kind 247 Essence Channeling Cost Table 81
Hand Weapon 92 Immortality 245 Essence Point Formula Chart 64
Humanities 92 Magicks 245 Experience Point Awards Table 145
Instruction 92 Necromancy 245 Explosive Area of Effect Table 155
Intimidation 93 Oath of Duty 247 Explosive Damage Table 155
Language 93 Oath of Servitude 247 Explosive Weapon Table 154
Lock Picking 94 Obligations 246 Fear Table 124
Magic Theory 94 Power 245 Feat of Glory Table 295
Martial Arts 94 Prophecy 246 Group Magic Essence Table 208
Mechanic 94 Qualities 246 Language Skill Level Table 93
Magic Bolt 94 Spirit Speech 246 Life Point Formula Chart 63
Medicine 94 Vigor 246 Military Rank Table 74
Myth and Legend 95 Suffocation 136 Mindfire Strength Table 227
Notice 95 Survival 139 Mindhands Thrown Object Damage
Occult Knowledge 95 Taint 326-328 Table 228
Optional Skill Point Generation Tasks 119 Mindheal Strength Table 229
System 86 Tests 119 Mindkill Strength Table 230
Pick Pocket 95 Theophanies 100, 258-261 Mindrule Strength Table 231
Piloting 95 Battler 264 Mindsight Art Table 232
Play Instrument 95 Binder 258 Mindsight Strength Table 231
Questioning 95 Concealer 265 Mindtime Strength Table 233
Research/Investigation 95 Destroyer 259 Mindview Strength Table 234
Riding 96 Dreamer 265 Oblivion Cost Table 259
Rituals 96 Eraser 259, 265 Outcome Table 123
Running 96 Finder 260 Racial Attribute Modifier Table 61
Science 96 Healer 261, 265 Racial Endurance Point Recovery
Seduction 96 Revealer 266 Table 141
Singing 96 Traveler 261 Racial Essence Point Recovery Table
Sleight of Hand 96 Thrown Weapons 132 141
Smooth Talking 97 Time 125 Racial Life Point Recovery Table
Special Skills 87 True Immortals 302-311 140
Specialties 87 Arcana 307-311 Racial Survival Test Table 139
Stealth 97 Awareness 305 Random Essence Effects Table 206
Streetwise 97 Battle Boost 305 Ranged Combat Modifiers Table
131
Surveillance 97 Child 305
Ranged Weapon Table 153
Survival 97 Destiny Rider 305
Role of Luck Table 120
Swimming 97 Gaze of Domination 306
Setting-Specific Weapon Table 157
Systems Operations 98 Makers 303, 306
Strength Table 59
Throwing 98 Shetarri Warrior 306
Targeting Specific Body Parts Chart
Tracking 98 Spirit Voice 306
133
Trance 98 Thought Wall 307
Thrown Object Damage Table 133
Traps 98 Turns 126
Thrown Object Range Table 132
Types 87 Ultima Thule 21, 23, 316
Unconventional Medicine 98 Unconsciousness 138, 139
Unskilled 120 Underground 34
Veterinary Medicine 98 Vehicles 142-145, 161-167 349
Weight Lifting 99 WitchCraft 10
Name
Association
Concept CHANNELING
LEVEL
CHARACTER
POINTS SPENT UNSPENT
Age
Height
Weight
Hair
Eyes
Possessions Allies/Contacts
Character History
Terra Primate Corebook
EDN8100
WitchCraft Corebook
EDN4000HC
All Flesh Must Be Eateb
Revised Corebook
EDN8020