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EdnS Armageddon

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686 views354 pages

EdnS Armageddon

Uploaded by

Mariano Azpiroz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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?

Armageddon is a complete roleplaying game. In it, you will find


• A fantastic setting filled with angels, demons, gods, supernatural servants . . . and
the humans struggling to survive and even triumph
• Detailed character creation rules ranging in power level from normal humans to
gods incarnate
• The ultimate exposition of the Unisystem, a universal game mechanic fully
compatible with CJ Carella's WitchCraft, All Flesh Must Be Eaten, Terra Primate
and other fine games
• A brief overview of the types of weapons used in the ultimate war, from knives to
the Holy Fist tank
• Background information on the most powerful of the wartime bodies: The Alliance,
Heavenly Host, Infernal Legion, Lodge of the Undying, Pantheons, and Watchers
• A variety of metaphysical arts including Magic, the Sight, Necromancy, Divine
Inspiration, and Spirit Patrons
• Specifics on the capacities, powers, and limitations of numerous non-human
entities, from angels to immortals to Primal beings
• Terrible knowledge of the Adversary’s host, including Adepts, parabiologicals,
and undead
• Guidance for running stories in a world of war, myth, and horror

$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?

Armageddon is a complete roleplaying game. In it, you will find


• A fantastic setting filled with angels, demons, gods, supernatural servants . . . and
the humans struggling to survive and even triumph
• Detailed character creation rules ranging in power level from normal humans to
gods incarnate
• The ultimate exposition of the Unisystem, a universal game mechanic fully
compatible with CJ Carella's WitchCraft, All Flesh Must Be Eaten, Terra Primate
and other fine games
• A brief overview of the types of weapons used in the ultimate war, from knives to
the Holy Fist tank
• Background information on the most powerful of the wartime bodies: The Alliance,
Heavenly Host, Infernal Legion, Lodge of the Undying, Pantheons, and Watchers
• A variety of metaphysical arts including Magic, the Sight, Necromancy, Divine
Inspiration, and Spirit Patrons
• Specifics on the capacities, powers, and limitations of numerous non-human
entities, from angels to immortals to Primal beings
• Terrible knowledge of the Adversary’s host, including Adepts, parabiologicals,
and undead
• Guidance for running stories in a world of war, myth, and horror

$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

A Game of War, Myth, and Horror


ARMAGEDDON
Writing and Game Design: C.J. Carella
Editing and Development: M. Alexander Jurkat
Copy Editing: Andrew Ross and Ross Isaacs
Playtesting: Rollin Baker, Mike Bandoian, Tommy Brownell, Nathan Bowerbank,
Keith Darr, Jordy DelaCruz, Luis A. Feliciano, Shay Florence, Trevor Freutel,
Allyn Glosser, Derek Guder, Daniel Hassell, Thomas Hassell, Michael Herman,
Darren Hill, Brian Isikoff, JJ Kirkland, Karsten Liegmann, Thom Marrion, Dave Myers,
John Polack, Craig C. Randall, Nathan Reed, Tracy Shaw, Wayne Shaw, Chris Stansbury,
Amen Sterling, Yilbber Vargas, Mike Wallace, Ben Zitzer
Layout and Graphics: Alexandros Vasilakos and George Vasilakos
Cover Art: Christopher Shy
Interior Art: David Allsop, Guy Davis, Travis Ingram, Mark A. Nelson, Dan Oropallo, rk Post,
Michael Sutfin, Karl Waller, Bernie Wrightson

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.

Produced and published by Eden Studios, Inc. under exclusive license.

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.

Reader discretion is advised.

Comments and questions can be directed via the Internet at www.edenstudios.net/armageddon,


via e-mail at eden@edenstudios.net, or via letter with a self-addressed stamped envelope.

First Printing, June 2003


Stock EDN5000 ISBN 1-891153-21-8
Printed in the USA

A Word to the Wise


The Armageddon RPG is a work of fiction, meant to entertain. It is not an occult
manual, or a religious work. None of the concepts, ideas, and elements of this game
are meant to be accepted as “real.” If you think that this or any other roleplaying game
has any bearing on reality beyond that which a novel or a movie might have, you
probably should seek professional help.
Some of the themes and ideas of Armageddon are better suited for mature audiences.
Parents should decide if this book is appropriate for their children.
2 —Carlos J. Martijena-Carella
Table of Contents
Chapter One: A Taste of Doomsday 4 Chapter Six: Associations 168
Summary of Chapters 11 Alliance 172
Conventions 11 Heavenly Host 175
About the Author 12 Infernal Legion 181
Roleplaying 12 Lodge of the Undying 184
Pantheons 187
Chapter Two: Setting 14 Watchers 191
Cosmology 19
Human and Inhuman 21 Chapter Seven: Metaphysics 194
Timeline 22 Essence 198
Taint 24 Magic 203
From Millennium to War 25 Invocations 209
Global Status 29 The Sight 225
A Time of Heroes 35 Necromancy 235
Divine Inspiration 239
Chapter Three: Roles 36 Spirit Patrons 243
The Creation Process 40
Character Concept 40 Chapter Eight: Inhumans 248
Character Type 47 Celestials 251
Associations 53 Kerubim 261
Attributes 59 Exiles 266
Qualities and Drawbacks 65 Nephilim 268
Supernatural Qualities and Drawbacks 79 Primal Beings 270
Skills 85 Avatars 270
Metaphysics 99 Incarnates 272
Possessions 100 Inheritors 272
Finishing Touches 101 Aspects 275
Archetypes 102 Primal Powers 280
Deities and Their Aspects 296
Chapter Four: Rules 112 Spirits 297
Running A Game 115 Servant Races 299
Dice 116 True Immortals 302
The Basic Rule 119 Atlantean Arcana 307
Tasks 119
Tests 119 Chapter Nine: Adversary 312
Resisted Tasks/Tests 120 The Rise of the Church of Revelations 315
The Role of Luck 121 The Process of Conquest 317
Encumbrance 122 Life in the Conquered Territories 319
The Outcome Table 123 The Church of Revelations 320
Getting Scared 125 The Army of Revelations 324
Combat 125 Taint 326
Breaking Things 137 The Adepts 328
Injury 138 The Dark Apostle 331
Recuperation 139 Creatures of Leviathan 332
Vehicles 142
Experience 145 Chapter Ten: Chroniclers 336
Stories 339
Chapter Five: Tools 148 Setting 339
Close Combat Weapons 151 Supporting Cast and Adversaries 341
Ranged Weapons 152 Story Plot and Mood 341
Explosives 154 Themes 341
Setting-Specific Weapons 157 Story Ideas 342
Armor 160
Vehicles 161 Glossary 344

Index 348
3
CHAPTER ONE:
A TASTE OF DOOMSDAY

And I saw, and behold, a white horse:


and he that sat on him had a bow; and a
crown was given unto him: and he went
4 forth conquering, and to conquer.
—Revelations 6:2
Brothers lift hands against
one another; the ties of kinship
are torn; full of hate is the
world and of shameless
adultery; ax-time, this is, and
sword-time, shields are cloven;
storm-time this is, and wolf-
time; the end of the Earth.
—the Prose Edda

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.”

Greg reached towards his forehead, and felt ****


caked blood—and something thicker he At first, Greg did most of the talking.
hurriedly rubbed off his fingers—almost right “Before I begin, I’d like to see how much you
between his eyes. “How come I’m not dead?” know about the world,” she told him. “That
“Mostly, you healed yourself, Gregory way, all I have to do is fill in the gaps as you go,
Fairchild,” the woman replied. “I helped and finish up afterwards.”
somewhat, but if you couldn’t heal yourself, you Greg nodded. She wanted to know how much
would have died in the seconds it took me to kill he kept up with world affairs. Even now, some
those men.” people did not know what was going on, caring
“How could you kill those men?” He more about sports scores than the harsh realities
remembered them well enough. There had been of war. They might not have a clue until enemy
four of them, and they all had pistols or tanks were rolling down the streets of
shotguns. The woman simply gestured towards Manhattan. Greg had been a history major,
his window. though, and he had the added incentive that
“See for yourself,” she said simply. current affairs might determine his fate, in or out
a uniform.
Greg did. He had almost made it to his
apartment when he’d been shot. From his “Okay, let’s see,” he started, clearing his
window, he could see out the street. And he thoughts. “I guess it happened in 2009, when
could see the car—the burning hulk of the car— everybody in Munich died.”
lying on its side. There were a number of cop “2008, actually, but as good a beginning as
cars and fire engines at the scene. This any,” she said. “Go on.”
neighborhood wasn’t a Safety Zone, so a shoot- “So, everybody in Munich wakes up dead one
out like this had to attract attention. So she had morning, except there is this one guy, standing on
killed them. some tower, waving at the news choppers.” Greg
“What—you pack a flamethrower in your remembered the old footage, which still played
purse or something?” on television, eight years later. The man, perhaps
She shook her head. “No, but I have a few in his thirties, loomed over the carnage like some
tricks up my sleeve.” ancient god come to life. “He called himself the
Apostle, and he created this cult around himself,
“So you are a witch.” the Church of Revelations.”
“I already told you I’m not. Are you calling “The cult existed before the Apostle first
me a liar?” appeared,” Daele corrected. “It made its first
Greg decided that annoying a woman who had public appearance in 2000. And it was active,
disposed of a carload of armed men was not a long, long before then.”
smart idea. Unfortunately, his mouth had other
ideas. “So what are you then?”
“If you say so. Anyway, the Apostle 7
overthrew the German government in ‘09 or ‘10,
Chapter One
I believe.” Greg remembered his father watching way—in the world. The ones that got killed did
the news in utter disbelief, the fear naked on his so stupidly. They waited until the humans had
face when Greg asked him what was happening. been utterly defeated, and then they jumped in to
“It was very ugly. He killed people by the get slaughtered as well.” Her face grew angry,
carload. And then his army invaded France, and, Greg, thought, also sad. “Those brave
almost like World War II all over again. Which fools. So many dead, and for nothing.”
of course, made no sense. France, Russia, almost Greg decided to continue. “So, the Army of
everybody had nukes. Territorial conquest had Revelations continued to roll through countries.
become obsolete sixty-five They even reached Mexico,
years before. But they and were stopped at the U.S.
invaded anyway, and when border. So now we get
the French tried to use their bombed once in a while, by
nukes, they found they stealth bombers or cruise
didn’t work. No explosive missiles, and some say it’s the
fission or fusion reaction end of the world and that the
has worked since the Dark Apostle is Satan or the
Church of Revelations Antichrist.”
started the war. Nuclear Greg remembered who he
power plants still function, was talking to. “Is he?”
but nuclear bombs don’t.
It makes no sense. Do you “In a way, he is. If you
know why that happened?” are referring to the Great
Adversary, who has been
Daele seemed a bit taken mentioned in dozens of
aback by the question. sacred writings around the
“We have some . . . world, yes, that is him. If
theories. But no, we don’t you are thinking of Lucifer,
know why that happened.” no, it’s not him. Lucifer
She smiled ruefully. “To be exists, and he and his Fallen
honest, we had always angels are quite capable of
assumed that nuclear great mischief, but in some
weapons would play a ways he’s the least of our
major role during this problems.”
conflict.”
She took a deep breath
That didn’t sit well with before continuing. “You’ve
Greg. If the angels did not covered the basics. I’ll try to
know what was going on, fill in the rest.
who did? “So, with no
nukes to slow him down, “The Church of
and with an army that had Revelations worships an
appeared overnight, entity they call Leviathan,
complete with hordes of the Ancient Great One.
monsters and weird magic, They think it is God, or a
the Church of Revelations god, or at least a force that
conquered Europe, kicked will reward them with power
the asses of the Americans that arrived to help, for their services. They are wrong.
and then started spreading to other continents. “Leviathan is a being from Beyond. It is not
Asia, South America, all over. They bombed from our reality. You and I have a closer kinship
Jerusalem and that Holy Rock the Muslims have with some silicon-based life form that might live
in Saudi Arabia, and they killed the Pope. on a planet in Alpha Centauri than Leviathan
Although you angels tried to stop them.” And has with anything that lives in this Universe. The
failed, he did not add. basic building blocks of reality are made of a
substance or energy pattern, which occultists call
8 “As I will explain shortly, ‘they’ angels are not
Essence or Ether. Leviathan’s universe is made
‘we’ angels. There is more than one group of
angels—we prefer the term Seraphim, by the of a different energy, like anti-matter is to matter.
A Taste of Doomsday
The two don’t mix well. When beings like “Correct. Although the goodness of the ‘good’
Leviathan manifest on Earth, the world starts to angels can sometimes be overestimated, as can
become twisted. Water turns to blood. Children the evil of the ‘bad’ ones. The third group is
are born with strange deformities. Monsters formed of angels who came to Earth long ago, to
walk the land. better understand Humankind. We call ourselves
“You have seen the Marks, yes? The Believers Watchers. We also beget children from among
who worship this monster bear them on their humans, but unlike your father, we do not
hands and foreheads. They are more than abandon them. And we look for any missing
symbols. They are the beginning of the Taint, a orphans. Especially now, when we need all the
connection between Leviathan and its help we can get to fight off Leviathan.”
worshippers—and through them, between Greg was only half-listening. The facts he had
Leviathan and Earth. Eventually, that Taint will heard were just beginning to sink in.
transform and destroy those who bear it. “So I can fly and glow in the dark when I want
“Leviathan has yet to manifest on Earth. If— to?” he asked. Better to deal with the details,
or when—it does, reality as we know it will cease and not think about the rest.
to exist. We will become whatever its twisted Daele shook her head. “No. Your human
vision demands. We will lose the most precious nature is stronger in some ways. Which is good.
gift of all, free will.” Humans were made in the likeness of the
“So what is stopping it?” Greg blurted out. Creator, you know, while we Seraphim will never
“God? The angels?” be more than servants. Some angels hate that
“Actually, you are. Humans, that is—and you fact—Lucifer was one of them, but he has plenty
are mostly human, after all. As long as one living of company, both among the Heavenly Host and
human refuses to accept Leviathan in his heart, the Infernal Legion.
there is hope. “The Nephilim have a number of special
Well, that explained some things—like the abilities. For one, you are almost impossible to
forced conversion of all the conquered kill. The men who shot you were prepared to cut
populations. But it sure as hell didn’t explain the you to pieces, douse your body with gasoline,
other thing she had said. “What do you mean, and then burn it to ashes. The gunshots were just
I’m mostly human?” meant to slow you down while they did all that.
By the time I dragged you to the apartment, you
“Well, you are mostly human, but one of your had recovered from half a dozen wounds that, on
parents was an angel. You are Nephilim.” a mortal, would have caused an instant kill.”
“You mean the guy who—? He was an angel?” Greg looked at the bullets on the plate.
Greg had heard the tale; his parents had told him “Neat,” he said tonelessly. “So why were they
the truth when he was fifteen. His mother had trying to kill me?”
been pregnant with him when she had married his
father. Dad had known about it, had adopted “The Watchers are not the only ones looking
Greg, and raised him as his own. Ma had never for Nephilim,” she explained. “The agents of the
spoken about the other guy, who had abandoned Church also operate in America, and whenever
her before she knew she was pregnant. Until they find one of you, they try to eliminate you
now, Greg had never had any interest in learning before you can be discovered. And not just
anything about his natural father. Nephilim, either. There are many other beings
out there who threaten Leviathan. The Old
“Yes, he was an angel of the Heavenly Host,” Gods of myth also exist, and they have their own
she admitted, “who became enamored of a semi-divine children living among humans. Also,
woman, and committed what their kind consider some humans have magical powers, or the
a great sin. He abandoned her in shame, and Second Sight. Others are true Saints—linked to
probably confessed and was punished. Which the Creator in ways we angels cannot imagine.
brings me to something I had mentioned earlier. This is a War that involves everyone, and there is
Not all angels are the same. There are three no escaping one’s place in the war.”
major groups of us. The identities of the larger
two should be simple to guess.” With a sinking sensation, Greg understood.

“Sure. Heaven and Hell,” Greg said absently.


He had been drafted after all. Except he would 9
be fighting a side of the War few knew about.
“The good angels and the bad angels.”
Chapter One
Introduction
War, disaster and epic struggles are the source
of many powerful tales. Conflict and
overcoming adversity are basic elements of life,
Armageddon and WitchCraft
and we sometimes want to see those elements Armageddon is a possible future for the
magnified in our tales. world of WitchCraft. Here, the Reckoning
Armageddon is one of those tales, a game has finally arrived, in a shape that has
where warriors meet to decide the fate of surprised most of the Gifted. There are
humankind. It is a time of heroic deeds, but also some important differences in tone and
a time of doubt and fear, where every belief and content, however.
certainty is challenged. WitchCraft is like an occult version of
Angels and demons walk the Earth, but their film-noire, with hidden conspiracies,
apocalyptic struggle has been somehow pre- veiled threats, and shadowy monsters that
empted by another, more fundamental conflict. walk like men. Armageddon is like a
Ancient foes must bury their grudges and join metaphysical war movie, with larger-than-
forces, and even work together with humans— life heroes, and an overt, terrible enemy.
the sinful, apparently weak and powerless WitchCraft is Anne Rice meets Stephen
humans who are the key to victory. As the world King meets Umberto Eco. Armageddon is
is wracked by war, humans and supernatural Clive Barker meets Tom Clancy meets
beings must fight for their very existence. Star Wars.
Armageddon can be played many different Chroniclers running a WitchCraft
ways. It can be a game of action, with players campaign can use some of the information
assuming the roles of soldiers in the trenches of or characters of Armageddon in their
21st century warfare, mystical conflict, or games, but they need not consider this book
guerrilla wars against a superior foe. It can be a to be “the” future of WitchCraft. Each
game of modern myth, with heroic demigods or Chronicler runs her own game, and if the
incarnated angels joining in the struggle. It can idea of a world war a few years from now
be a setting for horror stories, where a seductive, is not her vision of the Reckoning, then by
overwhelming evil steadily takes over the world all means she should do something else.
and corrupting the souls of everyone it touches. Owning a copy of WitchCraft is not
Players can take on the roles of normal men and necessary to play Armageddon, and vice
women making a stand for the fate of versa. Each game is a stand-alone product.
humankind. Alternatively, they can become Fans of WitchCraft, however, will find old
magicians and heroic mortals, or god-like beings friends here—the Covenants of the Gifted
confronting a darker, and greater, power. in a twenty-first century setting, beset by
enemies and trying to make a stand for the
sake of the world. Similarly, those who
purchase this book may find useful material
in the other. Finally, Eden Studios greatly
appreciates those who buy both books (and
all the supplements).

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.

Armageddon Timeline 1990-2000—Strange occurrences, always a


staple of yellow journalism, are increasingly
1980—Birth of the Magic Generation. A reported in more main stream media. Bizarre
disproportionate number of people are born in murders, unusual cults, and the like increase in
the following years with magical or psychic frequency and intensity.
abilities. On December 25, a newborn is found
abandoned outside a church in Munich, 1998—Johann Goering joins the Armed
Germany. The baby is adopted by two married Forces.
doctors and baptized Johann Goering. 2000—The New Millennium arrives. Psychics
22 and occultists begin seeing dark omens and
1985—A bizarre murder-suicide ends the lives
of Johann Goering’s parents. signs of an upcoming conflict. The Church of
Revelations (CoR) starts to secretly convert
Setting
The rise of monotheism was not mere The Mad Gods
happenstance. Even as human missionaries
gained converts throughout Europe, the The Sephyr are not the only Greater Beings in
Heavenly Hosts besieged and overwhelmed the existence. The most alien and dangerous of the
pagan pantheons. The Seraphim forced the Others are beings known as the Outsiders or the
Titans to stay out of the affairs of the mundane, Mad Gods. Not native to our universe, they
and most of them became the Old Gods, come from bizarre, twisted levels of reality as
remembered only in folk tales and ancient myths. incomprehensible to angels as they are to
Centuries later, some Titans returned to the humans. Their mere presence warps reality,
world, but in utter secrecy, afraid of attracting much like a black hole warps light. They are
the wrath of the Seraphim. cancerous tumors in the cosmic body, and only
the most insane and corrupted creatures in our
reality tolerate or welcome their presence.
Immortals The nature of the Mad Gods is legion, as alien
Not all the ageless beings living unnoticed to each other as they are to us, and they often
among humankind descend from powerful war amongst themselves. They attract into their
supernatural entities. A subspecies of humans, service society’s rejects and misfits, those who
said to be descended from the fabulous have grown to hate their existence, and who wish
civilization known as Atlantis, has existed for to remake the world in their own warped image.
millennia. Their numbers have always been Even the most hateful demon hesitates before
small, although they have grown steadily in the dealing with beings such as this. Among their
past century. Hard to kill, these True Immortals own kind, the Greater Beings forbid trafficking
stop aging upon reaching the prime of life. with these powers, the one rule enforced to the
What they do with this gift varies widely. letter by all: pagan pantheons, elemental
Some tried to usurp the gods, and were dragons, and angelic hosts.
eventually hunted down by Titans or Seraphim. Many Mad Gods beset our world. There is
Most operate in utter secrecy, after experiencing Nath-Shagraa, the Blood God, once worshipped
the hatred and fear of mundanes. A few by dark Aztec cults. Or the Kraken, a being from
participated in the ancient conspiracies an aquatic reality whose manifestations gave rise
influencing the affairs of humankind, pulling the to many legends of sea monsters prowling the
strings of politicians and world leaders, and deep waters. First and foremost among them,
fighting other bands of plotters with the same however, is the being known as Leviathan, the
intentions, but different agendas. First Invader. According to sacred writings, the
Enemies of angels and demons, mistrustful Creator cast it out of our reality, the corrupt
(and sometimes contemptuous) towards “mere civilization of Ultima Thule worshipped it, the
mortals,” and often embroiled in ancient horrors crafted by Nazi Germany stirred into
vendettas, the Immortals are the wild cards of hateful wakefulness, and now it is the force
Armageddon. Some of their organizations have behind the nightmares that are the CoR and the
the potential to be of immense help in the Dark Apostle.
struggle against the forces of darkness; others
have been lured into serving the Adversary.

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 New Age follows. Reports of unexplained


supernatural as real. Religious extremists start 23
persecuting purported “sorcerers” and
phenomena reach unprecedented heights. supernatural creatures.
Chapter Two
Taint submit are killed. With this process complete,
Leviathan will once again manifest in this world,
Armageddon tells the story of the corruption remaking it in its image. From Earth, it will
of all that is. A taint held in check by the reach toward the rest of the Universe, devouring
structure and powers of the many worlds has and absorbing all Reality. With humankind as its
been loosed. For ages, the taint hovered at the willing slave, it might well succeed.
periphery of the cosmos, knowledge of it barred
lest it get too strong. At various times, it Believers
approached the known world, but never has it
come so close to crossing over. During these End Becoming a Believer (as the followers of the
Times, the taint is manifest in the CoR and the Church call themselves) goes beyond the normal
Leviathan. conversion process common to most religions.
The Believer undergoes a warped mystical
experience. A cold voice whispers into his mind,
The Church of Revelations offering power, wealth, prestige—whatever he
lusts for. This seductive voice always holds a
The main antagonist in Armageddon is the
disquieting, dark overtone, however. The would-
Church of Revelations (CoR). This organization
be convert knows, deep in his heart, that to
combines the fanaticism of the most extreme
accept the gift would be wrong in a fundamental,
cults with the ruthless efficiency of the Nazis. It
unequivocal way. The rich, sweet taste of the
holds enormous supernatural power, wields the
fruit is never quite enough to mask it’s darkly
most advanced technologies, and spreads a
rotten core. Unfortunately, that is not always
seductive, corrupting doctrine garnering it
(not even quite often) enough to deter them from
millions of followers.
accepting Leviathan’s gifts. Those who convert
The CoR worships Leviathan, whom it calls find their desires soon fulfilled, invariably
the True God, unjustly banished and now through tragic twists of “fate”—the man wishing
returned to reclaim His Kingdom. The trappings for a promotion gets it when his superior dies in
of the Church ape Christian, Islamic, and a car crash; the college student lusting after a girl
Buddhist models, but its doctrine is one of rigid gets his chance when she accidentally ingests a
intolerance and corrupt seduction. Through dose of a powerful aphrodisiac that warps her
service in the Church, one’s fondest, darkest judgment.
wishes become true. The Church encourages the
Once the person accepts the first gift, the
fulfillment of one’s desires, with no care for the
corruption process begins. He soon acquires the
feelings or rights of others—provided one’s
Mark of Leviathan: a circle with two spikes,
service to the Church does not waver, and the
oddly similar to the international symbol for
strict hierarchy is not violated or disrespected.
hurricanes, appears on the convert’s hand or
Unquestioning loyalty is demanded, and almost
forehead. Among those with the potential for
always granted by the followers.
Gifted powers, this Mark helps awaken their
The goal of the CoR is to spread the cult of latent abilities, and channel them into the service
Leviathan until every living man, woman, and of Leviathan. Even the mundane gain a greater
child willingly converts. All those who refuse to sense of the supernatural than before.

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.

2010—Germany falls. Believer-controlled The United Nations holds an emergency


police and military units, supported by secretly meeting to deal with the crisis. A lone suicide
trained paramilitary bands equipped with bomber, later identified as a U.N. translator,
ultra-modern weapons, seize members of the detonates an explosive device carried on his
Bundestag and Bundesrat (German person, killing thirty-three delegates. An
parliaments) and the Chancellor. The Dark autopsy reveals the Mark of Leviathan on his
Apostle becomes the Supreme Leader of all forehead.
Germany, and High Priest of the CoR. The Nations around Germany try to seal their
28 German armed forces engage in a brutal borders. Refugees trying to flee German soil
internal. All those who refuse to convert are are fired upon by soldiers of the First AoR.
killed. The First Army of Revelations (AoR) is
established.
Setting
Meanwhile, the war opened on other fronts.
Turkey became the second nation to join the
Church, and its armies, also equipped with
new, cutting-edge technologies, swept through
Iraq and Syria. Greece became a giant
battleground, and the ancient gods of those
regions roused themselves from ages-long
slumber. In the following years, Argentina and
Vietnam became the third and fourth nation
members of the Church. It became clear by
then that the enemy represented a world-
spanning network undreampt by the most
fevered conspiracy theorist.
For the U.S., the final shock came when the
Third AoR advanced through Mexico, heading
north towards Texas. For the first time in two
centuries, the American mainland was threatened
by a foreign foe. The U.S. Army and National
Guard poured south to meet the enemy. Mexico
ceased to exist as a nation as the country
descended into chaos. The Revelationists were
stopped, but not before bombing raids leveled
much of San Antonio and several other cities of
the American Southwest.
By the end of 2016, the war hung in the
balance.

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.

Sightings of angel-like appearing over 2013—Most of Western Europe comes under


battlefields are reported. Superhuman beings the control of the First AoR.
claiming to serve mythological gods are also The Argentinean government falls, replaced by
reported by shocked eyewitnesses in battles the Supreme Archbishop of the Church of
throughout Europe and Asia. Revelations. The “cleansed” Argentinean
2012—President Beatrice Holland is elected Army becomes the core of the Third AoR.
by a significant majority. Chile, Paraguay, and Uruguay are quickly
Bombs continue falling over Britain, the U.S., absorbed. Aircraft deploying from Argentina
and the Nordic nations, which remain bomb cities in South and North America. 31
unconquered.
Chapter Two

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—Switzerland is overrun. A conspiracy including several religious,


Vietnam becomes the Fourth Archdioceses of military, and business leaders attempts to
the CoR. Local Revelationists overrun parts of overthrow the U.S. government. The
China, supported by the Fourth AoR and by movement is dominated by religious extremists
more monstrous beings, summoned by the who wish to “cleanse” the nation in
Church Priests. preparation for the war. Gifted sorcerers and
psychics uncover the plot, and the principal
A freak storm is destroyed the First Fleet of conspirators are arrested.
Retribution in port. Some reported that the
32 damage is caused by the Norse gods.
Setting
The Americas Instead, bands of guerrillas conduct harassing
operations from bases in the countryside or among
The AoR rules supreme over most of South the populace in the cities. In many places, these
and Central America. Of the nations of South operations make entire provinces or regions
America, only parts of Brazil remain free. The ungovernable, and the Believers hold only the
U.S. stationed several Marine divisions in zones directly in range of their guns. In others,
Venezuela to protect valuable oil fields, but they guerrilla activity is little more than an
were pushed off into the hinterland, and the inconvenience, and would-be freedom fighters are
fields are now burning wrecks. So far, the quickly rooted out and executed.
Marines and the remnants of the Venezuelan and
Communist China was destroyed by surgical
Brazilian Armies, helped in part by the Andes
strikes that eradicated the nation’s entire
mountains and the Amazon jungle, have
leadership, and by devastating armored attacks
managed to keep the invaders at bay.
that crushed whole armies. A nation with over a
Canada’s armies fighting inside the U.S. billion citizens is not so easily conquered, however.
under the auspices of the United Nations. Tens The Revelationists, even reinforced by millions of
of thousands of Canadian soldiers stand along Chinese converts, lack the firepower to completely
the Mexican border, fighting side by side with suppress every factory, every armed uprising, and
their American neighbors. The Quebec every secret society. By 2016, the AoR could lay
Separatist movement, which has been claim to only about a third of the country, and
infiltrated by the CoR, poses the main threat to even there it has to deal with constant guerrilla
Canada’s well-being. Denounced by even most activities. The rest of the country is in a state of
Quebecois or its terrorist tactics and separatist anarchy. Starvation, plague, and banditry, caused
agenda, the underground group becomes more by the breakdown of communication and
brutal with each passing day. commerce, ravage many regions.
The Spirits of the Amazon: A number of native A few places have been luckier. The ports of
shamans deep in the Amazon jungles conduct Hong Kong and Shangai come under Japanese
their own war against the AoR. Using magical protection. The two cities are safe but are
powers that have not been as strong in centuries, hotbeds of intrigue and espionage, thoroughly
these medicine men attempt to heal the jungle infiltrated by Revelationist spies, profiteers, and
while also repelling the invaders. A horde of crime lords.
nature spirits and other beings who dwell deep in
India, which by 2010 had passed the billion
the heart of the jungle aid those efforts.
mark in population, was a similarly tough nut to
crack. Too numerous to overwhelm and fiercely
religious, the Indian peoples have resisted the
Asia invaders with stubborn courage. Unfortunately,
Much of Asia has been overrun by the AoR. large numbers of people have become worshippers
Large areas of India, Southeast Asia, and China of Leviathan, especially the poor and the outcasts,
have been conquered, and resistance elsewhere is who saw little profit in remaining true to the old
disorganized and primitive at best. Nothing ways. Still, resistance remains fierce, with horrible
resembling a modern army remains on the atrocities perpetrated against those suspected of
mainland; the AoR air power has seen to that. collaborating with the invaders.

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.

Qualities and Drawbacks: Depending on your


motivations and previous history, you may have Wanderer
a wide variety of Qualities and Drawbacks. You are a modern-day nomad, never staying in
Some of you are Covetous, being motivated by one place for too long, never settling down.
the desire for power, while some might be Eventually, you always find an excuse to move on.
Obsessed with the desire for knowledge. Many Maybe you are afraid of the responsibility of
of you have low or average Resource levels, but committing to one place and the people in it, or
your school or teacher counts as a Contact. perhaps you feel there is something better waiting
Professions: Since you must spend most of for you in the next city, or you might just be driven
your time pursuing your vocation, you generally to travel and see new things. Unlike the Fugitive,
work at part-time jobs. You might be anything you are motivated by your own inner demons or
from a librarian to a waiter to a bouncer. yearnings. Like many nomads, you may have a
Sometimes you are employed by the school in a “circuit” of places you visit periodically, so that
number of capacities. anybody who knows you has some an idea of
where you’ll be at a given time of the year.
Alternatively, you may wander at random, rarely
Survivor returning to the a place you previously visited.
You have lived through horror and tragedy. You travel through countries or continents,
Whether you endured life with an abusive family, sometimes by vehicle, sometime on foot or
were victimized by a crime or accident, or relying on the kindness of strangers. The
underwent some devastating trauma, you were remote roads of Armageddon’s America are
able to endure and carry on. Your experiences dangerous places, and those of you traveling
have affected your life; in some ways, you are a therein have to be quite adept at a number of
far stronger person, but you still carry the scars mystical and mundane skills if you hope to
(physical or psychological) of your ordeal. survive. You who choose the roads less traveled
You may have been affected by a supernatural often find signs of the Taint in small towns and
event or experience, or by the horrors of war. lonely trails, haunting the wilderness or hiding 45
You might have been raised by a dark cult that in the cities’ underbelly.
Chapter Three
Your type works best for short Stories where You can be a veteran of a war (or, the
you arrive at a locale, deals with whatever conflict reincarnation of a veteran from many wars
you encounter there (working with local Cast through history!), who has acquired a taste for
Members), and then move on, or Stories where all battle in addition to the skills to fight in one.
the characters are also on the move for their own You may be reluctant to get into a fight, but once
reasons (the other Cast Members could also be you are in one, you plan to see it through.
Wanderers, Fugitives, or Seekers). On the other Defining Questions: Where did you first fight
hand, you might decide to stay in a place for an in combat? Where and how were you trained?
indefinite period of time if there is a compelling What do you do now? Do you go out of your
reason for it (i.e., for the duration of a Story). way to seek fights, or do you prefer to avoid
Defining Questions: What made you choose violence except when necessary?
your nomadic lifestyle? Do you have a Qualities and Drawbacks: Most of you have
destination (real or imagined) in mind? What is Situational Awareness, Fast Reaction Time, Hard
your preferred mode of transportation? How do to Kill and other physical and combat-oriented
you make a living as you travel? Do you stick to qualities. Some of you may have mental
a general route, going back and forth between a Drawbacks as a result of your exposure to the
string of destinations, or do you wander horrors of war.
aimlessly, always going to a different place? Do
you make friends in your travels, and do you Professions: Soldier, bodyguard, martial artist.
ever return and visit them? What are your
favorite places to visit whenever you arrive to a Weird One
new destination?
You do not belong in normal society. Maybe
Qualities and Drawbacks: Some of you are it’s just how you look—maybe you dress funny,
motivated by a negative mental trait such as or are overly fond of tattoos and body piercings,
Obsession or Emotional Problems. Most of you or deliberately flaunt fashion. More likely, it’s
do not have much in the way of Resources, and how you act. You may have beliefs, attitudes,
only own a vehicle and whatever you can carry in or behaviors that strike others as odd or
it. Those of you who follow a specific path back disturbing. They may think you are crazy—and
and forth often have Contacts (and Adversaries) they may be right.
on some of your customary stopping points.
Many Gifted are Weird Ones. Being raised by
Professions: Most “ordinary” jobs are difficult a family of magicians, believing that magic and
to perform if you do not have a permanent spirits exist, would certainly qualify you for the
address, so you tend to stick to temporary work, scorn and disbelief of society as a whole. While
such as farm hand or fast-food employee. Many these things exist and are generally public
of you have to do what you can to earn enough information, openly practicing magic or other
money to move on: you might play the guitar at metaphysical abilities is regarded as “weird.”
a club in one town, and pick fruit for minimum You may no longer care about conforming to
wage at another town. social rules of behavior, or may have been so
deeply traumatized that you are not able to
Warrior follow those rules.

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

Race and Campaign Level


In Armageddon, humans are not the only characters available. Celestials—angels and
mythological gods—are also part of the conflict. Demigods, the hybrid offspring of angels and
humans, and True Immortals can be used. Not all these “races” are appropriate for a given game,
however. A Story about urban survival in the face of chaos and supernatural influence may not
work with glowing angels tossing around bolts of energy, for example. Also, the more powerful
races are too expensive to use in all but Legendary or Mythical games. Outlined below are some
guidelines as to what races are appropriate to a given game style. Humans are appropriate for all
power levels, although at the higher levels, they are humans with superhuman abilities, set apart
from the rest of the world by their abilities.
PRE-HEROIC GAMES: Generally speaking, only humans are appropriate for Pre-Heroic Games.
With a lot of point-juggling, it just might be possible to play some of the weakest supernatural
beings, but the result will not be very convincing.
HEROIC GAMES: The lesser run of supernatural, like True Immortals (who use the Gifted Character
Type), as well as inexperienced Kerubim, Seraphim, and Inheritors, are appropriate to this level.
LEGENDARY GAMES: Lesser Seraphim, Avatars, and experienced members of the aforementioned
races work best with this point total. Common and Greater Seraphim, as well as Incarnates, can be
created with these points, but they represent less mature members of those races—perhaps “young
ones” either recently born or who have spent millennia in the dream-like state known as Ecstasis.
MYTHICAL GAMES: Very powerful and ancient members of the lesser type of supernatural, and
typical members of the greater races like the Seraphim and Incarnates can be created with those
point totals. Even at these levels, however, the more powerful Celestials, like Archangels or Titans,
are beyond the point allotments given here. Those beings have point totals in the hundreds, and their
basic abilities, limits, and powers are far greater. Fortunately, they are not numerous, and they rarely
risk themselves by taking action directly in the world.

Heroic Characters The Gifted


Heroic characters are larger than life, but are “We can see what others can’t, and can
not overwhelmingly powerful. Their abilities, perform impossible feats. But it is no blessing,
influence, and experience are great, but they are I’m afraid, for what we see is often horrible to
not the “movers and shakers” of the war. behold, and we must perform impossible feats
Instead, they are the “foot soldiers,” the agents just to stay alive.”
who put themselves in harm’s way, often for
purposes they do not fully understand.
The Gifted possess special powers and senses,
Most Heroic characters are Gifted (with full- and have spent time honing their abilities. For
fledged supernatural powers) or Lesser Gifted this reason, they have a decent amount of points
(with better skills and Attributes but lower to purchase Metaphysics, special powers, and
special abilities). Mundane characters are given abilities. Being Gifted also has disadvantages.
a great many points to spend on normal These characters have powers that make them
Attributes and skills, but have no supernatural easily noticed and targeted by supernatural
abilities. They are at a disadvantage in most predators, other Gifted, and Mundane enemies.
games, but can make for interesting characters, Also, the Gifted are the most likely to be dragged
supplementing mystical knowledge with simple along by the currents of Fate; strange events
mundane know-how. Lesser Supernatural seem to happen around them. They often find
characters are young, inexperienced people with themselves in dangerous and unusual situations,
49
a non-human heritage. ruining any chance of leading a normal life.
Chapter Three
Gifted characters get 15 points to distribute These characters have no supernatural skills
among Attributes, 10 points for Qualities (and whatsoever. Mundanes are at a serious
can gain up to 10 points in Drawbacks), 25 disadvantage in the world of Armageddon,
points for Skills, and 30 points for Metaphysics. because they lack the ability to face (and in some
Gifted characters must have the Gift Quality, or cases even perceive) many of the dangers hiding
they must belong to the True Immortal race; this beneath the shadows of reality. Mundane Cast
is what defines them, and the basic prerequisite Members should be extraordinary individuals
for their other abilities. (perhaps with a few Attributes near or at the
human maximum), whose great physical or
mental prowess allows them to be of assistance
Lesser Gifted to their Gifted allies and friends.
“I don’t like to rely on all that mumbo-jumbo Mundanes start out with 25 points for
stuff. If I need to contact somebody, I use the Attributes, 20 points for Qualities (and up to 10
telephone: who needs spells? Sometimes, though, points in Drawbacks), and 35 points for Skills.
you need more than guns and phones and cars to They get no points for Metaphysics (and cannot
survive, and I’ve got just a little edge I save for acquire the Gift Quality or any Supernatural
those occasions.” Quality that has the Gift as a prerequisite).

The Lesser Gifted are characters with only a Lesser Supernatural


touch of supernatural power. To make up for
their lower occult powers, Cast Members who “I’m not human, but I share many of your
select this type are more accomplished in other problems. I can be thwarted and made to suffer;
areas. Although weaker in the area of magic and I can even be killed. More importantly, though,
unusual abilities, the Lesser Gifted have higher I’m on your side.”
Attribute and skill scores than their more
supernaturally-adept counterparts. This is for Lesser Supernatural characters are not truly
game balance only; the “run of the mill” Lesser human, although they may appear so. They
Gifted character would have average Attributes belong to another order of being—Celestials, or
and skills. the hybrid offspring of Celestials and humans.
These characters are less likely to attract the They have great power but are not yet
attention of supernatural beings except when experienced enough to make full use of them.
they actually use their special abilities. They They could be young Nephilim Inheritors who
have a better chance of living a relatively just discovered their inhuman origins, or
peaceful existence, although their powers often neophyte Kerubim on one of their first
lead them into trouble. assignments. Although more powerful than
The Lesser Gifted start out with 20 points for humans, their natures can be sensed by the
Attributes, 15 points for Qualities (and can gain Gifted and other supernatural beings, making
up to 10 points in Drawbacks), 30 points for them easier to find, for good or ill. Supernatural
skills, and 15 points for Metaphysics. The Lesser beings also have many ancestral enemies, from
Gifted also must buy the Gift Quality, or must human cults to other inhuman beings.
belong to the True Immortal sub-race. Lesser Supernaturals start out with 15 points for
Attributes, 15 points for Qualities (and up to 10
points in Drawbacks), 25 points for Skills, and 25
Mundane points for Metaphysics. Finally, they must belong
“I don’t know what is going on, and I don’t to one of the supernatural races described in the
care. I’m sure there is a logical explanation for Qualities and Drawbacks section.
this, but for now I’ll humor you—you seem to
know how to avoid getting killed, even if what
you say is crazy.”

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.

Description: A group of Seraphim and Titans


founded the Watchers to help humans regain Using Other Associations
some of the knowledge they had lost after the The Covenants found in WitchCraft and
Flood destroyed the Elder Kingdoms. Persecuted such supplements as Mystery Codex or the
by both the Heavenly Host and the Pagan Abomination Codex can be used in
Pantheons, this organization stayed in the Armageddon, at the Chronicler’s discretion.
shadows for millennia, aiding humankind in All WitchCraft supplements have some
covert and subtle ways. They also spent that notes on using the organizations in the
time gathering powers for the inevitable conflict Armageddon setting.
with their fellow Celestials. The advent of
Leviathan’s Apostle caught them by surprise, and
now the leadership struggles to come to terms
with the new order of things. Many former
Watchers have joined the Alliance. Others fight
58 the CoR on their own.
Roles
Attributes It is recommended that at least one Attribute
Point be put into each Attribute. No Attribute is
Attributes are inborn characteristics of a useless, and concentrating Attribute Points into
character: her physical strength, intelligence, one or two characteristics makes the Cast
senses and so on. By selecting a set of Attributes, Member’s life difficult in the course of a game.
the player defines the limits of what the character
can and cannot do. For example, if the player Strength
buys a very low Dexterity, she should not be
surprised in the course of the game if her A measure of the physical power of the
character routinely fails at anything that requires character, Strength determines how much
grace and manual coordination. As the player damage the character inflicts with hand-to-hand
buys Attributes, she starts getting a sense of what weapons, how much weight she can carry, and,
the character is like. Is she strong but clumsy, in part, how athletic the character is. Since
tough but oblivious, alert but weak-willed? Strength is a result of the character’s physical
condition, it also helps determine how much
When determining a character’s Attributes
damage and exertion the character can withstand
(and in general, when creating a character), it is
before collapsing.
suggested that players use a pencil to write the
numbers down. This enables players to make Strength is useful to people who do a lot of
changes or use leftover character points from heavy lifting or are likely to engage in hand-to-
other elements to increase an Attribute. hand combat. Characters apt to have a high
strength include athletes, manual workers, and
There are two kinds of Attributes: Primary
soldiers. A low Strength indicates either small
Attributes and Secondary Attributes. Primary
size and body weight, or just a lack of exercise.
Attributes are purchased using Attribute and
other character points. Secondary Attributes are A character may safely high jump (Strength x
calculated from a character’s Primary Attributes. 10) inches (x 2.5 cm) and broad jump (Strength)
yards (meters). Double these numbers with a
good running start. Anything greater requires the
Buying Attributes character to “push the limits” and attempt a
During character creation, Cast Members get Difficult Strength Task; each Success Level grants
an allotted number of points to distribute to their the character an effective +1 Strength for purposes
Primary Attributes. The exact number of points of the jump only. A failure means the character
is determined by Character Type (see p. 47). miscalculated or stumbled. He jumps using an
Attributes can be bought up to level five on a one effective -2 Strength. That could prove disastrous.
to one basis (e.g., Strength 3 costs three points, The Strength Table details how much a
Strength 4 costs four points, and so on). character of any given Strength can lift without
Attributes after level five are much more much effort (carrying capacity). Higher weights
expensive: three points per additional level. can be raised with effort. Assume a maximum
Human beings cannot purchase Attributes past lifting weight—for brief periods (Constitution
level six, the absolute maximum (buying an minutes)—equal to double the carrying capacity.
Attribute up to level six would cost eight points).

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.

Str Dex Con Int Per Wil


Humans 0 (6) 0 (6) 0 (6) 0 (6) 0 (6) 0 (6)
True Immortals +1 (7) +1 (7) +1 (7) 0 (6) 0 (6) 0 (7)
Inheritors +3 (8) 0 (7) +3 (8) +1*(6) +1*(7) +1*(8)
Nephilim +2 (9) +2 (8) +2 (8) +1 (7) +1 (7) +1 (7)
Kerubim +3 (9) +2 (9) +3 (9) 0 (6) +1 (6) +1 (6)
Avatars +4 (10) +2 (8) +4 (8) +1 (6) +1 (6) +1 (6)
Lesser Seraphim +3 (10) +3 (9) +3 (10) +1 (8) +1 (8) +1 (8)
Seraphim +3 (12) +3 (12) +3 (12) +2 (9) +2 (9) +2 (9)
Greater Seraphim +5 (18) +4 (12) +4 (15) +3 (10) +3 (10) +4 (10)
Incarnate +6 (20) +3 (10) +4 (15) +2 (12) +2 (12) +2 (12)
* Inheritors may only raise one mental Attribute by +1.

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.

Life Point Formula Chart


Avatars (Strength + Constitution) x 5 + 60
Greater Seraphim (Strength + Constitution) x 5 + 150
Humans (Strength + Constitution) x 4 + 10
Incarnates (Strength + Constitution) x 5 + 150
Inheritors (Strength + Constitution) x 5 + 40
Kerubim (Strength + Constitution) x 5 + 50
Lesser Seraphim (Strength + Constitution) x 5 + 50
Nephilim (Strength + Constitution) x 5 + 30
Seraphim (Strength + Constitution) x 5 + 100
True Immortals (Strength + Constitution) x 5 + 15

Endurance Point Formula Chart


Avatars (Constitution + Strength + Willpower) x 5 + 50
Humans and True Immortals (Constitution + Strength + Willpower) x 3 + 5
Inheritors and Nephilim (Constitution + Strength + Willpower) x 3 + 30
Kerubim and Lesser Seraphim (Constitution + Strength + Willpower) x 5 + 30 63
Seraphim, Greater Seraphim and Incarnates (Constitution + Strength + Willpower) x 5 + 10
Chapter Three
Speed
This Attribute represents how fast a character
can run at maximum speed. It only comes into Character Creation Example
play on the few occasions when running speed is (Continued)
a consideration, such as when a character is
chasing or being chased by somebody. The Speed Jean calculates the Secondary Attributes of
formula is the same for all races. her Lesser Seraphim Graelle. She takes the
values from the Primary Attributes and puts
Speed Formula them in the appropriate formulas.
All Races: (Constitution + Dexterity) x 2 (miles per For Life Points, she adds Strength and
hour); Constitution + Dexterity (yards per second) Constitution (7 and 7, for a total of 14),
multiplies it by five (for a total of 70) and
adds 50. Graelle has 120 Life Points—she is
Essence Points one tough customer.
Essence is the amount of spiritual energy the For Endurance, she adds the character’s
character has within herself. It measures the Strength, Constitution, and Willpower (7, 7
strength of the character’s soul and life force. and 7, for a total of 21), multiplies the result
Essence is also the binding force of reality. This by five (for a total of 105), and adds 30 to
means that inside each human being are the the total, for a final result of 135.
building blocks of Creation. Magic, Inspired
Miracles, and other abilities channel Essence for For Speed, Graele’s Constitution and
a variety of powerful effects. Although Essence Dexterity together come to 14 (7 + 7),
is used primarily in the performance of magic, it multiplied by two gives 28 miles an hour, or
can also be temporarily drained by strong 14 yards per second. Not too shabby.
emotions (like fear and hatred), as well as by the Essence, an important factor to use
attacks of some supernatural creatures. Totally Graelle’s supernatural abilities, comes last.
draining a human being of her Essence can lead She adds all of her character’s Primary
to her death. The Gifted often have extra Attributes (for a total of 40 points), then
Essence, due to their greater control over the adds 60 points, for a sum of 100 Essence
flows of primal energy; this extra Essence is points. She hopes to buy some extra Essence
purchased during character creation as a Quality to raise the Pool, if she can afford the
(see p. 83). Each race’s formula as detailed on expense later.
the Essence Point Formula Chart.

Essence Point Formula Chart


Add all the character’s primary Attributes
together. Then add the following depending on
the character’s race.
Avatars +50
Greater Seraphim +70
Humans +0
Incarnates +75
Inheritors +20
Kerubim +50
Lesser Seraphim +60
Nephilim +30
Seraphim +65
64
True Immortals +25
Roles
Qualities and Drawbacks Numerical Qualities and
Qualities are innate characteristics that give
Drawbacks
the character an advantage or positive trait. Some Qualities and Drawbacks are expressed
Drawbacks are characteristics that somehow in numerical ways: the most common examples
limit or detract from the character. Qualities and include Attractiveness, Charisma, and Resources.
Drawbacks help round out the character, and can These are similar to Attributes. Qualities and
be helpful in roleplaying and in “succeeding” in Drawbacks change the character in positive or
the course of a game. negative ways. As a result, they are represented
Qualities are desirable traits, and therefore as bonuses or penalties. For example, a
they cost character points. Drawbacks, on the Charisma +2 represents a bonus of two levels on
other hand, are limiting factors, and as a reward any Task that involves influencing or
for acquiring them the character gains extra manipulating people through social skills, while
points. Points acquired from Drawbacks can be a Resource level of -2 indicates low income and
used in any point category—Attributes, few possessions, well below the national average.
Qualities, Skills, and Metaphysics. Unlike Attributes, numerical Qualities have an
average value of zero. If a player does not want
to deal with any such Quality, it is simply
Using Drawback Points assumed to have a base value of zero. Shifting
For point categories other than Attributes, the Quality below the average turns it into a
Drawback Points can be used on a one-to-one Drawback and gives the character extra
basis (i.e., one Drawback Point is equal to one character points.
point in any of those categories). Attributes can
also be bought, but at a more expensive rate.
Raising an Attribute with Drawback points has a
Qualities and Drawbacks
cost equal to the new Attribute level. For During Play
example, raising Dexterity from three to four
would cost four Drawback points. This cost is Some Qualities and Drawbacks may be
cumulative: raising Dexterity from three to five acquired or lost in the course of a game. In some
would cost nine character points (4 for level 4, cases, a Quality or Drawback might change. For
and 5 for level 5). example, a scarring wound could reduce the
character’s Attractiveness, or a change in fortune
might increase or reduce the character’s
Categories Resources or Social Level. When such a change
occurs, no experience points are involved. Only
Qualities and Drawbacks are labeled by
when a player wants to purposefully change a
category. For the most part, these categories are
Quality or Drawback must she spend experience
descriptive and do not affect play. In certain
points and come up with a good reason for the
circumstances, however, the category matters.
change (see p. 146).
The major example is Supernatural Qualities and
Drawbacks—generally Mundanes may not
purchase Supernatural Qualities or take on Creating New Qualities
Supernatural Drawbacks. The following
Quality/Drawback categories are used: Mental, and Drawbacks
Physical, Social, and Supernatural. The list below is far from exhaustive, although
The majority of Qualities and Drawbacks are it covers most of the basics. In many cases, a
alphabetized by name (see pp. 33-79). The “new” Quality or Drawback can be an extension
Supernatural category has been separated from or variation of an existing one. The value of the
the rest and included at the end of this section characteristic should be balanced out by the
(see pp. 79-85). benefits or penalties it grants the character. Most
Qualities or Drawbacks should be worth
between one and three points; only the most
powerful or crippling of them should have a 65
value of four or higher.
Chapter Three
Qualities and Drawbacks List purchasing them may land the character in jail
should she be discovered. Those concerns matter
The following Qualities and Drawbacks may little to the addict, however; when the craving
be taken by any character, as long as the hits, she can rarely resist it. She often does things
Chronicler approves. Those that require a she would normally never consider in order to
subcategory or Type are so indicated. satisfy her need, from cheating and stealing to
committing serious crimes, from selling her body
Acute/Impaired Senses (Type) to even betraying her friends.
2-point Physical Quality or Drawback When an addicted character cannot get her
usual “fix,” she suffers from debilitating
This Quality/Drawback must be purchased
withdrawal symptoms. Most mental actions
separately for each sense: sight, hearing, touch,
(e.g., any Tasks or Tests using Intelligence,
smell, or taste. Normally, the five senses are
Perception, or Willpower) suffer a penalty equal
represented by the Perception Attribute. Acute
to the value of the Drawback (so, a character
or Impaired senses indicate one or more senses
with a two-point Addiction suffers a -2 penalty
that are higher or lower than normal for a person
to most mental actions) until the addict can get
with that Perception Attribute.
what she needs. The most severe drugs (like
When bought as a Quality, an Acute Sense heroin) also produce strong physical effects; such
gives the character a +3 bonus to any Perception- addicts have a penalty of -3 to all physical
related Test or Task that relies on that sense. If actions in addition to the above penalty on
acquired as a Drawback, an Impaired Sense gives mental actions.
a -3 penalty to similar Tests or Tasks.
The severity of the addiction and the relative
Some Impaired Senses (hearing and sight in effects of the drug or substance determines the
particular) can be easily corrected in the modern value of this Drawback. A detailed description
age through the use of glasses, hearing aids, and of the effects of different addictive substances
similar devices. If the impairment is eliminated would fill an entire book or more. Chroniclers
by the use of such devices, Chronicler should should adjudicate the game effects of a “high” on
reduce the value of the Drawback to one a character. This can range from a small action
character point. It is possible to have more than penalty for being slightly “buzzed,” to the
one type of Acute or Impaired Sense, or, for complete stupor of a heroin trip. In the game, as
example, to have Acute Hearing and Impaired in real life, drugs are dangerous and
Eyesight. For obvious reasons, a character unpredictable, and an addict character is often
cannot select both the Impaired and Acute unable to control herself.
versions of the same sense.
The Addiction Point Value Table gives
guidelines for the value of a given Type of
Addiction (Type) addiction. Chroniclers should modify these
Variable Mental Drawback values as desired.
An addict craves a substance and must have it, Unlike most Drawbacks, this problem cannot
even against her better judgment. Most addictive be easily overcome. Generally, the best a
substances eventually impact on her health. character can hope to do is to deny his craving
Many of them are also illegal, and using or “one day at a time.” Getting rid of this

Addiction Point Value Table


Habitual drinking or smoking: 1 point
Heavy drinking or smoking, light use of marijuana or LSD: 2 points
Heavy use of marijuana or LSD: 3 points
Alcoholism, habitual use of barbiturates or cocaine: 4 points
Habitual use of heroin, heavy use of barbiturates or cocaine: 5 points
66
Heavy use of heroin: 6 points
Roles
Drawback should never be a matter of saving up
enough points to buy it off. Resisting the craving
requires a series of daily Willpower Tests. Once
the character accumulates 10 Success Levels in
succession from successful Willpower Tests, one
character point may be spent to reduce the
strength of the addiction by one point. For each
Willpower Test up to the level of the character’s
Willpower, these Tests are Simple. For each one
after that, the Tests are Difficult. All Tests suffer
a penalty equal to the point value of the
Drawback, plus an additional -1 to -4 depending
on the strength of the drug and its availability
(tobacco is so available and addictive that
Willpower Tests are at a minimum penalty of -4
or even higher).
Another 10 Success Levels in succession are
needed for the next point, and so on, until the
Drawback is eliminated. If any Test is failed
during the course of accumulating the 10 Success
Levels, all Success Levels are lost, and the
accumulation process must begin again.
For example, Joshua has a Willpower 3, and a
two-point Addiction to marijuana. He starts to
kick the habit, and begins making daily, Simple
Willpower Tests. These Tests have a -2 penalty
for the level of the Addiction, and a further -1 for
the drugs availability and potency (Chronicler’s
judgment). For three days, Joshua rolls a 6, 8,
and 15 (using the Rule of Ten, see p. 121).
Adding his Willpower doubled (6), and
subtracting his penalties (-3), the results are 9
(one Success Level), 11 (two Success Levels) and
18 (five Success Levels). This amounts to eight
Success Levels. Joshua only needs two Success
Levels to bring the Addiction down to a 1-point
Drawback. Unfortunately for Joshua, however,
the going gets tougher, and Difficult Willpower
Tests are now required. The next day, Joshua
rolls a 4. Adding his Willpower (3—no
doubling) and subtracting his penalties (still -3),
the result is 4. This failure sends Joshua in
desperate search of a “fix.” If he decides to try
and kick the habit again, a new series of
Willpower Tests must be begun—with no
successes accumulated.
This struggle should be a major part of the
character’s roleplaying. A convincing depiction
of the torments of the addict may be rewarded
with bonuses to the Willpower Tests, at the
Chronicler’s discretion.
67
Chapter Three
Adversary (Type) sheer talent). It is possible to buy this Quality
Variable Social Drawback multiple times; each additional purchase grants
the bonuses to an additional Type of Fine Arts.
At some time in the past, the character has
Further, Essence bonuses (see below) are
made an enemy, or she belongs to a group, race,
cumulative.
or nation that automatically attracts the enmity
of others. An Adversary is more than somebody Whenever a work of art is created, the
who dislikes the character, however. He, she, or character receives a +3 bonus to all related Task
they wish nothing less than the destruction of the attempts. Additionally, even if the Task is failed,
target, either by killing or ruining her. a minimum of one Success Level is always
acquired—even a failure by the truly talented still
The more powerful the Adversary, the higher
has artistic merit. Finally, this Quality adds +1
the value of this Drawback. Chroniclers should
per level to the effective skill of the characters to
determine if an Adversary is appropriate to the
determine maximum Success Levels.
game in question. If the Adversary is unlikely to
appear frequently, the Chronicler can reduce the True artists have very strong souls. A
point value or disallow it altogether. character with Artistic Talent adds 12 Essence
Points to her pool to represent the power of her
Individuals are worth one to three points as
spirit. In some worlds, this also makes artists
Adversaries, depending on their resources and
more likely to be targeted by entities that feed on
abilities. A normal person would be worth one
Essence, which may explain the often-tortured
point; a Green Beret or multimillionaire would
lives of true artists.
be worth three points. An organization may be
worth two to five points, depending on its power.
A gang of thugs would be worth two points, the Attractiveness
police department of a city would be three to Variable Physical Quality or Drawback
four points (depending on its size and This Quality or Drawback determines the
competence), and a large national agency like the character’s looks (or lack thereof). The average
CIA would be worth five points or more. The person has an Attractiveness 0, which means she
CoR as a whole is worth 10 points, but it would is plain and undistinguished unless she takes
take some major feat to gain the entire church as steps to enhance her appearance (clothing,
an Adversary. An organization within the makeup, and poise always make a difference).
Church, like the Soul Police or the Mendicant Positive values in Attractiveness indicate pleasing
Knights is worth three to six points, depending features, while negative values indicate ugliness,
on how badly the organization wants the scars, or unpleasant characteristics. The
character. All of the above assumes the CoR is character’s Attractiveness value can be added to
interested in the character personally. or subtracted from any Test or Task that involves
The player should have a good reason why her making an impression on other people. In some
character has earned the enmity of the Adversary. cases, negative Attractiveness values can be
Chroniclers can then weave this enemy into the useful. When trying to intimidate or scare
plot of the Story in any way she sees fit. people, positive Attractiveness values have no
effect, but negative ones count as bonuses! For
example, a character with an Attractiveness -3
Artistic Talent (Type) would add +3 to any Task where intimidating
3-point Mental Quality people is a factor.
Some people have a natural gift for producing Note that the physical Attributes of a
astounding works of art, even if they lack formal character determine exactly how her
training. Geniuses like Mozart and Picasso had Attractiveness is expressed. For example, a
the ability to create true art seemingly without character with Strength and Constitution of three
effort. A character with this Quality has the or four and an Attractiveness +4 appears
talent to become a famous artist. Artistic Talent extremely athletic, likely tanned from outdoor
affects only one form of artistic expression, such exercise, with a well-muscled body. A character
as Painting/Drawing, Sculpture, Singing, etc., with Constitution 1 and the same Attractiveness
and the character should purchase some skill rating is probably a delicate-looking, pale
68 level in that area (unless she wants to work person, with almost doll-like features.
unskilled, see p. 120, and attempt to get by on
Roles
Purchasing Attractiveness costs one point per Clowns are generally accepted and liked in
level if bought as a Quality, or adds one point per situations where their quirky humor is not out of
level if acquired as a Drawback. After character place (parties and other social gatherings, or
creation, Attractiveness can change only by events among friends). Their sense of humor gets them
that modify the character’s entire appearance, in trouble during tense and dangerous situations.
either through scarring or plastic surgery. Also, people often do not take the Clown
Attractiveness can range from -5 to +5 in seriously even when they should.
humans. A +1 or +2 makes the person stand out
in a crowd and attract attention unless the Contacts (Type)
character somehow hides her features. At +3 or Variable Social Quality
+4, the character can easily make a living through
looks alone, as a model or entertainer. At +5, the The character has friends or allies who can
character would be as comely as the top models, provide her with information, warnings and even
beauty pageant contestants, and movie stars in help, should she require it. The more helpful the
the world. Some non-human beings may have contact is, the higher the Quality’s point value.
Attractiveness levels above +5. Levels of +6 or For any and all Contacts, the Chronicler
higher represent unearthly levels of beauty. determines whether or not the Contact is available
Normal people will be awestruck when seeing at any given time. Generally, the more time the
them. On the other hand, at -1 or -2, the person character has to reach or get word to her Contact,
has homely features, or unsightly blemishes or the more likely the Contact is to come through.
scars. At -3 or -4, the character’s features are A Contact that only provides rumors and
downright repulsive. At -5, people are taken hearsay is worth 1 point. If the Contact usually
aback by the character’s appearance; looking at provides reliable information and helps the
her is a source of discomfort. Beings with character out in small ways (offering a ride,
inhuman features can have levels as low as -10. letting the character spend the night at the
Contact’s apartment), this Quality is worth two
points. Actual allies who help the character in
Charisma any way they can are worth three to five points,
Variable Mental Quality or Drawback depending on the Contact’s resources.
This trait represents the personal magnetism
and leadership qualities of the person, ranging
Covetous (Type)
from -5 to +5. A character with a Charisma in
the negative range is instinctively disliked by 1- to 3-point Mental Drawback
most people she meets. People are naturally A Covetous character wants certain things and
inclined to antagonize or avoid her. Charisma is prepared to go to great lengths to acquire
can be added to any Task where the character is them. She may be motivated by love of money,
trying to influence other people. Negative lust for sensual satisfaction, hunger for power, or
Charisma, of course, reduces the chance that any the search for glory. Whatever she desires, be it
attempt to influence people will work. Charisma fame, fortune, or influence, she will do almost
may be combined with Attractiveness, or the two anything to get it, limited only by any sense of
Qualities may offset each other, in certain caution or morality she may have—and in some
circumstances. cases, not even by that. A Covetous character
usually refrains from breaking her own moral
Clown code or the laws of the land in the pursuit of her
goals, but if a golden opportunity presents itself,
1-point Mental Drawback
the temptation may be just too great.
The Clown refuses to take things seriously, and
There are four Types of covetousness, based on
is always coming up with jokes and wisecracks,
what the character wants: Greed (money and
even during the most inappropriate moments.
wealth), Lechery (sexually attractive people),
Perhaps the character is deeply insecure and tries
Ambition (power and influence), and
to gain other people’s acceptance through humor,
Conspicuousness (fame and renown). It is
or she simply delights in keeping people off-
possible to covet two or more of those things, but
balance with her comments. This character
cannot keep her mouth shut even when she
each additional source of desire adds but a single 69
point to the value of this Drawback.
knows a joke will only work against her.
Chapter Three
The Covetous Drawback has levels of severity, character with a two-point Cowardly Drawback
worth one, two, and three points respectively. incurs a -2 penalty to any Fear Test (see p. 122).
Level 1: The first level is relatively mild. The Level 1: At the first level, the character avoids
character knows what she wants, and she spends taking unnecessary risks, but fights when
a great deal of time and effort to attain her goals, cornered (or when she thinks she has the upper
but she won’t break her own rules or those of hand). Simple Willpower Tests are necessary to
society to do so. Her desire otherwise dominates avoid fleeing or surrendering when confronted by
her life, however. Most of her actions should be what the character considers to be superior foes.
directed toward achieving her objective, directly The same goes for taking even small chances, like
or indirectly. confronting her boss, asking for a raise,
Level 2: The second level is stronger— complaining about some problem, or the like.
presented with enough temptation, the character Level 2: The second level of this drawback is
may act even if it goes against her better stronger. The character needs to pass a Simple
judgment or morality. She may resist if the Willpower Test to fight back even when she
action she contemplates is truly wrong and thinks the odds are in her favor, and needs to
reprehensible—stealing credit for a heroic deed pass a Difficult Willpower Test to avoid fleeing
performed by a friend, for example—but dangerous situations, or taking chances.
resisting requires a Simple Willpower Test, at a Level 3: The last level is the worst, requiring
penalty of -1 to -3 if the temptation and possible Difficult Willpower Tests to get involved in
rewards are great. confrontations or risky situations even when the
Level 3: The third level is the strongest—a character has a good chance of succeeding. Truly
desire so strong that it often overwhelms any dangerous or heroic acts are simply impossible;
scruples the character may have. When the character never knowingly or willingly
presented with temptation, she can only avoid endangers herself, and may actually even betray
acting by passing a Difficult Willpower Test, her friends if she thinks she will save herself in
with penalties ranging from -1 to -5 depending the process.
on the size of the “prize.” For a high enough
reward, the character turns on friends or loved Cruel
ones, and even betrays her cause or principles. 1- or 3-point Mental Drawback
Cruel people enjoy making other people suffer.
Cowardly The truly evil derive satisfaction from anybody’s
1- to 3-point Mental Drawback pain. Some people are perfectly normal and nice
A Cowardly character is easily scared and most of the time, but when angered or given
intimidated. Furthermore, she is very reluctant offense, make their enemies pay—and love doing it.
to take any risks; putting her neck on the line This Drawback has two levels of intensity.
always strikes her as incredibly foolhardy. Note The second level is best restricted to villains, as it
that this does not mean that a Cowardly indicates a serious mental problem that may
character will not fight if necessary. Such a make characters unsuitable for the typical
character usually tries to stack the odds in her campaign. As always, the Chronicler has the
favor, however, before resorting to violence. She final say.
would have no compunction (except as
Level 1: This character would never hurt a
determined by other Drawbacks) against
friend or loved one. Enemies, especially those
attacking others if circumstances minimized the
who have really angered her, are a different
danger. A coward can hide her Drawback from
matter. She enjoys inflicting pain (mental or
others easily, as long as she is not involved in a
physical) on those she feels “deserve it.” These
situation that is clearly dangerous. Only then
characters are capable of committing atrocities
may her limitations become apparent.
under the right circumstances, but do not go out
This Drawback has three levels of intensity, of their way to find opportunities. This is a one-
worth one, two, or three points respectively. The point Drawback.
level of the Drawback acts as a modifier to any
Level 2: This person is a true sadist, and never
70 Willpower Test or Task to resist fear,
passes up the chance to inflict pain on others.
intimidation, or bullying. For example, a
Even friends and loved ones are not safe from
Roles
her. When it comes to enemies or those who get
in her way, she enjoys nothing so much as their
utter destruction or humiliation. When no
enemies are available, she uses her “talents” on
those around her. This is a three-point
Drawback; people with this Drawback rarely
keep any friendships, and quickly gain enemies.

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.

True Immortal Buying Skills


15-point Supernatural Quality
To acquire skills, use the character points
The Immortals are a sub-species of humans. allocated to the Skills category (as determined
According to their legends, they were created by by the Character Type, see p. 47). Most skills
the Lords of Atlantis, who used their magic and are deemed Regular Skills, and cost one point
super-technology to modify themselves into god- per level from levels one to five. After level five,
like beings. True Immortals have a number of each additional level costs three points. For
special powers (see p. 302). They can recover example, Lorna wants her character to have the
from damage at incredible speeds, do not age, Driving Skill. She decides that the character is
and have access to some of the lost Sciences of an excellent driver—in fact, she could race cars
Atlantis. Immortals use the Gifted, Greater for a living! Such expertise would require a skill
Gifted, or Master Gifted Character Types. of five or higher. Lorna decides to go for broke
and give the character a Driving Skill 7. This
would cost her five points for the first five
Skills levels, and six points for the other two levels,
for a total of 11 character points. Lorna’s
Skills are learned abilities, the result of character will be an ace driver, but she will not
training, study, or experience. In general, have very many skills in other categories.
anything that can be taught is considered a skill.
The character’s background, education, and life 85
experiences determine what skills he would be
likely to have.
Chapter Three

Optional Skill Point Generation System


The basic skill point generation system allocates Skill Category Points depending on the
Character Type chosen. An optional, second method takes into account the character's
background as well. This optional system tends to give characters more points for skills
than normal, but is a bit more elaborate and time-consuming. If the players and
Chronicler decide to adopt the optional system, drop the Skill Category Point allocations
from all the Character Types discussed previously, and use the following formula. The
formula is based on Character Type, Intelligence Attribute, age, and Social Resources.
Character Type: The following list details the default points awarded for each Type.
Potential Hero: 25
Beginning Gifted: 20
Gifted: 20
Lesser Gifted: 25
Mundane: 30
Lesser Supernatural: 20
Supernatural: 35
Greater Gifted: 30
Greater Supernatural: 55
Gifted Master: 50
Intelligence: Three points per level of the character's Intelligence Attribute. Characters
with Intelligence 0 or less get only one point.
Age: Starting characters are assumed to be 18-30 years old (players and Chroniclers may
set the character's age anywhere within that range). Younger characters subtract five
points from their total points. Every full 10 years after 30, characters add five points but
subtract two levels from Attributes (these subtractions can be taken from any attribute).
For example, Jory's character is a 50-year old Mundane detective with an Intelligence of
5. His base Skill points are 25, and with his high intelligence he gets an additional 15
points. Due to his age, the character has an extra 10 points to put into skills, but he loses
4 Attribute levels. Although he originally had Strength 4, Dexterity 3, Constitution 3,
Perception 5, Intelligence 5, and Willpower 5, Jory decides to reduce the character's
Strength to 2, his Perception to 4 and his Willpower to 4. At this point in the calculation,
he has a total of 50 Skill Points.
Characters with supernatural longevity (see the Age Quality, p. 79) get a flat five point
bonus but no Attribute reductions, before adding in the bonuses granted by the Age
Quality.
Social Level or Resources: Characters with a positive Social Level or Resources take the
highest level in either of those qualities and add one point per level. Characters with
Resources of zero or below do not get a bonus or penalty.

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.

Cars: Self-evident—anything from a sub-


Engineer (Type)
compact to a small van.
This skill reflects the general knowledge of
Motorcycles: Any two-wheeled motorized
structural design, material strengths, and
vehicle of the appropriate configuration.
construction techniques in a variety of fields and
Truck: Wheeled vehicles larger than a applications. Examples of the Types of
small van or pickup truck. Engineering Skill include Architecture, Civil,
Tracked Vehicle: Bulldozers and back- Construction, Mechanical, Electrical, and
hoes. Biological (Human Factors). In some games, the
Chronicler may just lump them all into one
Military Tracked Vehicle: Tanks and
category, depending on how big a role such skills
infantry fighting vehicles. Characters with
play in the course of a Story. Alternatively,
regular Tracked Vehicle Skills can try their
separation between Engineering Skill Types (and
hand at the military versions, with a –1
even Specialties) may be important to the
penalty.
storyline. Planning or devising an object,
structure or device within the character’s
90 Engineering Type demands an Intelligence and
Engineering Task.
Roles
Escapism
The ability to escape from ropes, handcuffs and
other restraints. Most of these Tasks use Dexterity
and Escapism, with each attempt taking between
one and five minutes, depending on the complexity
of the bonds. A simple rope tie has no modifier,
but complex knots might have penalties of -1 to
-5, police handcuffs involve a penalty of -4, and a
straitjacket/strap/chain combo might have
penalties of -5 to -8. Expert escape artists also use
visualization techniques—they carefully think
about their method of escape before attempting it.
This is an Intelligence and Escapism Task that takes
two minutes; each Success Level adds a +1 to an
immediately following Dexterity and Escapism
Task roll.

Fine Arts (Type)


There are many Types of Fine Arts Skill, such
as Drawing, Painting, Computer Graphics, etc.
In some games, the Chronicler may lump them all
into one category, depending on how big a role
such skills play in the course of a Story.
Alternatively, separation between Fine Arts Skill
Types (and even Specialties) may be important to
the storyline. The Success Levels of a Fine Arts
Task indicate how good the artistic expression is.
Results from these Tasks are subject to the artistic
skill limit rule (see p. 87). Rolls to conceptualize
a work of art, or to produce it from memory,
improvisation, or imagination require Intelligence
and Fine Arts. Rendering a concept that is
recorded, such as using models or plans, requires
Dexterity and Fine Arts. Appreciating another
artist’s work uses Perception and Fine Arts.

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.

Language Skill Level Table


Skill Level Fluency
1 Heavy accent and frequent grammatical mistakes; the character
will be immediately identified as a foreigner, and may be misunderstood.
2 Thick accent but largely fluent; the character should have no problems
being understood.
3 Slight accent; native speakers will realize this is not the character’s first
language.
4 Full fluency, only a Resisted Test (listener’s Simple Perception versus
speaker’s Simple Intelligence) will spot the character’s accent.
5 Complete mastery; the character can pass for a native without problems.
6+ Dialects; character can perfectly imitate regional accents and dialects in 93
addition to the main version of the language.
Chapter Three
High Athalian is the native language of the Mechanic
civilization that spawned the True Immortal race. This skill allows a character to build and
A few Immortals have re-discovered it. The repair all manner of mechanical devices and
language bears passing resemblance to the tools, and grants her knowledge about
Hamito-Semitic family of languages, and has a mechanical systems. The difficulty of repairing a
number of cognates linked to Proto Indo- mechanism depends on how delicate the device
European (called Dravidian), but the connection is, how damaged it is, and how advanced and
is so tenuous only a trained linguist could complex it is. Chroniclers should apply a penalty
recognize it. It is a normal language, except that or bonus depending on these factors. Finally, a
less than a hundred people speak it worldwide. mechanical tool kit must be available for all but
the most rudimentary repairs. A lab or
Lock Picking (Type) workshop may also be required. All repair or
This skill covers the basics of breaking and construction attempts take time, ranging from a
entering. There are two Types: Mechanical and couple of hours to days. This too should be
Electronic. Most Tasks use Lock Picking and determined by the Chronicler.
Dexterity, modified by the difficulty of the lock. Understanding an existing mechanical device
Lock Picking (Electronic) uses Perception and calls for a Perception and Mechanic Task;
Intelligence, for the most part, to spot and repairing or constructing a mechanism requires
neutralize electronic locks and security systems. an Intelligence and Mechanic Task. It should be
noted that this skill and the Electronics Skill
Magic Theory complement one another, and are often used
together to make repairs to or construct an item.
Students of the occult arts often learn this skill,
which covers the elements and techniques of
Magic (see p. 203). Ceremonial covenants like the Magic Bolt
Rosicrucians study Magic like a science, and are This is the skill used by magicians or other
more likely to have this skill, although some Gifted to “throw” a bolt or blast of energy, or
among the Wicce also have this systematic other aimed Metaphysical attack. The Magic
knowledge. Magic Theory is used with either Bolt Skill is used in place of an Invocation Skill
intelligence or Perception to identify and recognize or other power, but only for casting aimed
styles of Magic. Gifted characters with this skill effects. For example, a Magician could use the
can judge the strengths and weaknesses of any Magic Bolt Skill instead of Elemental Air
Magical matrix (such as that of an ongoing or Invocation Skill for casting a lightning bolt
maintained Invocation). This allows practitioners effect, but not for causing a gust of wind effect
to best plan a way to counteract or dispel the (as usual, the Chronicler’s discretion rules here).
Magic abilities of an enemy. Use Perception and Because Magic Bolt is easier to learn than most
Magic Theory for this purpose; every level of metaphysical skills or powers, the character can
success adds a +1 bonus on any Task involving become quite adept at tossing around a variety of
resisting or counteracting a Magical effect. supernatural attacks fairly quickly. Of course,
this comes at the expense of lowered effectiveness
Martial Arts (Special) with the other relevant effects (which use levels
in that power for Tasks). Use Dexterity and
This is the skill of using an advanced system of
Magic Bolt to strike, or Perception and Magic
hand-to-hand combat. Characters with Martial
Bolt to aim the attack (see Guns, p. 92, for
Arts can do more damage with their hands and
aiming).
feet. Kicks and punches performed with the
Martial Arts Skill have a damage bonus equal to
the character’s skill level. So, a character with Medicine (Special)
Martial Arts level three does an additional three This skill covers medical knowledge, including
points of damage with a kick or punch. This basic surgery skills, diagnosis, and general
bonus is added to the final damage result, after medicine. Most doctors also specialize in one type
die rolls and Multipliers have been factored. of medicine, such as cardiovascular, surgery, or
94 neurosurgery. These are treated as Specialty
Skills.
Roles
Diagnosis Tasks use Perception and Medicine, Piloting (Type)
general treatment calls for Intelligence and The skill to control any aircraft or water
Medicine, and surgery uses Dexterity and vehicle of the specific type. Each type of vehicle
Medicine. (Propeller Plane, Jet Plane, Sailboat, Ocean Liner,
etc.) requires a separate Piloting Skill Type. Most
Myth and Legend (Type) Piloting Tasks use Dexterity and Piloting, or
This is the knowledge of the mythology and Intelligence and Piloting for large vessels.
folklore of a specific culture or nation. This skill
can be used to identify supernatural creatures, but Play Instrument (Type)
the information gleaned from myth and legend may The character is able to play a musical
be completely wrong or at least inaccurate. Each instrument of one type, chosen when the skill is
culture or nation is a separate Skill Type. selected. The character may choose more than one
type of instrument to play, but each instrument is
Notice counted as a separate Skill Type. At the higher
Notice represents the degree of a person’s levels of the skill, the character is more proficient
alertness. A character with this skill can use it in tonal quality, rhythm, and improvisation. In all
with Perception to see what is happening around circumstances the quality of the performance is
her, or with Intelligence to remember something reflected in the levels of success. Results from
she noticed some time ago. A character with these Tasks are subject to artistic skill limit rule
Notice can use it with Perception to spot or hear (see p. 87). In order to play for pleasure, the
another character using Stealth. character would use Dexterity and Play
Instrument. If performing a complex piece, the
attempt uses Intelligence and Play Instrument. If
Occult Knowledge (Special) the character is performs a long piece of music, use
This is the skill of true arcane knowledge. It Constitution and Play Instrument.
covers most of the basic Metaphysical facts of
the Armageddon setting, including a working Questioning
knowledge of Essence and other specific This is the ability to interrogate, spot lies, and
supernatural features. Occult Knowledge gives otherwise extract the truth from people. This
the character a general understanding of the skill is quickly learned by police officers, private
supernatural, and may allow him to identify investigators, and investigative reporters. Most
creatures and strange events. Specialties are also interrogations should be roleplayed. If a Task or
common, such as Vampyres, Angels, and Magic. Test is needed, how well the player roleplayed the
Myth and Legends is a comparatively broader interview should give her bonuses or penalties of
skill covering a variety of topics. Much of that +5 to -5, at the Chronicler’s discretion. Tricking
information will be contradictory, false, or somebody into revealing something uses the
misinterpreted. Occult Knowledge, on the other questioner’s Intelligence and Questioning,
hand, is less inclusive (the character does not resisted by a Simple Intelligence Test. Spotting a
know as much), but that information, at least as lie uses Perception and Questioning, also resisted
relates to Essence and mystical powers, is by a Simple Intelligence Test. Breaking a victim’s
essentially true. The character may also know will to resist uses Willpower and Questioning,
some information about a number of cults and resisted by a Simple Willpower Test. The use of
supernatural creatures, although some of this torture and drugs may give bonuses of +1 to +6
information may be flawed or incomplete. to the questioner’s Task.

Pick Pocket Research/Investigation


The skill of taking another person’s hard-earned This skill allows a character to search out
money or valuables without her noticing it. Most information or follow a series of clues and leads
rolls use Dexterity and Pick Pocket, resisted by the to a reasonable conclusion through deduction,
victim’s Perception and the highest of her Notice, source checking, going to libraries, searching on
the Internet, and the like. Alternatively, this skill
Streetwise, or Pick Pocket Skills (if any, or
can be used by the character to do legwork—
95
Perception alone—not doubled—otherwise).
Chapter Three
running down leads on a story, and questioning Sciences (Type)
contacts and sources of information (the latter Each science (biology, chemistry, astronomy,
would incur some penalties; this aspect is best be mathematics, physics, etc.) counts as a separate
left to the Questioning Skill). Science Skill Type. In some games, the
In all cases, the use of this skill takes time. The Chronicler may just lump them all into one
amount of time is determined by the Chronicler, category, depending on how big a role these skills
based on the nature of the search being play in the course of a Story. Alternatively,
undertaken by the character. Most uses of this separation between Sciences Skill Types (and
skill involve Intelligence and Research Tasks. In even Specialties) may be important to the
other cases, it’s possible that Constitution and storyline, and a variety of penalties may be
Research (in the case of searching through dusty applied when trying to use a specific Type outside
old tomes for long periods of time, or walking its range. See the description of the Humanities
the length and breadth of a library for the better Skill for more information (see p. 92). Most
part of a day), or Perception and Research (in the Sciences Tasks use Intelligence or Perception.
case of researching obscure facts in voluminous
materials, such as finding a certain name in a Seduction
room full of documents) can be used.
The ability to make oneself sexually attractive to
other people by saying the right things and putting
Riding (Type) on the right act. Use Intelligence and Seduction,
The skill to ride horses, carts, chariots, and modified by any Charisma or Attractiveness
other animals or animal-driven vehicles. Each bonuses or penalties the character might have.
type of animal or vehicle requires a separate Other skills may give bonuses to Seduction
Riding Skill Type. attempts. For example, previous Tasks using
Beautician and Smooth Talking add their Success
Levels to the Seduction attempt.
Rituals (Type)
The skill to perform rituals and ceremonies of
a particular culture, religion, or mystical group Singing
(each counts as a separate Skill Type). Rituals While everybody can sing, this skill is
that require dancing or other complex physical necessary to do it right. This skill reflects the
activity use Dexterity and Rituals; most others training of the character’s voice. In all
use Intelligence and Rituals to remember all the circumstances, Success Levels indicate the quality
appropriate steps or activities involved. of the performance. Results from these Tasks are
subject to the artistic skill limit rule (see p. 87).
Use Constitution and Singing for the quality of
Running (Type)
the song, Intelligence and Singing to remember
There are two Types of Running. The first every verse of a long or complex song, and
one is Running (Marathon). This skill covers Perception and Singing to recognize and measure
running for endurance and distance. A good the quality of someone else’s singing.
marathoner can cover ten or more miles (15 or
more kilometers) without stopping. A character
with Running (Marathon) can resist the effects Sleight of Hand
of fatigue after a long period of extensive The ability to perform sleight of hand and
physical activity. A Constitution and Running legerdemain, known mainly by stage magicians.
(Marathon) Task reduces such Endurance losses With this skill, a character can fool the audience
by 1 point per minute. Also, add 1 Endurance into looking at one thing while she does
Point to the character’s pool for every level in something else. Most Sleight of Hand Tasks use
Running (Marathon). Dexterity, resisted by a Perception Test (Simple
Running (Dash) trains the character to or Difficult depending on the circumstances) or a
increase speed for short distances. On a dead Perception and Notice Task. To plan a complex
run, use Constitution and Running (Dash) to magical trick (e.g., sawing a woman in half)
increase maximum running speed. Each Success requires an Intelligence and Sleight of Hand
96 Level acquired adds +1 to the character’s Speed Task, often supplemented by assorted Craft Skills
Secondary Attribute. to build the contraptions or gadgets needed.
Roles
Smooth Talking Streetwise
This skill allows the character to lie The general knowledge of the lore and rules of
convincingly or to confuse and deceive others. the streets. A character with this skill knows
This skill is commonly known by con men, how to behave in a given situation, knows the
salesmen and politicians. Use Intelligence and names and most of the faces of the more
Smooth Talking for most Tasks. notorious local members of the underworld, and
can identify most illegal transactions and
Sport (Type) operations. Use Intelligence and Streetwise to
recognize a local street name, gang color, or
This skill covers all types of competitive sports, criminal, and Perception and Streetwise to spot
from football to ping pong. Each Sport must be trouble or detect criminal activities nearby.
learned as a separate Type. Depending on the
Task, use Strength or Dexterity and Sport. For
example, a football pass uses Dexterity and Sport Surveillance
(Football); a tackle uses Strength and Sport This is the ability to follow and keep people
(Football). To come up with a good strategy or under observation. A character with Surveillance
game plan, use Intelligence and Sport; to spot a can attempt to keep sight of a target while
rules violation, use Perception and Sport. following her through a crowded street, and
remain unobserved. By the same token, this skill
Stealth allows a person to know if she is being followed
or observed. Use Surveillance and Perception for
The ability to move quietly and take advantage either activity.
of cover and concealment. Most Task rolls use
Dexterity and Stealth; Perception is used to find
good hiding places. Survival (Type)
This is the skill of living off the land. Each
kind of terrain requires a separate Skill Type.
Storytelling
Attempts to use a Survival Skill in the wrong
This skill allows a character to sway or influence place or type of terrain suffer a -3 penalty.
an audience, be it an individual or a group of Common Types include Forest, Mountain,
people, from one emotion to the next by means of Jungle, Desert and Arctic.
a tale. It can be used for the purpose of educating
people, as well as merely for entertainment. In
Swimming
some cultures, storytelling is the means by which
knowledge and lore are passed down, and so the Swimming is the skill that allows a character
skill has uses for some primitive societies, but is to stay afloat and to move in the water without
also quite useful under certain circumstances when drowning. Floating is an Average difficulty
dealing with Myth and Legend or Occult Constitution and Swimming Task when fully
Knowledge. clothed; it becomes Easy with little or no clothing
(see Modifiers to Tasks and Tests, p. 122). Each
The character may tell a tale that is true or
pound (kilogram) of equipment or weight
fictional, although the audience generally doesn’t
effectively reduces a character’s Swimming Skill
know the difference. The character must
level by one.
constantly be aware of how the listeners react to
the tale and thus alter her pacing, volume, or even If the character fails the Swimming Task, she
change the course of the story to elicit a better or sinks and drowns in a number of Turns equal to
greater response. Results from these Tasks are her Constitution. Shedding clothing or
subject to artistic skill limit rule (see p. 87). equipment (which requires one Turn) allows a
Storytellers use Willpower and Storytelling Tasks. character to attempt the Task anew.
The Success Level dictates the story’s effectiveness If the character succeeds, she stays afloat and
or entertainment value. If the people listening to may swim at a speed equal to her Swimming Skill
the story are familiar with the tale, they may resist in yards (meters) per Turn. Swimming is an
the attempt of the storyteller character to influence exhausting activity. Floating with little clothing
them with a Difficult Willpower Test. uses one Endurance Point per 10 minutes.
Floating while fully clothed uses one Endurance
97
Chapter Three
Point per minute. Swimming unclothed takes Trance (Special)
one Endurance Point per minute at half-speed Trance is often used by those who claim to be
and five Endurance Points per minute at full shamans and mystics. It enables the character to
speed. Those who swim clothed, or who carry enter a meditative state transcending physical
equipment when they swim, use double the limitations. Among other things, someone in a
Endurance cost and move at half speed. Towing trance can withstand pain, hunger, and thirst
another person while Swimming imposes a -1 better than the average human being. A trance is
modifier, doubles the Endurance cost, and halves also helpful when sensing the influence of the
the swimmer’s speed. supernatural.
To enter into a trance, use Willpower and
Systems Operations (Type)
Trance. If successful, the character becomes
This is the skill of operating and understanding extremely focused on the task at hand, which
complex devices—radar sets, advanced gives her a -2 penalty on all non-related
communication systems, sonar devices, and the Perception Tests. On the other hand, the
like. Each Type must be learned separately: character is not affected by pain and shock
Radar, Sonar, Communications, Encryption, and penalties and she gains a +2 bonus on all Tasks
Electronic Warfare. Operation Tasks use and Tests she concentrates on. A character in
Intelligence and the System Operations Skill. Trance also regains Essence more rapidly;
Systems that require a fine ear or eye (sonar, for characters gain double the normal Essence
example), use Perception and Systems Operations amount per hour of meditation.
instead. Using an unfamiliar system (anything
the character has not trained with) incurs
Traps
penalties of –1 to –4, depending on the
differences between the systems. This is the knowledge to detect, disarm, and
set traps, snares, and the like. It is commonly
known by Special Forces soldiers, guerrillas,
Throwing (Type)
hunters, trappers and others. Use Traps and
This skill has three basic types, but others may Intelligence to devise a trap, Traps and
be added as desired. Throwing (Knife) includes Perception to detect a trap, and Traps and
all small-sized edged weapons. Throwing (Axe) Dexterity to disarm a trap.
covers any top-heavy object with a longish
handle, like maces, baseball bats, and similar
Unconventional Medicine (Type)
projectiles. Throwing (Sphere) provides
expertise in targeting rocks, grenades, or any This skill covers all methods of healing not
such hand-sized object. The latter also defaults widely accepted by Western science, including
directly to Sport (Baseball), if that skill is herbal medicine, acupuncture, crystal healing,
possessed. Note that this skill need not always etc., each of which is considered a different Skill
be applied to weapons (see Throwing Damage Type. The effectiveness of each type of
and Range, p. 132). If a character throws unconventional medicine is determined by the
something besides a weapon, the Chronicler Chronicler. If the skill is effective in treating
should decide if one of the Skill Types detailed disease and injury, use the same skills and effects
applies, or if another is more appropriate, and as the conventional Medicine Skill (see p. 94).
what the appropriate modifier should be (see
Unskilled Attempts, p. 120). All skill Tasks use Veterinary Medicine
Strength and Throwing.
Just like the Medicine Skill, but applies to
animals. A Veterinarian can treat humans, but
Tracking suffers a -3 penalty to all Task rolls and,
The skill used to follow the trail of an animal regardless of the result of roll, cannot gain more
or person, usually in wilderness terrain, but also than two Success Levels.
in an urban setting if snow or dust are present in
enough quantity to leave a trail. Most Tracking
Tasks use Perception and Tracking; attempts to
98 hide tracks use Intelligence and Tracking.
Roles
Weight Lifting Divine Inspiration
When trying to exceed Strength limits (see
The power of pure, unbridled faith—the belief
Strength Table, p. 59), Weight Lifting is very
in a Greater Power and the will to perform great
helpful. Use Strength and Weight Lifting instead
works in the name of that Power. Its wielders
of Strength times two, or, if the Strength
claim to serve the Creator directly. Detractors
Attribute is higher than the Weight Lifting Skill,
claim the Powers lie within the faithful themselves
add one-third of the Weight Lifting Skill level
and have no external source. Whatever the truth,
(rounded up) to the base number.
the Inspired can perform incredible feats. These
Miracles are special abilities gained through
Writing (Type) mystical revelation (see pp. 239-243).
This skill allows the character to construct and
write entertaining and/or meaningful written
accounts and narratives. The character can write Magical Invocations
text in a convincing manner to suit whatever goal Magicians manipulate the world through the
or presentation is required. Types of skills power of their will, the Expenditure of Essence,
include Academic (learned expositions on the and the performance of rituals that help focus the
arts, humanities or sciences), Advocacy (legal will and give shape to the Essence used. These
arguments, ad copy or promotional materials), rituals, or Invocations, must be learned by the
Creative (such as novels, poems, or plays), Magician (see p. 203-224).
Journalistic (informative discussions of
newsworthy topics), and Technical (precise
descriptions using nomenclature specific to a Necromancy
certain technology). In all circumstances, the
The ability to interact with the dead, this Craft
quality of any work is reflected in the levels of
is similar in some ways to both Magic and the
success. Results from these Tasks are subject to
Sight, but is a separate ability, one few people
artistic skill limit rule (see p. 87).
(commonly known as Mediums) ever learn, let
Using an Intelligence and Writing Task, the alone master. Necromantic powers are activated
character can write documents, items, notes, or through the Necromancy Skill. There are four
whatever his specialization implies. The writing basic Powers: Death Lordship, Death Mastery,
quality depends on the Success Levels obtained. Death Speech, Death Vessel (see p. 235-239).
The Success Level of such a work cannot exceed
the writer’s skill, however. Using a Perception
and Writing Task, the character can critique Primal Powers
writing of the style with which he is familiar. Primal Powers are the province of the Old
Gods, their servants, and their offspring—
Metaphysics Inheritors, Avatars, and Incarnates. They are
determined by the Aspects of the gods the
Metaphysics involve supernatural abilities and characters are associated with, such as Death,
powers. They are the province of the Gifted and War, or Justice. Primal Powers range from
supernatural beings. Although all humans have increased Attributes to dominion over the
at least the potential to develop these powers, elements (see p. 275-296). In some cases, they
only a small percentage develop them to any work just like Magic or Necromancy.
significant degree. Mundane, normal humans,
are largely blind to the powers of Essence, the The Sight
primal force of reality. Only Gifted humans can
sense and manipulate these powers, and by doing The Sight, or Second Sight, is the term used by
so they can stand with demons and angels. The occultists to describe the powers of the mind,
Gifted are hated and feared by many also known as psychic, psionic, or esper powers.
supernatural beings; their existence is a reminder The Sight includes the powers to see into the past
that humans were made in the Creator’s image, and future, to read thoughts, and move objects
and their potential is infinite. Some through sheer force of will. Each power is
Metaphysical powers are primarily the domain acquired separately, and has an Art (the skill used 99
of Gifted humans, while others are limited only to activate the power) and a Strength (the raw
to a particular supernatural race. power of the psychic ability) (see p. 224-234).
Chapter Three
Spirit Patrons
Character Creation Example Some characters forge a relationship with a
(Continued) supernatural entity. This is treated as a
Jen turns to the Skill selection process. First, Supernatural Quality (see pp. 84, 243-247)
since her character has spent most of her time in
Ecstasis, she has little experience in the modern
world. She knows about cars and airplanes and Theophanies
guns, but she really doesn’t know how to use Angels and demons have a number of special
them. She has 40 points for Skills, and she puts abilities, linked to their particular function in the
her three Drawback points in there as well. Jen celestial or infernal ranks. Most have no more
decides she is going to list all the Skills she than one Theophany/Maleficia; a few have two
wants, and then spend points as appropriate. of them, and only the most powerful and
Jen picks up Brawling (in case she needs to experienced have three or more. Characters with
punch someone out), Notice, Melee Weapon these powers have a Theophany/Maleficia Skill,
(Sword) (to wield her Celestial Fire weapon), and one or more Theophany/Maleficia powers
Acrobatics (to help her flying), Occult (see pp. 258-261, 264-266).
Knowledge, Intimidation, and Magic Bolt (to
throw Celestial Fire bolts). She also decides
Graelle has Singing and Dancing. Realizing that Possessions
the ability to lie convincingly (and detect lies)
This is what the character owns. To determine
may help her character in the intrigues of the
a character’s possessions, check her Resources
Heavenly Host, she also takes Smooth Talking
level (see p. 77), which determines how much
and Interrogation.
money she has in property. Then, distribute that
Spending her 43 points, she comes with this money among all the things the character wants.
final Skill List: Some things, like a car, could be partially owned
Acrobatics 4 (8 points) (i.e., loan payments are still being paid on it).
Prices in the early 21st century are only
Brawling 4 (4 points)
somewhat higher for most things than in the
Dancing 3 (3 points) “real” world; the Final War may cause prices to
Interrogation 3 (3 points) shoot up for some things soon, however. Some
changes include the following.
Intimidation 3 (3 points)
Cars: A gasoline vehicle costs over five times as
Hand Weapon (Sword) 4 (4 points)
much as it does today, and most models tend to
Magic Bolt 4 (4 points) be smaller (two-door compact or sub-compact).
Notice 4 (4 points) Luxury gas models cost as much as $100,000.
Electrical cars and propane-electrical hybrids
Occult Knowledge 2 (4 points)
cost the same as today’s gas-powered vehicles.
Singing 3 (3 points)
Computers: A computer with an independent
Smooth Talking 3 (3 points) memory, processor, and read-write CD disks costs
between $1,000 to $4,000, depending on its power.
Supernatural Attributes Obsolescence is less of a problem; computer
technology for civilian uses has slowed down as
Supernatural characters can use points from most new developments are classified “Secret” by
the Metaphysics Category to raise their the military. Most people use a “Netbox” with
Attributes. Raising an Attribute with minimal processing and memory capabilities,
Metaphysics Points costs a sum equal to the new which connects to the Internet and gets its
level. For example, raising Dexterity from level operating system and programs from it. Netboxes
five to six would cost six points. Raising it to cost between $300 and $600, are less reliable than
level seven would could cost an additional seven computers (if the local network is down, so is the
points, for a total of 13 points, and so on. Also, box) and can be more easily monitored by outside
100 these Metaphysics Points may be spent only after forces (if e-mail is floating in cyberspace, bet that
all other modifiers (like racial bonuses) to the somebody other than its addressee is reading it).
Attribute have been taken into account.
Roles
Weapons: Most weapons in the civilian market Appearance: The character’s appearance and
cost about the same as the “real” world. demeanor are also important. Whether or not a
Caseless weapons are mainly used by the character is attractive and charismatic is
military; the common people make do with the determined by any Qualities or Drawbacks
old cartridge guns in use for a century and a half. purchased during character creation, but the
Some states have very strict laws concerning description makes the numbers come to life.
handgun ownership. Throughout the East Beyond obvious things like hair and eye color
Coast, buying a gun takes weeks of processing and general physique, there are other, subtler
and a special permit. In the Midwest and South, elements that can help the Chronicler and the
the danger of invasion has made everyone other players get a better “handle” on the
anxious to have a gun, and gun laws are the most character. Does the character walk in a timid,
relaxed since frontier times. Also, some regions stooped position, or does she swagger around
that have more or less “seceded” pretty much do like he owns the world? Does she have any
as they please, and run around with stolen nervous ticks or other habitual behaviors? Does
military equipment. she smile a lot or does she have a grim
More information on weapons and equipment demeanor? The character’s appearance should
can be found in Chapter Five: Tools (see p. 148). take into account her Attributes, Qualities, and
Drawbacks—a character with Paranoia may
have tendency to look behind her every once in a
Finishing Touches while, or maybe she always insists on being the
last one to enter any room.
After a player has determined all the basic Speech Pattern: Not everybody is an actor, but
elements, the character is almost done. All that it can be fun to have a character with a different
is left is a few touches that make the character speech pattern. Maybe the character uses slang
come alive and seem like more than a collection heavily, or she affects a cultured vocabulary.
of numbers on a piece of paper. Note that these Even something as simple as a word the
finishing touches can be done just as easily at the character uses a great deal makes her stand out
beginning as at the end of the character creation and memorable to the rest of the cast. Always
process. Still, sometimes the last touches are best keep in mind that making an interesting
left until the start of the Story. A player may character does not mean she will try to steal the
need to start playing to get a solid feel for the spotlight all the time, however.
role. Do whatever works best.
After these finishing touches, the character is
Name: First, of course, is the character’s name. set, and ready for the world of Armageddon.
This simple touch can add a number of
roleplaying elements. The character’s first and
last name may give ideas as to the character’s
ethnic background (an Italian name conjures
Character Creation Example
images of growing up in an ethnic neighborhood (Continued)
in New York, for example) and the kind of Graelle is almost completed. Jen now has to
family that raised the character (a Biblical name spend the remaining 15 points of Metaphysics on
might be the result of a strict Christian Theophanies, the only power commonly available
background, while a name like “Moonlight” to the Seraphim (she decides not to raise any
might indicate the character’s parents were Attributes with Metaphysics Points). Being a
Hippies). Some characters may adopt nicknames member of the Heavenly Host, she gets one free
or “street names” in addition to their given level of the Theophany Skill. She raises it up to
names; maybe they hate the name their parents level three, for four points (two per level, one level
gave them. It is easy to come up with any old free). She decides to take two Theophanies:
name, but having it mean something can add to Binder and Healer (six and five points,
the fun. respectively), which cost 11 points, and exhaust
her character points. The Cast Member is ready
to go, except for details like appearance and name,
which Jen had already figured out.
101
SOLDIER
Character Type: Potential Hero Background
Character Concept: Warrior Yup, I was in the Reserves when the shit hit
Association: Lone Wolf the fan. My unit got shipped to Europe. It
wasn’t pretty. I took a shell fragment in my arm
early on, got shipped home to recover—and
Attributes before I was out of the hospital, my company—
Str 3 (3) Hell, most of the battalion—was wiped out by
Dex 3 (3) flying monsters. That’s when the nightmares
Con 3 (2 + 3 from Drawbacks) started. I floated around for a while—the
Int 3 (3) Army hasn’t lost entire units since the Indian
Per 2 (1 + 2 from Drawbacks) Wars—before getting reassigned, this time to
Will 3 (3) Mexico. I was there when the last
AOR offensive stalled outside
LPs 43 San Antonio, and in the
EPs 33 counterattack that sent
Speed 10 them back to Mexico.
Essence 17 So here I am, on the
killing side of the
Qualities and Drawbacks front line.
Adversary (Army of We’re dug in
Revelations) (-2) somewhere
Attractiveness -1 (-1) near Tijuana.
Hard to Kill 3 (3) Every few days,
Humorless (-1) we send out
Good Luck 2 (free) patrols. Sometimes they find
Military Rank nothing. Sometimes they’re never
(Corporal) (-1) found. The dreams are getting
Nerves of Steel (3) worse, and I know that one of
Recurring these days I’m going to run into a
Nightmares (-1) bullet or step on a mine or get torn
apart by some monster. For some
Skills reason, that knowledge comforts me
Brawling 2 a bit. Knowing I’m dead, I don’t
Bureaucracy 2 scare so easy.
Climbing 2
Dodge 4 Quote: “Fire in the hole!”
Driving (Car) 3
Driving (Motorcycle) 3
Driving
(Tracked Vehicle) 3
Guns (Rifle) 3
Guns (Machine Gun) 2
Guns (Rocket Launcher) 2
Language (Spanish) 2
Swimming 2

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

Excellent Success (see p. 123). “You leap further


The Role of Luck than you could have imagined,” the Chronicler
Sometimes, people perform feats they should explains. “For a few moments, you actually feel
normally be unable to accomplish. By the same like you are flying, and then you land well past
token, even the most accomplished person the building’s edge. You feel shaky and weak-
occasionally fumbles or screws up relatively kneed, and you know deep in your heart that you
simple Tasks. When a roll (before adding or may not duplicate this feat in a hundred years.”
subtracting any modifiers) comes out as a one or
10, there is a chance that something really good
or bad is about happen.
The Rule of 1
On a roll of one, roll again. If the second roll
is between five and 10, the final result remains
The Rule of 10 one. If the second roll is two, three, or four, the
On a roll of 10, roll again, subtract five, and final result is -3, -2, or -1, respectively (see Role
add the result (if higher than zero) to 10. If the of Luck Table) If the second roll is one, the prior
second roll is six, seven, eight, or nine, the final roll is replaced with -5, and the player must roll
result is 11, 12, 13, or 14, respectively (see Role again (applying the same rule).
of Luck Table). If the second roll is five or less, For example, Robin the police officer, played
nothing is added and the final roll remains 10. If by Jennifer, is wrestling with a Fiend-possessed
another 10 is rolled, add five to the roll (for a human. Robin’s Strength is 5. The possessed
total of 15), and roll again. If a player rolls a human is relatively weak even with the Fiend’s
string of 10s, he keeps adding five to the result bonus, Strength 3. Robin tries to overpower the
and rolling again. unfortunate. Both sides use their Strength,
For example, Malcolm, played by Jason, is doubled, in the Resisted Test. Confident of her
trying to leap between two buildings. Because Cast Member’s abilities (a 10 against a 6 before
the buildings are so far apart, the Chronicler calls the dice hit the table), Jennifer rolls her D10—
for a Simple Strength Test to see if Malcolm can and rolls a 1. Her second roll is a 3, resulting in
push his limits (see p. 59). Knowing his Cast a replacement roll of -2, which gives her a total
Member is almost certainly doomed, Jason rolls of 6 (her base 8, minus 2). The Chronicler rolls
the bones. He gets a 10. “Roll again,” the for the “bad guy.” The die roll is a 7, which
Chronicler says. Jason rolls a second time, produces a total of 13. “Your grip slips. The
getting a 10! His total roll is a 15 so far, but he creature breaks free and tosses you across the
gets to roll a third time. This time the roll is a room,” the Chronicler describes. “Grinning
three—no effect. The 15, plus Malcolm’s gleefully, the possessed lunges at you. What do
Strength doubled, gives Malcolm an 18, an you do?” 121
Chapter Four
enemies to surrender or flee, too intimidated to
Base Modifiers Table continue fighting. A particularly successful
performance may gain a character new friends
Routine: No roll needed
and admirers, perhaps even a new business offer.
Easy: +5 or more to the roll The Outcome Table is meant as a playing aid, not
Moderate: +3 to +4 to the roll a restrictive law. The Table can be used as often
or seldom as the Chronicler desires.
Average: +1 to +2 to the roll
Challenging (includes most combat rolls): No modifier
Difficult: -1 to -2 to the roll
Chronicler’s Discretion
Very Difficult: -3 to -5 to the roll The Chronicler is the final arbiter of what a
roll means. Some Chroniclers apply the rules to
Heroic: -6 to -9 to the roll the letter and always consult the Outcome Table.
Near-Impossible: -10 or worse Others simply decide on the spot what a roll
means. Most use some combination of the two.
Modifiers Remember, maintaining the flow of the game is
always more important than the rules. Slowing
Most of the time, Tasks and Tests only account down the game to look up rules for a relatively
for the appropriate skills and Attributes. minor action is not worth it. Wing it, and keep
Sometimes, however, circumstances make some the game alive, immediate, and interesting.
Tasks or Tests easier or more difficult. A ladder
is a lot easier to climb than a greased pole.
Shooting at a target in the dark is a lot harder Encumbrance
than at high noon. If the Chronicler feels that a
Task or Test is made easier or more difficult It is tempting to try and bring every item that
because of circumstances, he can add modifiers, might be needed into dangerous situations, or
positive or negative, to any result. Assigning just carry it around in case things get nasty. This
modifiers is something that should be done only is not possible due the deleterious effects of
when absolutely necessary, as it may slow down encumbrance. The encumbrance of items is
the game. The Chronicler determines what measured by their Encumbrance Value (EV).
circumstances are important enough to create This includes weight, plus an additional factor to
modifiers, and decides how they affect an represent bulk. EV is expressed in two numbers
outcome. separated by a slash: the first number is for those
using US measurements, the second for those
using the metric system.
The Outcome Table A character may carry up to half his carrying
capacity (see p. 59) in EV without penalty.
Sometimes, just being successful at a Test or
Above that point, to 75% of carrying capacity,
Task is not enough. The degree of success may
the character is lightly encumbered, and suffers a
have an impact on the game or on future actions.
-1 penalty to Speed and to all Tests or Tasks
This is particularly true in social interaction rolls,
involving movement (such as Stealth or initiative
where a high level of success may impact future
rolls). Further, at that weight level, D4(2)
interactions with people previously impressed. It
Endurance Points are lost per ten minutes.
also applies to artistic endeavors, where the
Medium encumbrance runs between 76% and
Success Level determines how good a work is
100% of that weight, imposes a -2 penalty to
produced. Furthermore, in combat, a
movement, and costs D4(2) Endurance Points
particularly good or lucky blow or shot may end
per five minutes. Heavy encumbrance arises at
a fight right then and there.
between 101% and 125%, imposes a -3 penalty
When the degree or level of success of a Task to movement, and costs D4(2) Endurance Points
is important, the Chronicler may consult the per two minutes. Extra heavy encumbrance is
Outcome Table (see p. 123). This table serves as from 126% of carrying capacity up to maximum
a guideline of how good a total roll is and how weight allowance, imposes a -5 penalty to
impressive the character’s actions were. An movement, and costs D4(2) Endurance Points
122 imaginative Chronicler can use the results to add per minute. These ratios apply only for extended
to the drama of the Story. For example, a highly travel and are general guidelines. Chroniclers
successful display of combat skill may cause may vary these numbers as they wish.
Rules
Outcome Table
A roll result of nine generally means the attempt was accomplished (that is good enough in most cases).
When the degree of the success needs to be measured, however, Success Levels depend on the final result
(a roll including all positive and negative modifiers).

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.

Detailed Close Combat Rules


Some players want more detail to their fights than simple attack and defense rolls. These
optional rules are meant to accommodate this element. Chroniclers should reward good
intention descriptions with a few bonuses to the appropriate Task rolls.
Defensive Posture: The character remains on the defensive, forsaking any chance to attack in
favor of protection. A character using this tactic gets a +3 bonus on all defensive Tasks or Tests
he performs in that Turn. This is a good tactic for trying to keep a superior enemy busy while
waiting for reinforcements to arrive, or to gauge an opponent's skill before making a move
(judging the opponent's skill may require a Task involving Perception and the appropriate
Weapon Skill—although if the attacker manages to hit despite the defensive posture, no Task
roll is necessary).
Aggressive Posture: The character goes all-out in his attack, abandoning any hope of defense
to smash the enemy. This gives a +2 bonus on all attack Tasks performed that Turn, but no
defensive Tasks may be made. This is a good tactic if the enemy is unarmed or if the character
thinks he can take any damage inflicted by his opponent. Most of the time, though, it is too risky.
Feinting: A feint is a false attack meant to distract the enemy and lower her defenses against
the real strike. The feint is resolved as a Resisted Task—the attacker's Intelligence and close
combat skill against the opponent's Perception and close combat skill. The attacker's and
defender's close combat skill need not be the same. The attacker might attempt the feint using
Brawling Skill, while the defender attempts to read the feint using a Martial Arts Skill, for
example. If the attacker wins the contest, he gets a +1 bonus on her next attack Task for each
Success Level in the feint Task.
Counter-strike: This maneuver involves waiting for an attack, forgoing defense, and
attacking at the same time. The advantage is the opponent cannot defend—in effect, both
attacks hit if the Tasks are successful. The disadvantage is that the character launching the
Counter-strike must survive his enemy’s attack, which automatically hits first. The person
using the Counter-strike automatically forgoes initiative; his attack only goes into effect if he
is not disabled by his opponent’s attack. This is usually a desperate, last-ditch attempt to fight
a superior opponent. 129
Chapter Four
Improvised Weapons
Sometimes, a weapon is not at hand during a
dangerous situation, and an improvised weapon Dodging Ranged Fire
(a broken bottle, a table leg, chair, etc.) must be Although dodging a ranged attack is the
used. Clearly, this is less effective than using a only type of action allowed during a Turn,
real, balanced weapon. more than one ranged attack may be
When using an improvised weapon, the dodged. To keep things simple, use one
character uses the closest Weapon Skill he has. Dodge roll for all attacks directed at the
Anything involving thrusting sharp objects target. If more detail is desired, allow for
(broken bottles, forks, icepicks, etc.) uses the multiple rolls. Multi-action penalties apply
Hand Weapon (Knife) skill (or Sword skill, but at only if the circumstances warrant them—if
a -2 penalty due to the shorter reach). A longer, the character is ducking for cover from a
swung object could use Hand Weapon (Club or volley of fire coming from the same
Sword or similar weapon) skill. If no related direction, no penalties should apply—the
Hand Weapon skill is available, use a Difficult character is effectively dodging once. If the
Dexterity Test to strike or defend. Used character is "dancing" around multiple
defensively, a chair or similar large object actually shots, a la Matrix, then penalties should
acts like a shield, giving the character a +1 to +2 apply. Alternatively, a single roll could be
bonus to her parry roll. The Chronicler should granted, and penalties applied to the result,
assign penalties for large, heavy, and clumsy rather than forcing multiple rolls.
improvised weapons (-1 to -3 in most cases).

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).

Keeping Your Cool Damage


A factor rarely taken into account in most Once a character hits a target (or the enemy hits
games is the ability (or lack thereof) of people to a Cast Member), damage is determined. Damage
remain controlled and calm while under fire. works differently than Task resolution. Damage is
Most people who are shot at tend to freeze or measured in points, which are marked off the
panic. Only the very brave, the very stupid, and character’s Life Points. If Life Points are reduced
combat veterans are likely to keep their cool and to zero or below, the character suffers critical
do the right thing when every instinct in their injury and risks dying. The effects of damage are
bodies is telling them to start running—NOW! explained later in this chapter (see p. 138).
Chroniclers wishing to run a heroic game are free
Most forms of damage in the Unisystem are
to dispense with this factor, although its use may
determined by rolling a die; the result is then
discourage hotheaded players from getting their
multiplied by a set number called, for obvious
Cast Members into firefights at the drop of a hat.
reasons, the Multiplier. For example, a .22 pistol
When being shot at, a character must pass a causes D4 x 2 points of damage. In this case,
Simple Willpower Test to continue carrying out determine damage by rolling a four-sided die and
his original intention. A failed result means the multiplying the result by two (the Multiplier).
character freezes or hesitates, and loses any
Why express damage in this manner? First, the
chance to act in that Turn (the character can still
Multiplier can get modified in a number of
defend normally, however). This rule also
situations. In the case of a pistol, a bullet hitting
applies to the Supporting Cast and Adversaries,
at point-blank range inflicts more damage than
so sometimes it is a good idea to fire blindly in
one fired from a hundred yards away. At point-
the general direction of one’s enemies, if only to
blank, the Multiplier is increased; at longer
make them keep their heads down.
ranges, it drops (see Ranged Combat Modifiers
Table, p. 131). Also, some weapons have a

Thrown Object Damage Table


Small Object (less than 5 pounds/2 kg): D4 x Strength

Medium Object (up to 25 pounds/10 kg): D6 x Strength

Large Objects (up to 200 pounds/40 kg): D8 x Strength

Very Large Objects (up to 1 ton): D10 x Strength


133
Huge Objects (over a ton): D12 x Strength
Chapter Four
Poison
Poisons are foreign substances that, when
Oh, God—I’ve Been Shot! introduced into a person’s body, cause harm,
When people are injured (and they injury or death. They include manufactured
realize it—some people may be unaware of chemicals and substances secreted or injected by
even mortal wounds for some time), their animals or supernatural creatures. In the real
first reaction is usually shock and fear. world, some poisons kill instantly, while others
Even if the wound is not lethal, the typical have varying degrees of lethality. As a weapon,
person collapses, screams and does a poison is often unreliable and can be as dangerous
number of other useless things. Only to the wielder as to the intended victim.
people driven by rage, drugs or pure Poisons all have a Delivery Method (how the
determination (or too stupid to know poison is applied) and a Strength Rating (its
better) carry on with a fight despite their lethality). The Delivery Method is either
wounds. To simulate this, the Chronicler ingested (eaten), injected, or contact. Some
may require characters who have been poisons may be applied in more than one way,
injured in combat to pass a Simple but their effectiveness may vary according to
Willpower Test before continuing their how they are delivered.
fight. A penalty equal to the damage taken
The Strength Rating determines how much
by the character may be applied to the Test.
damage the poison inflicts, or how difficult it is
This penalty is left to the discretion of the
to resist its effects. The Strength Rating of a
Chronicler—a dramatic fight should not be
poison depends on the type of toxin. There are
slowed down because the protagonist was
three basic kinds of poisons: corrosive, irritant,
wounded. In such cases, the Chronicler can
and narcotic (also known as nerve poisons).
rule that the character is so determined
Each kind has its own characteristics.
(and pumped full of adrenaline) that he
ignores any wound that does not kill him. Corrosive poisons include a number of acids,
and several common cleaning fluids. They can
burn the skin directly, inflicting a number of
points of damage (see the Corrosive Damage
variable Multiplier. Most hand weapons, for
Table) every Turn the person is exposed (being
example, cause damage based on the Strength of
splashed with the liquid means the victim is
the wielder. A baseball bat wielded by a ten-
exposed until the corrosive is washed off with
year-old does not inflict as much damage as the
water). If ingested, they cause the same damage
same bat in the hands of a champion
until the poison is neutralized with an antidote,
weightlifter. To figure the bat damage, the base
or ejected by vomiting.
damage (D8) uses the Strength of the wielder as
a Multiplier. Irritants include such poisons as arsenic. They
are more slow-acting, and require multiple doses.
Finally, although multiple dice could be rolled
Instead of direct damage, the poison slowly
and the results added together, using a Multiplier
drains Life Points, typically one point for every
increases the chances that maximum and
two Strength of the poison, per dose ingested.
minimum damage are inflicted. When rolling
For example, if the poison has a Strength Rating
several dice, low rolls tend to cancel out high
of one, damage occurs after two doses. This Life
rolls, usually resulting in an average damage roll.
This is not necessarily realistic. Bullets hitting a
person often go through without causing any
Corrosive Damage Table
appreciable damage, but in other cases they kill Poison Strength Rating Damage
the person on the spot; the wide variation of 1 1 point
damage in the single-die and multiplier system
reflects this randomness. 2 D4(2)

Damage values for normal punches, kicks, and 3 D6(3)


a number of different weapons are presented in 4 D8(4)
Chapter Five: Tools. 5 D10(5)
134
6 D6 x 2(6)
Rules
Point damage can only be healed if the poison is The Delivery Method is ingestion. A large
purged from the system. When the victim’s Life dose of arsenic has a Strength 6, and inflicts three
Points are reduced to zero, the victim may die (a points of damage per hour until the poison is
Survival Test, see p. 139, postpones death). removed (usually by inducing vomiting, although
Narcotic or nerve poisons include curare, a full stomach pump in a hospital is preferred).
chloroform, and strychnine. They directly Smaller doses have a Strength 2, and inflict one
depress the victim’s nervous system and body point of damage per day. Symptoms of gradual
functions such as breathing. They can induce poisoning (ingesting one small dose daily for five
unconsciousness, paralysis, or death. These or more days) include weakness (reduce Strength
poisons do not inflict damage directly. Instead, by one and Endurance Points by 10), stomach
they use a Simple Strength Test against a Simple problems, slight disorientation (reduce
Constitution Test by the victim. If the poison’s Intelligence by one) and a greenish pigmentation
Strength wins the contest, the victim suffers the of the skin. Each dose adds to the daily damage
poison’s specific effects. Typically, they include (after five days of gradual poisoning, the victim
drowsiness or unconsciousness (for weak suffers from five points of damage per day).
narcotics) to heart or respiratory arrest (resulting Medical attention quickly eliminates all traces of
in death by suffocation unless first aid or medical arsenic from a person’s system, however.
care are immediately provided). Curare is a nerve poison that paralyzes and may
Some sample poisons are discussed below. kill. The natives of the Amazon use it to bring
Chroniclers can devise game mechanics for other down large game, often dropping small deer in
poisons based on these examples. their tracks with one arrow or blowgun hit.

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

Common Objects Table


Object Armor Value Damage Capacity Barrier Value
Wine Glass 0 1 0
Glass Bottle 1 5 0
Window 1 3-5 1
Dresser 3 5-10 6
Desk 5 30 6
Personal Computer 4 10-20 5
Door 5 30 10-12
Door Lock 6-8 10-20 —
Reinforced Door 10-15 40-60 20-30
Reinforced Lock 20-25 30-50 —
Wood Wall 5 + 1 per inch 20 per inch 8 + 1 per inch
Brick Wall 9 + 1 per inch 30 per inch 12 + 2 per inch
Concrete Wall 18 + 2 per inch 50 per inch 20 + 5 per inch
Ferroconcrete Wall 20 +5 per inch 75 per inch 50 + 10 per inch
Steel Wall 30 +5 per inch 100 per inch 60 + 20 per inch
Note: Inches may be multiplied by 2.5 to get an equivalent measurement in centimeters.
137
Chapter Four
through and Lucas (who was not wearing body
armor) takes a total of 40 points (normal bullets
double damage once through armor, see p. 152).
He drops to the ground, unconscious but still
alive. If the door had not been in the way, he
would have taken a total of 64 points (32 points
doubled), and he would probably be taking a
dirtnap. Of course, if the thug had tried to shoot
through one inch (2.5cm) of steel (Barrier Value
of 80), his shot would have bounced off, with a
decent chance of ricocheting right back at him.

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.

The Effects of Injury


During combat or other tense situations,
adrenaline keeps all but the most serious wounds
from affecting the character’s performance.
A character reduced to less than five Life
Points is severely hurt. It is difficult to do
anything unless the character is driven by
adrenaline into pushing himself. Actions suffer a
-1 to -5 penalty due to pain and shock.
At zero points or below, the character is
knocked down, stunned, and semi-conscious. A
Willpower and Constitution Test is necessary for
the character to get back on her feet. Such a Test
is penalized by the amount by which she is
reduced below zero. When reaching -10 points
or worse, there is a chance the character will die
(see Survival Tests, p. 139).

Knocking People Out


Hitting people over the head or punching them
in the face to knock them out or stun them is
never as easy as it appears in the movies. Hitting
someone on the head is as likely to kill them as
knock them out—loss of consciousness is often a
sign of a severe, life-threatening injury. A punch
on the jaw may knock somebody out, or may just
break the person’s jaw (and, incidentally, the
138 knuckles of the person doing the punching).
Rules
However, some Chronicler’s may apply Characters with First Aid or medical skills can
“cinematic” rules to their games, allowing stabilize the victim with a successful Task.
characters to engage in non-lethal brawls and Characters without First Aid or other medical
attempts to capture people without harming them skills can try to help by bandaging any visible
(or, by the same token, allowing the Chronicler’s wounds. Whether this works under the
minions to capture Cast Members without circumstances is left entirely up to the Chronicler.
inflicting permanent damage). The Non-lethal If the character survives the Survival Test, he
Brawls Optional Rule can be used. must still check to see if he remains conscious. A
Consciousness Test is run exactly as a Survival
Non-lethal Brawls Optional Rule Test is, except the modifier is equal to the
amount of negative points imposed.
To make a non-lethal attack, the character
must use a blunt instrument. In that case, any For example, Tiny (46 Life Points) is hit by a
damage inflicted is applied to the Endurance burst of submachine gun fire. After all damage is
Points of the victim, instead of his Life Points. accounted for, he is at -24 points. He has
Characters can get punched repeatedly, pass Constitution 5 and Willpower 3, for a base
out, and be fine in a few hours. If the Survival Test score of eight. This is reduced by
Chronicler wants to make a minimal concession -2 because he is at over 20 points below zero, to
to reality, he may rule that every four points of a total of six. Tiny must roll a three or higher on
Endurance Damage inflicted in this manner a D10 for the required total of nine. He rolls a
imposes one Life Point of actual injury. Thus, a six (for a total result of 12), and survives. To
character who gets knocked out still nurses stay conscious, however, Tiny needs to make a
some bruises and cracked ribs after the fight. similar Test, but at a -24 penalty! Not
surprisingly, he fails and collapses, unconscious.
Every minute, he needs to roll his Survival Test
Survival and Consciousness Tests again, first at a -3 penalty (the original -2 plus an
When a (human) character has been reduced additional -1), then at -4, and so on, until he
to -10 Life Points, he is killed instantly unless he finally dies or receives medical help.
makes a Survival Test. Survival Tests are a
special form of Attribute Test, using Willpower
and Constitution, at a penalty of -1 for every 10 Recuperation
Life Points below zero (rounded down) the Medical care and time are needed to recover
character currently suffers. from any injury. Unless seriously injured,
As in most things, supernatural beings have however, time is the most important factor.
different survival thresholds than humans. Use
The Racial Survival Tests Table.
Regaining Consciousness
Racial Survival Test Chart Characters can be knocked unconscious when
Avatars, Inheritors, Nephilim: As normal humans. their Life or Endurance Pools are depleted
through injury, fatigue or disease. Generally, the
Exiles, Incarnates, Kerubim, and all Seraphim: character remains unconscious until the depleted
Threshold is -30 points. Penalty is -1 per 10 points pool is restored above zero through healing, rest,
below -30. or regeneration. Under some circumstances, the
True Immortals: Threshold is -300 points. Penalty Chronicler may allow unconscious characters to
is –1 per 10 points below -300. be semi-conscious or awake but unable to do
anything more strenuous than speaking for brief
The Survival Test only determines whether or periods of time. Supernatural beings with
not the character drops dead immediately. regenerative powers recover consciousness very
Passing the Test does not mean the character is rapidly. Those who require an act of will to heal
out of the woods. Unless medical attention is themselves (like the Seraphim) remain in a coma
available, the character may still die in a few until their natural healing restores them, unless
minutes. For every minute spent without their friends and allies heal them.
receiving medical help, a new Survival Test is 139
required, at a cumulative -1 penalty.
Chapter Four
Resuscitation Racial Life Point Recovery Chart
Even if the character is dying, modern Avatars and Inheritors: One point per Willpower
medicine and supernatural powers can try to level per Turn.
bring the victim back from the threshold of
Exiles and all Seraphim: D10(5) points per Essence
death. Once again, common sense is the rule. A
Point spent; as normal human if not using Essence.
multiple gunshot victim might survive if no
major brain damage was inflicted, but somebody Incarnate: One point per Willpower and
who was decapitated or burned to a crisp in a Constitution level per Turn.
gasoline explosion is not likely to benefit from Kerubim: D8(4) points per Essence Point spent; as
any help in this world. normal human if not using Essence.
A character who fails a Survival Test can be Nephilim: Five points per Turn.
brought back to life if extensive medical help
True Immortals: One point per Constitution level
(like that available in a modern Emergency
per Turn.
Room) is made available within Constitution x 2
minutes. If paramedics are present, this length of A character recovers one Life Point per
time may be extended by an additional minute Constitution level per day of rest under medical
for each Success Level the paramedic gets on a care until he reaches zero points or higher. After
First Aid Task. that point, he regains a fixed two Life Points per
The medical team in the hospital tries to revive day. Following on the example discussed
the patient (anybody who’s watched the TV previously, Tiny Tim (46 Life Points normally; -
show ER knows the drill). The doctor in charge 24 after injury) would recover five points per day
performs a Medicine Task (typical doctors at an in a hospital until reaching zero Life Points (this
Emergency Room have a Medicine Skill 4 and an would take five days of intensive care). Then he
Intelligence 3). Each Success Level gives the would have to spend another 23 days in bed to
patient a +1 bonus on a new Survival Test. The fully recover. In total, this is almost a month of
advanced life-saving techniques of the hospital bed rest (and that only because he has such a
add an additional +3 bonus. The recently dead high Constitution; a normal person reduced to
character must now pass a new Survival Test, at -24 points, provided he survived at all, would
a penalty of -1 for every five points he is below spend well over a month in the hospital).
zero, plus all the bonuses described above. If he
passes the Test, he lives.
Endurance Point Loss
Endurance Points measure the character’s
Regaining Life Points ability to resist fatigue after extended exertions.
Without medical care, a character risks Hard work, like jogging for long periods of time,
complications such as infection and blood loss. drains one Endurance Point every ten minutes.
He must pass a Survival Test every day to recover Very hard labor (running at top speed while
one Life Point per level of success (to a maximum carrying a sack of rocks) drains D4(2) Endurance
of one Life Point per Constitution Level). If he Points per minute. Bursts of frenzied activity,
fails the Test, he loses one Life Point instead! like intense close combat, drain Endurance at a
Supernatural types heal according to the higher rate, burning as much as D4(2) points in
Racial Life Point Recovery Chart. one Turn.
Endurance “damage” may also occur due to
carrying/wearing heavy loads (see p. 122) and
Medical Healing “non-lethal” attacks (see p. 139).
A First Aid and Intelligence Task restores one
Life Point per Success Level. Performing First Endurance Loss Table
Aid on oneself is possible, but suffers a -2
modifier. One Task is allowed for each wound Hard Work 1 per 10 minutes
inflicted, but this requires players to keep track Very Hard Work D4(2) per minutes
of the number of wounds their characters suffer. Frenzied Activity D4(2) per Turn
140 If the bookkeeping slows the game down, ditch
it, and just allow one First Aid Task per combat.
Rules
Characters must get at least seven hours of Regaining Endurance Points
sleep in a 24-hour period. Anything less and they
lose one Endurance Point per hour of missed Characters recover one Endurance Point per
sleep. For example, if the character regularly Constitution level per half hour of sleep, or per
sleeps five hours a night she loses two points each every hour of rest (talking, sitting, or riding in a
day—points that require some extra sleep to vehicle). Endurance Points lost due to lack of
regain. Further, for each hour past 24 that a sleep can only be regained by sleeping.
character stays awake, one more Endurance Again, certain supernaturals have their own
Point is lost. So, a character who stays awake for rates of recovery (see Racial Endurance Point
36 straight hours loses 19 Endurance Points. Recovery Chart).

Effects of Endurance Loss Essence Pool Loss


At five Endurance Points or less, the character Gifted and supernatural types are the only
feels groggy and dizzy. All actions incur a -2 ones who usually worry about Essence Point
penalty. If a character’s Endurance is reduced to loss. Voluntary Essence loss, such as Essence
zero or below for any reason, he is in danger of Channeling, cannot lower a character’s Essence
falling unconscious. A Survival Test is necessary Pool below zero. Still, severe emotional stress
to remain on his feet, at a -1 penalty for every and some supernatural attacks drain Essence and
five points below zero (round up). This Test is no limit exists for involuntary Essence loss.
repeated every Turn—eventually, the character
falls unconscious.
Effects of Essence Loss
A character reduced to half his Essence Pool
Racial Endurance Point feels numb, and it may be hard to elicit any
Recovery Chart strong emotional reactions from him. Also,
mental Tasks are performed at a -1 penalty until
Avatars and Inheritors: One point per Willpower
the Essence Pool is restored to half capacity.
level per Turn.
At one Essence, the victim falls into a deep
Exiles and all Seraphim: D10(5) points per Essence
depression. All Tasks and Tests suffer a -3
Point spent; as normal human if not using Essence.
penalty, and it is difficult to concentrate or care
Incarnate: One point per Willpower and about anything. If Essence is reduced below
Constitution level per Turn. zero, the victim must pass a Difficult Willpower
Kerubim: D8(4) points per Essence Point spent; as Test at -1 for every five Essence Points below
normal human if not using Essence. zero. If he fails, he temporarily loses one level in
one mental Attribute (the Chronicler may let the
Nephilim: Five points per Turn.
player choose), or he temporarily gains a Mental
True Immortals: Two points per Constitution level Drawback worth at least two points.
per half-hour of sleep, or one point per
If Essence is reduced below -30, the character
Constitution level per hour of rest.
must pass a Survival Test, with a -1 penalty for
every 10 points below -30. Characters killed by
Racial Essence Point Recovery Chart Essence drain have no apparent cause of death.
Avatars and Inheritors: Two points per Willpower Medical science diagnoses only “heart failure.”
level per minute.
Exiles, Kerubim and all Seraphim: One point per Regaining Essence Points
Constitution and Willpower level per minute. Characters regain Essence equal to their
Incarnate: Two points per Willpower level per Essence Channeling level per minute. Non-
minute. channelers are limited to one Essence Point for
Nephilim: Two points per Willpower level per each Willpower level every hour.
minute. Again, certain supernaturals have their own
True Immortals: Two points per Willpower level rates of recovery (see Racial Essence Point 141
per minute. Recovery Chart).
Chapter Four
Vehicle Rules stop working. Others, like high-tech tanks, can
survive a great deal of punishment. This
Vehicle combat (i.e., any combat where one or attribute is roughly equivalent to a character’s
more vehicles are involved) is handled like Constitution Attribute. Toughness is rated from
normal combat, with a few modifications. Since one to six, with extraordinary vehicles having
the Unisystem is not a wargame, the rules do not values of seven or higher.
concern themselves with complex movement and Handling: A measure of the vehicle’s
range modifiers. Instead, vehicle combat is maneuverability and responsiveness to the
handled in a more cinematic nature—think Star driver/pilot—within the vehicle’s capabilities, of
Wars, not Harpoon. As with all rules, the set course. A tank or other heavy vehicle, no matter
below should only be used when the Story calls how good its Handling, is unable to maneuver in
for it. close quarters as well as even the clumsiest
motorcycle. Handling is comparable to a
character’s Dexterity. For some driving and
Vehicle Attributes piloting Tasks, Handling replaces or modifies the
Vehicles have a number of Attributes, pilot’s Dexterity.
comparable to a character’s Attributes, that Crew: The number of personnel needed to
determine its capabilities. Most of the time, they operate the vehicle and their general descriptions.
are only used in combat or other action-oriented
Damage Capacity (DC): A rough estimate of
events (the ubiquitous car chase, for example).
how much damage a vehicle can take before it is
Worrying about Handling during a routine trip
destroyed or inoperable. Obviously, damage to a
to work is a waste of time.
critical component disables a vehicle long before
Dimensions: The average weight, height, its Damage Capacity is depleted. Still, for
width, and length of the vehicle. For cargo general purposes, most civilian vehicles have a
vehicles, a separate weight entry indicates its DC of 30 plus three for every 500 pounds (250
cargo capacity. kg) of weight, rounded down. Military vehicles
Speed: This Attribute is maximum speed. have a base Damage Capacity of 50 plus five for
Halve Speed to get yards (meters) per second. every 500 pounds (250 kg) of weight. So, a
2,000-pound car would have a damage capacity
Range: How far a vehicle may travel is a
of 42 points, and a 30-ton tank would have a
function of how many miles per gallon it gets,
Damage Capacity of 650. Some large
and how much fuel it can carry. For aircraft,
components like turrets, wings, and the like have
effective range is often half its maximum range,
their own Damage Capacity, typically ranging
with half the range being the “point of no
from 20% to 100% of the DC of the main body.
return.” At that point, the aircraft does not have
Generally, damage modifiers (like slashing or
enough fuel to return to base (assuming it needs
stabbing or bullet damage, see pp. 151-152) do
to return to its point of origin, of course). Range
not apply to vehicles, which sustain only the
can vary enormously from those averages,
basic damage rolled or generated.
though. Aircraft in particular can burn a lot of
fuel just performing complex acrobatics or going If a vehicle powered by an internal combustion
at maximum speed. engine is heavily damaged or destroyed, there is
a chance it may explode. Explosions are rare in
Acceleration: The number of miles per hour
real life—cars are designed not to explode, after
(kph) the vehicle can increase its speed per Turn.
all. When a vehicle is reduced to 10% or less of
All vehicles can safely brake 30 mph (45 kph) per
its Damage Capacity, make a Simple Toughness
Turn. More serious braking requires a Task with
Test with a +3 bonus. On a failure, the vehicle
a modifier of -1 per five mph (7.5 kph) of
explodes. The damage of the explosion is
braking over the safe maximum.
equivalent to a mortar shell’s (see p. 155).
Toughness: A general measure of the vehicle’s
Armor Value (AV): Almost all vehicles are
ruggedness, redundant systems and damage
somewhat harder to hurt than normal people.
control systems. It determines how long a
The metal, wood, or plastic of their hulls is
vehicle can continue to function even after being
strong enough to deflect some attacks, and, in
142 heavily damaged. Most vehicles are relatively
the case of armored vehicles, armor plating is
delicate machines; break enough parts and they
added for increased protection. Most cars have
Rules
an AV of two to 10, depending on how sturdy Vehicles In Action
their hulls are. Cars can be made “bullet-proof”
by adding layers of Kevlar and other materials. Most of the time, using a vehicle involves no
Tasks or Tests. The character, provided he has
the appropriate Driving or Piloting skill, gets in
Vehicle Armament Attributes and goes wherever he wants. During stressful
Vehicle weapons are larger and more powerful moments (pursuing an enemy, or realizing that
than portable ones. They have the following the car’s brakes have been cut), Dexterity and
features. Driving/Piloting Tasks are needed. For the most
part, this should be dictated by the Chronicler as
Accuracy: Each weapon system has an the individual situation demands, but some
Accuracy. This Attribute measures such things as possibilities are discussed below.
radar, laser, or other range-finding and targeting
systems. Accuracy sometimes replaces or Driving at High Speed: Speed kills, as the
modifies Dexterity when firing vehicle-mounted saying goes. Going at high speeds in a lone,
weapons. Many primitive or simple weapon straight stretch of highway is no problem.
systems have no specific sights or aiming Problems only occur when the character has to do
mechanisms; in those cases, the character uses something besides go in a straight line.
Dexterity and Weapon Skill, often with a penalty. Maneuvering at speeds over 50 mph (75 kph)
requires a Dexterity and Driving Task (if the
Shots: Each weapon system has a number of character’s Dexterity exceeds the Handling rating
Shots. This is the number of rounds available of the vehicle, use the Handling rating instead).
when fully loaded. Potential modifiers include -1 per 10 miles an
RoF: Each weapon system has a Rate of Fire hour over 50; -2 for attempting to swerve or
(RoF), or how many rounds may be discharged taking a sharp curve; -1 to -3 for sudden attempts
in a given period of time. to maneuver (avoiding a deer jumping right in
Ammunition: Some weapon systems list front of a car would be at a -3 penalty). Fast
Ammunition. If the armed forces using the Reaction Time gives characters a +2 bonus to
vehicle have a standard mix of munitions, it is these maneuvers. The results of failure can range
presented here. from a partial spin to rolling the car over,
crashing against an obstacle, or worse, depending
Damage: Each type of munition has a Damage on the circumstances (see Collisions, p. 144).
code. This is just like smaller weapons—a
formula for calculating the damage caused by the Chases: These work largely like normal foot
weapon. chases (see p. 120). Make Resisted Dexterity and
Driving/Piloting Tasks (if the character’s
Armor-piercing Factor: Each type of munition Dexterity exceeds the Handling rating of the
has an Armor-piercing Factor. Divide the armor vehicle, use the Handling rating instead). The
of a target by this factor. Two types of Armor- first person/vehicle to start moving gains a +1 to
piercing heavy weapons exist: kinetic (a solid the Task. The faster vehicle receives a +1 bonus
slug or bullet traveling at very high speeds) or for every five mph it moves above the other
shaped-charge (an explosion channeled into a vehicle’s speed. If going at high speeds, both
narrow jet). Some types of armor offer different sides also need to succeed at a couple of Tasks
protection levels against each type of munition. using the High Speed modifiers above, to ensure
Damage Modifier: Each type of munition has nothing happened to them during the chase. A
a Damage Modifier. When striking a vehicle, chase should last at least a minute or two. To
multiply the damage inflicted (after subtracting make things dramatic, the Chronicler can dictate
any Armor or Barrier Values) by the Damage that the pursuer needs to accumulate a number
Modifier. This represents the ability of the of Success Levels above the pursued’s own
weapon to ignite fires, damage critical Success Levels, with Tasks being rolled every
components, or otherwise cause damage to minute of the chase. The Chronicler should
modern vehicles. describe the chase, and if it takes place in a
Range: Each type of munition has a Range. crowded highway or city streets, should throw in
This is also just like smaller weapons, but the a number of complications (pedestrians, other
distances are much farther. cars, highway patrolmen) to spice things up. 143
Chapter Four
Collisions: When a vehicle hits something, it Malfunctioning Vehicles: If the vehicle is
damages both the target and itself. Base damage damaged somehow, has been sabotaged, or
equals D10(5) times a factor equal to the suffers some dangerous or catastrophic
vehicle’s weight (in tons, round up) and 1/10 the malfunction (loses its brakes, loses all four
vehicle’s speed (or the differential in speeds if a aircraft engines, and so on), a Dexterity and
vehicle hits a moving object) in miles per hour (or Driving/Piloting roll is needed to try to stop or
1/15 the speed in kph), rounding up. For bring down the vehicle before any mishaps occur.
example, a two-ton truck going at 50 mph Modifiers range from -1 (one flat tire) to -6 (all
inflicts D10 x 7 (2 for the weight plus 5 for the engines off-line on an aircraft). In some cases, a
speed) points of damage. Very large vehicles severe malfunction is an issue—a malfunctioning
(over 10 tons in weight) use their weight in tons, car can be stopped fairly easily, unless it was
divided by 20 (rounded up), and add 10 to the going very fast (in which case, apply the High
total, in addition to speed modifiers. Speed modifiers).
If the target is far lighter than the vehicle (car
versus pedestrian), the vehicle takes only a third Ground Vehicle Combat
of the damage rolled. If the target is somewhat
smaller (truck versus car), the heavier vehicle Most vehicle combat (with the rare exception
takes half damage. If the impact is against a of ramming attacks) involves ranged weapons.
much heavier object (a tank or a concrete wall), These attacks range from people with guns firing
the vehicle takes D10+2 multiplied by from the inside of a vehicle to complex weapon
(Speed/10), as above. systems like missiles or laser-aimed cannon.
All collision damage subtracts the Armor Shooting From Vehicle: Firing from a moving
Value of the vehicle before being applied to its platform with hand weapons has a base penalty
Damage Capacity. Additional damage from a of -3, with another -2 if the vehicle is moving
collision may occur if one of the vehicles catches faster than 30 mph (45 kph).
on fire or explodes (see p. 136, 142). Using Vehicle-Mounted Weapons: Early
Passengers inside a vehicle involved in a vehicle weapons were not stabilized, and had
collision sustain half damage if not wearing seat fairly primitive aiming mechanisms. World War
belts, and 1/5 damage if they are. Air bags II tanks, for example, had to stop and fire to have
provide an additional AV of 20 against the any hope of hitting the target. For those vehicles,
collision damage, except for small children and penalties are as above, with the additional
small people, who may take an additional D6 x complication that the gunner’s Dexterity cannot
two points of damage from the air bag itself. exceed the weapon’s Accuracy rating. For
stabilized vehicles, the penalties are limited to -2
if the vehicle is moving over 30 mph (45 kph).
Dodging: Most military vehicles cannot dodge
Sample Vehicle Armor Values attacks; they are too big and too slow. Lighter
vehicles such as motorcycles and car-sized targets
Civilian cars: AV 2-5
may attempt to drive fast enough to avoid an
Heavy Trucks: AV 4-6 attack. This is treated like a Resisted Task, with
Bank Armored Cars, Armored Personnel the target’s Dexterity and Driving/Piloting skill
Carriers: AV 20-75 versus the attacker’s Dexterity and weapon skill,
or Accuracy, depending on the weapon.
Light Tanks, Infantry Fighting Vehicles: AV
80-100, usually in the front; the sides and
rear have between 50% and 20% of the Air Combat
frontal armor.
Air combat involves a highly complex set of
Medium Tanks: AV 120-200, modified as
maneuvers, where the ability to see or sense the
above for sides and rear.
target is as important as the ability to destroy it.
Main Battle Tanks: AV 200+, modified as To reflect air combat accurately would require so
above for sides and rear. many rules as to make the game pretty much
144 impossible to play. Instead, we present a few
cinematic rules for fast and furious air combat.
Rules
Dogfighting: This type of combat was a lot Character improvement is represented by
more common in the days before guided missiles, experience points. Experience points are
when pilots were able to see the enemy through awarded to each player at the end of every
their gun sights. In the age of smart weapons and gaming session. The better the game and the
fire-and-forget missiles, aerobatics at close range player’s performance were, the more points
is pretty much a lost art. should be awarded. With these points, the
Dogfighting combat is a Resisted Task, using players can improve their Cast Members’
the Dexterity and Piloting Skill of the two Attributes, skills, and other elements.
combatants. If one aircraft has a higher This experience point system is used for all
Handling rating than the other, add the Unisystem games, both dice-driven or diceless.
difference between the two to the more
maneuverable vessel. Situational Awareness
adds +2 to the Task; Fast Reaction Time adds +1. Awarding Experience
The winner manages to get on the target’s “six” During or at the end of each roleplaying
(six o’clock, right behind it) and can shoot it. session, the Chronicler awards each player with
Playing Chicken: This occurs when two experience points. The Experience Point Awards
aircraft fly at each other, firing and seeing who Chart outlines some guidelines for how many
turns away (or is destroyed) first. The two points should be awarded for a playing session:
aircraft can fire at each other for one or two average awards range from two to six points,
Turns, depending on their speed and weapon with the higher awards going to the best
range. If neither ship is destroyed, the two roleplayers.
characters engage in a Resisted Willpower Test;
Nerves of Steel bonuses apply. The loser turns
away, and the winner can now engage him with Experience Point Awards Chart
impunity for one Turn.
Being There: All characters who participated in the
No Vehicle: Flying creatures and characters use game session receive one point.
Dexterity and Acrobatics, or Simple Dexterity
Tests for Dogfighting purposes. Seraphim and Good Roleplaying: One point per instance.
other flying creatures cannot be targeted by heat- Advancing the Storyline While Remaining in
seeking missiles, but their radar signature is larger Character: One to three points. This rewards
than that of most modern fighter aircraft (many players whose roleplaying and character actions
modern fighters are designed to have a smaller helped develop the story.
radar return than a large bird), and they can be Heroic Roleplaying: One to three points. Given to
easily detected and targeted in that fashion. players whose characters remained true to
Revelationist fighter pilots typically engage themselves even when it meant they would suffer
Seraphim and their ilk with their machine guns for it. The heroic type who risks his life for others,
(typically 20mm autocannon); the Seraphim can or even the coward who runs or surrenders when
return fire, of course. the wise course would be to fight are good
examples of this.
Experience Ingenuity Award: One to three points. Given to
players who used impressive and unexpected
People change with time. In the Unisystem, tactics and problem solving to deal with a plot
characters live and learn and become more device. This, however, only applies if the devious
experienced as they participate in the Stories plan or tactics were true to the character (not the
created in the course of the game. After several player). If the village idiot suddenly starts having
Stories, the character will be more skilled and spurts of Machiavellian brilliance for no good
powerful than he was when he began. This is reason, then no award should be given.
also borne out in fiction: the Hobbits from the
Lord of the Rings trilogy were much tougher,
stronger and experienced at the end of their
heroic quest than when they began.
145
Chapter Four
Improving Characters
Optional Experience Point Experience points work much like the
Allotments character points used to create Cast
Members. They can be used to raise
Some Chroniclers may dislike players over- Attribute and skill levels, to acquire new
specializing their characters in one skill or power, Qualities or reduce or eliminate Drawbacks,
especially when they did not use the skill or power or to increase Metaphysical abilities. The
during the game session. This rule curtails that cost of these improvements differs from the
tendency, at the cost of bookkeeping and cost of acquiring them during character
complexity. creation, however. After a Cast Member has
Under this rule, the Chronicler assigns been defined, it is a lot harder to advance in
experience to each of the following categories. some areas. To determine how to improve
Characters can then use those points only in the characteristics, refer to the Character
appropriate skills, Qualities, or Improvement Table (see p. 146).
Metaphysics/powers. The experience point awards
should be based on what the characters did and
accomplished during the game session.
Improving Attributes
Combat Points: Awarded when the characters Unlike skills and powers, Attributes
used any combat skills, such as weapon skills, represent relatively fixed qualities for human
dodge, martial arts, and so on. These points can be Cast Members. As a result, after character
used to raise combat skills, as well as Strength, generation, humans may improve Attributes
Dexterity, and Constitution. no more than one level. The improvement
ability of the supernatural races is greater,
Non-Combat Points: Assigned when scholastic, however. Immortals can improve any
investigative, or non-violent activities, from Attribute by up to three levels (as limited by
scientific skills to Smooth Talking, were their racial maxima). Other beings can
employed. These points can be used to raise the improve their Attributes up to their racial
appropriate intellectual skills, as well as any limits.
mental Attribute.
If the Attribute was five or less before
Metaphysics Points: Assigned whenever any improvement, the one level increase costs five
Supernatural or Gifted power was used, whether in experience points. If the Attribute was six or
combat or non-combat situations. These points can greater before improvement, the one level
be used to advance any Supernatural/Metaphysical increase costs 10 experience points.
power or acquire new ones. They can also be used
to increase mental Attributes.
Chroniclers may also grant characters “freebie” Reasons For Improvement
experience points that can be used for any Having enough experience points to raise a
purpose, especially when the characters perform characteristic is usually not enough. There
some great feat or reached the conclusion of a must also be an explanation for why the Cast
Story. Member improved in that area, and usually
Example: During a game session, Lukas, an those reasons are determined in the course of
Alliance troubleshooter, successfully followed an the game. If the Cast Member used a skill or
alleged cultist, broke into his house, opened his Attribute repeatedly in the previous few game
safe, was surprised in the act, and summoned a sessions, it would make sense for the skill or
fire elemental to cover his escape by starting a Attribute to get better. To learn a brand-new
minor conflagration in the cultist's home. The skill, the Cast Member must have spent some
Chronicler awards Lukas two non-combat points time working on that skill before being
and one metaphysics point. Although there was allowed to spend the points to acquire it. To
some combat (Lukas was shot at during his acquire a Quality, eliminate a Drawback, or
escape), he only used magic, not any actual gain new Metaphysical powers, a series of
combat skills, so he gets no points for this events or circumstances must be present that
146 category. make it sensible for the characteristic to arise
or disappear.
Character Improvement Table
Improvement Point Cost
Attribute See text on p. 146
Existing Skill The cost of the next level (e.g., to go from level 3 to 4 costs 4 points)
Existing Special Skill The cost of the next level + 1 (e.g., to go from level 3 to 4 costs 5 points)
New Skill Six points for first level
New Specialty Six points
New Special Skill Eight points for first level
Quality Same as per character creation, unless otherwise indicated
Essence Channeling Four points per level until level five; seven points per level thereafter
Remove Drawback Pay off the original value of the Drawback
New Invocation 10 points for the first level
Existing Invocations Five points per level until level five; eight points per level thereafter
Seer Powers (Strength) Six points per level
Seer Powers (Art) Five points per level until level five; eight points per level thereafter
Necromancy, Theophany
or Primal Skills Five points per level until level five; eight points per level thereafter
New Necromantic Powers 10 points per new Power
Existing Necromantic Powers Six points per level until level five; 10 points per level thereafter
Inspired Miracles 10 points per new Miracle
New Theophany
or Primal Power Double the original cost of the ability

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)

Ranged Weapons organs and inflicting assorted forms of mayhem.


Thus, normal bullet damage is doubled after
For all ranged weapons statistics, ballpark penetrating armor.
figures have been used. Weapons experts should Hollow-Point Bullets: Expanding bullets
feel free to pencil in any more accurate ranges, or create a greater wound cavity and tend to spend
plug in numbers derived from the latest Guns more of their energy inside the victim’s body as
and Ammo statistics, depending on the specific the bullet flattens and mushrooms. Armor can
weapon employed. easily stop these bullets. Double any Armor and
Barrier Value between the target and the bullet,
Bullet Type but any damage that gets through is tripled.
Armor-Piercing Bullets: These high-velocity,
Bullet type modifies the damage of a ranged solid rounds punch through armor and obstacles,
weapon. but also through the target. Armor-piercing
Normal Bullets: A normal jacketed bullet rounds halve any Armor or Barrier Value in their
152 tends to corkscrew and ricochet inside the path, but the damage inflicted is not modified.
human body, shattering bone, piercing vital
Tools
Shotguns
Slugs are treated like normal bullets, with damage doubling when hitting flesh (there are also hollow-
point slugs, which causes triple damage, as above). Shot damage does not double, and any armor worn
is doubly effective against it (even heavy clothing may afford some protection against the lighter birdshot
used in hunting shotguns). On the other hand, shot spreads over a wider area, making it easier to hit
the target (see p. 131).

Ranged Weapon Table


Weapon Range Damage Cap EV Cost
Thrown Rock 3/7/10/13/20 1 x Strength n/a 1/1 n/a
Thrown Knife 3/5/8/10/13 D4(2) x (Strength -1) n/a 1/1 $50
Short Bow 5/13/40/65/100 D6(3) x Strength 1 6/3 $400
Long/Composite Bow 10/30/50/100/200 D8(4) x Strength 1 8/4 $600
Crossbow 7/40/65/150/250 D10(5) x Strength 1 6/3 $500
Handguns 3/10/20/60/120
.22 caliber D4 x 2(4) 8-10 1/1 $400
.32 caliber D6 x 2(6) 6-9 1/1 $500
.38 caliber D6 x 3(9) 6-8 1/1 $600
9 mm D6 x 4(12) 10-15 1/1 $500
10 mm D6 x 5(15) 10-15 1/1 $1200
.45 caliber D8 x 4(16) 7-10 2/1 $1500
High-Velocity Handguns 4/15/30/90/180
.357 magnum D8 x 4(16) 6-10 1/1 $1600
.44 magnum D6 x 6(18) 6-10 2/1 $1800
Submachine Guns @ 3/15/30/100/200
9 mm D6 x 4(12) 20-40 6/3 $1400
Civilian Rifles* 10/50/150/600/1000
.22 LR D4 x 4(8) 1-10 8/4 $1000
5.56 mm D8 x 4(16) 1-30 10/5 $1200
.30-06 D8 x 6(24) 1-10 8/4 $1400
7.62 mm D8 x 5(20) 1-30 8/4 $1600
Shotguns (12 gauge) 8/4 $1000
Birdshot 10/30/50/75/100 D6 x 5(15) 1-8
Buckshot 10/30/50/100/200 D8 x 6(24) 1-8
Slug 5/50/100/200/300 D8 x 5(20) 1-8
Assault Rifles@ 10/50/150/600/1000
5.56 mm D8 x 4(16) 20-30 8/4 n/a
7.62 mm D8 x 5(20) 20-30 10/5 n/a
Sniper Rifles
7.62 mm 15/75/225/900/1000 D8 x 5(20) 20 10/5 n/a
.50 caliber 15/75/250/1200/5000 D10 x 6(30) 10 28/14 n/a
Machine Guns@
5.56 mm 10/100/300/1000/3000 D8 x 4(16) 200 22/11# n/a
7.62 mm 10/150/300/1000/4000 D8 x 5(20) 100 24/12# n/a
.50 caliber 15/200/400/2000/6000 D10 x 6(30) 100 84/42& n/a

* Single shot or semi-automatic


@ capable of burst and automatic fire
# EV includes bipod (1/1) and ammo (6/3)
& EV includes tripod (40/20) making this exclusively a vehicle or stationary weapon
153
Chapter Five
Explosives only Maximum Range damage. If the Task or
Test is failed, the grenade bounces far enough
Explosions inflict damage in two ways. First is away to do no damage to the target. It may land
the shockwave, which is nothing more than gas close enough to someone else to cause damage,
or air traveling at tremendous speeds. More however, at the Chronicler’s discretion.
dangerous are the fragments the shockwave Body armor is largely ineffective against
throws around at bullet speed. Fragments come concussion (Ground Zero damage). Only fully
from either debris created by anything the sealed armor (like that used by Ordinance
shockwave encounters (bricks, earth, rocks), or Disposal teams) protects with its full Armor
from specially designed metal casings or shrapnel Value at any range. Normal body armor protects
(the metal case of most bombs is designed to with half its Armor Value at Ground Zero, and
break into jagged metal fragments to inflict normal AV at other ranges.
maximum damage; some pipe bombs are filled Rockets and anti-tank weapons create another
with nails or ball bearings for the same reason). form of explosive damage. These weapons use
The shockwave damage is rapidly reduced by the Shaped-Charge Effect to better penetrate
distance; fragment damage is not. armor (of vehicles and other hard targets).
To make matters simpler, explosive damage in Generally, those missiles divide the Armor or
Armageddon is expressed as one value, which Barrier Values of a target by a number, usually 3
takes into consideration both fragmentation and to 5, depending on the effectiveness of the
shockwave damage. Simple concussion devices weapon. This effect is only applicable at Ground
cause less damage than fragmentary ones. There Zero.
are three areas of effect: Ground Zero (close to None of the explosive weapons listed are
the explosion), General Effect (the area of most available for purchase on the open market.
widespread damage after Ground Zero), and the Black marketers charge whatever they can get.
Maximum Range (the area after which the
explosion ceases to inflict significant damage).
Each explosive weapon is used with a
particular skill (detailed in the individual
Area of Effect
descriptions). More than three Success Levels Explosive areas of effect are expressed as a
places the target in contact with the explosive radius (the distance from the center of the
device at Ground Zero. Three Success Levels explosion to the edge of the circle-shaped area it
place the target at Ground Zero, but not in affects). As always, meters may be roughly
contact. Two Success Levels produce the General substituted for yards.
Effect damage, and a single Success Level inflicts

Explosive Weapon Table


Weapon Range EV
Thrown Grenade 3/7/10/13/20 1/1
Grenade Launcher 30/50/100/200/350 4/2
Mortar 100 to 3500 40/20
Light Artillery 5-10 miles (3-15 km) #
Medium/Heavy Artillery 10-30 miles (15-45 km) #
Light SAM/AAM 100*/500/1000/2000/2500 25/12
Medium SAM/AAM 10-20 miles (15-30 km) #
Heavy SAM 20-100 miles (30-150 km) #
Light Anti-Tank Rocket 10/30/50/100/150 10/5
Medium Anti-Tank Rocket 65*/4000 #
Heavy Anti-Tank Rocket 500*/6000 #

# 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

Explosive Damage Table


Weapon Type Ground Zero General Effect Maximum Range
Offensive Grenade D6 x 8(24) D6 x 6(16) D6 x 2(6)
Defensive Grenade D6 x 10(30) D6 x 8(24) D6 x 3(9)
40mm Grenade/Bomblet D6 x 12(36) D6 x 10(30) D6 x 4(12)
40mm AP Grenade D10 x 6 (30)* D6 x 5 (15) D6 x 3 (9)
40mm HEPD Grenade D10 x 6 (30) D6 x 8 (24) D6 x 4 (12)
Mortar Shell D8 x 10(40) D8 x 8(32) D8 x 4(16)
Light Artillery/Light Bomb D8 x 20(80) D8 x 10(40) D8 x 5(20)
Medium Artillery/Medium Bomb D10 x 40(200) D10 x 10(50) D10 x 5(25)
Heavy Artillery D10 x 60 (300) D10 x 10(75) D10 x 5(25)
Heavy Bomb D10 x 70(350) D10 x 15(75) D10 x 5(25)
Fuel-Air Explosive Bomb D10 x 100(500) D10 x 20(100) D10 x 5(25)
Light SAM/AAM D10 x 10(50)@ D10 x 2(10) D6 x 2(6)
Medium SAM/AAM D10 x 20(100)@ D10 x 5(25) D6 x 4(12)
Heavy SAM D10 x 50(250)@ D10 x 10 (50) D10 x 5(25)
Light Anti-Tank Rocket/Shell D10 x 7(35)* D6 x 5(15) D4 x 5 (10)
Medium Anti-Tank Rocket/Shell D10 x 30(150)* D6 x 10(30) D4 x 10(20)
Heavy Anti-Tank Rocket/Shell# D10 x 50(250)* D6 x 15(45) D4 x 10(20)

* Divide target’s AV by 5 before applying damage


@ Divide target’s AV by 2 before applying damage
# Damage that penetrates armor is tripled.

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.

Setting-Specific Weapon Table


Weapon Range Damage Cap EV Cost
Ruger P-99 3/10/20/60/120 D6 x 5(15) 15 1/1 $450
MP-16 3/15/30/100/200 D8 x 4(16) 16/32 1/1 $600
M-16A4 Rifle 10/50/150/600/1000 D8 x 4(16) 30 10/5 $900
HAR-19 15/75/225/900/1200 D10 x 6(30) 20 12/6 $1500
HAR-19 (40mm) 10/100/200/300/500 Varies 1 4/1 n/a
KR-20 Rifle 10/50/150/600/1000 D8 x 5(20) 30 10/5 $1000
M249 SAW 15/75/225/900/1200 D8 x 4(16) 30/200 15/7 $1200
M260 SAW 15/75/225/900/1200 D10 x 6(30) 20/200 30/15 $2500
AT-4 20/200/400/600/1000 D10 x 10(50)# 1 15/7 $1200
Hawkeye (Anti-Tank) 50/200/500/800/1000 D10 x 12(60)# 1 40/20 n/a
Hawkeye (Anti-Air) 100*/500/1000/2000/2500 D10 x 10(50)# 1 40/20 n/a
Javelin 50*/500/1000/1500/2000 D10 x 20(100)# 1 50/25 n/a
TOW-3 65/500/1000/2500/3000 D10 x 30(150)# 1 160/80 n/a
TOW-4 60*/500/000/2500/3000 D10 x 40(200)# 1 220/110 n/a
M-19 Grenade Launcher 20/100/500/1500/2000 Varies 200 200/100 n/a

# Divide target’s AV by 5 before applying damage


* Guided Missiles have a minimum range, instead of Point-Blank. This is the minimum distance the missile
157
must travel before its guidance system works.
Chapter Five
Specific Weapon Descriptions One drawback of the HAR-19 (and the M260)
is the ramjets leave a contrail as they fly forward.
Ruger P-99: This handgun replaced the Beretta This makes it easy to spot the shooter. The
9mm pistol as the sidearm of the U.S. Armed contrails can be spotted with a Simple Perception
Forces in 2007. Many units are still outfitted Test or a Perception and Notice Task, with a +1
with the lighter pistol, however (use the stats of bonus when there is little or no wind. In a
the 9mm, with a capacity of 15 shots). The P-99 normal battlefield, smoke from explosions and
fires a souped-up 9mm round, for greater range fires makes the contrails effectively invisible,
and stopping power. It also has a laser sight that however.
adds a +2 bonus to aimed shots, in addition to
The HAR-19 also has a 40mm grenade
the normal aiming bonus.
launcher.
MP-16: This machine pistol is the standard
KR-20 Rifle: The standard issue firearm of the
issue of the Soul Police, a 11mm pistol capable of
Army of Revelations fires a 7.62mm cartridge.
fully automatic fire. It is not accurate, but ideal
for firing into crowds or for house-to-house
fighting. The MP-16 uses 16-round (+1 EV) or
32-round (+2 EV) magazines; with the former, it
can be carried in a shoulder holster like a regular Squad Weaponry
pistol.
The heavier weapons detailed all
M-16A4: This assault rifle was adopted by the
originate from the U.S. armed forces.
U.S. Army in 2004. It is an enhanced version of
Comparable weapons from other nations
the M-16 rifle, a 50-year old weapon design.
and the Army of Revelations exist. Until
The major improvements include its
the specifics of those weapons are detailed
computerized sights and its ammunition. When
in later supplements, Chroniclers should
used in conjunction with the U.S. Combat
use the game stats for the American
Armor Helmet, the rifle acts as a video camera,
weapons should it be necessary.
displaying what it “sees” on a Heads-Up-Display
in the helmet. This allows the user to aim the
gun without exposing her head. The computer
sight also includes infrared and low-light
M249 SAW: The Squad Automatic Weapon is
capability. The M-16A4 fires a steel round that
a light machine gun issued to U.S. infantry units,
pierces 15mm armor with ease (treat as normal
typically one per squad. It fires the same 5.56
armor-piercing bullets, but divide armor by 3
round of the M-16A4 Rifle.
instead of 2).
M260 MSAW: The M260 is a recently issued
HAR-19: The Heavy Assault Rifle was
replacement for the M249. It fires the same .406
developed in 2013 when studies found the M-
ramjet rounds as the HAR-19. Its heavy weight
16A4 to be inadequate against “parabiological”
makes it somewhat unpopular as an infantry
threats. It was issued in numbers in 2015. The
weapon, however.
HAR-19 uses a two-stage .406 “ramjet” round,
AT-4: This disposable missile launcher replaced
a hollow bullet filled with jet fuel. A low-power
the LAW rocket, which had proved ineffective
charge fires the round. While it is halfway out of
against most armored vehicles. AT-4s are issued
the barrel, the air pushed into the hollow
to U.S. infantry squads as their last-ditch defense
“mouth” of the round ignites the jet fuel and
against tanks (often a forlorn hope), or to use
accelerates it to supersonic speeds. The weapon
against bunkers and fortifications.
has a heavier recoil than the M-16A4, but the
result is a bullet with the power and penetration Hawkeye SMAW-II: The Shoulder-launched
of a .50 caliber machine gun round. The HAR- Multi-purpose Assault Weapon is an anti-tank
19 can be outfitted with Computer Sights (see M- and anti-aircraft missile launcher. It was
16A4); add one to the EV of the weapon. introduced to U.S. forces in 2012, as a cheaper
back-up to the more accurate (but very
The weapon’s caliber and lethality make an
expensive) Javelin missile. While not powerful
HAR-19 hit almost invariably fatal to normal
enough to knock out most tanks, the Hawkeye
human; divide the Armor or Barrier Value of
will destroy lighter vehicles and can damage
targets by two, but damage after penetration is
158 tanks with hits on the rear or sides of their armor.
still doubled as normal for bullets.
Tools
The weapon also fires a heat-seeking, anti- TOW-3: This 1990s model was still in use
aircraft missile (anti-tank weapons are color- when the war started, and the U.S. Army has
coded red, anti-aircraft, blue). been forced to rely it due to a shortage of more
The anti-tank round is laser-guided. The advanced anti-tank weapons. The TOW-3 is
attacker has to “paint” the target with a laser wire-guided. The gunner has to keep the target
designator until the rocket hits. The missile in her sights until the missile hits. TOW-3s travel
travels 150 yards (meters) per second—to hit a at 320 yards (meters) per second, so targets
target beyond 600 yards (meters) requires the beyond 1500 yards (meters) must be targeted for
shooter remain still and looking at the target for an entire Turn or more, giving the enemy a
an entire game Turn (five seconds). Ducking for chance to fire back at the gunner. TOWs are
cover causes the missile to veer off course. For barely man-portable (each missile has a 120/60
this reason, most of the time soldiers only fire at EV which adds to the launcher weight).
targets within 300 yards (meters) or less. TOW-4: Introduced in 2013, the TOW-4 is
Otherwise, they risk the enemy spotting the another “fire and forget” missile (see the Javelin for
flash and firing back, trying to kill or scare more information). This is a heavy weapons system
away the shooter before the missile hits. (each missile has a 140/70 EV which adds to the
The anti-aircraft missile is a cheaper version of launcher weight). Portable models are transported
the Stinger missile. It uses a heat seeker to strike on a HUMVEE or other vehicle and deployed by a
the target. The seeker has an “attack skill” of six two to five man team, or mounted on a vehicle.
plus the Success Levels (if any) of the aiming Task M-19 Automatic Grenade Launcher: This is a
from the shooter. Add this to a D10 roll to U.S. Army machine gun firing 40mm grenades
determine if the missile hits. Countermeasures instead of regular bullets. The M-19 can saturate
(decoys and chaff) give the target aircraft a an area with anti-personnel explosives, or with
“Dodge” Task to see if it avoids the missile. shaped-charge, armor-piercing rounds to destroy
Javelin: This recent addition to the U.S. armed lightly armored vehicles. The typical round is the
forces is a “fire and forget” missile—once the HEDP (High Explosive, Dual Purpose) grenade,
aiming system “locks on” the target, it homes in which acts as a shaped-charge explosive against
without the operator’s involvement. That means hard targets, but also fires deadly fragments.
the shooter can fire and duck for cover with a
clear conscience. The Javelin has the same
“attack skill” as the Hawkeye.

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

* This anachronistic armor is difficult to find.


^ Archaic and softer armors are not designed to stop high-velocity bullets. For such armor, divide the AV
by 2 when using normal bullets, and by 3 when using armor-piercing bullets. Do not double the AV when
struck by hollow-point bullets.
@ Regardless of EV, this item lightly encumbers a character when worn.
# Regardless of EV, this item moderately encumbers a character when worn.
% Regardless of EV, this item heavily encumbers a character when worn.
& Regardless of EV, this item extra heavily encumbers a character when worn.
160 ~ Civilians have a hard time getting anything heavier than a Class IIIa vest (anything beyond that level is
hard to conceal, and the authorities will certainly investigate people purchasing heavy combat armor).
Tools
Armor Descriptions Vehicles
Cloth Armor: Padded or quilted layers of
The following examples present only a small
cloth, designed to slow down or stop attacks.
number of the potential combat vehicles active in
Leather Jacket: A heavy motorcycle jacket. the war.
Leather Armor: Boiled and hardened leather.
Heavy combat boots count as Leather Armor,
protecting the wearer’s feet only. M1A3 Abrams Tank
Chain Mail: Flexible metal “cloth” made of The first M1 Tanks were introduced in the
interlocked rings. 1980s as a replacement for the M60 tank. They
Plate and Mail: Chain mail with metal plates marked a new generation of Main Battle Tanks,
protecting the chest and other critical areas. surprising the armchair generals who had
Plate Armor: A suit of interlocked metal predicted that armored combat vehicles had been
plates. made obsolete by anti-tank missiles. These tanks
Class I-IV Armor: The “Class” of the armor used new composite armors that could not be
refers not to its shape, but the type and thickness pierced by most shaped-charge explosives.
of the Kevlar weave. Modern body armor The M1A3 was developed in the early 21st
typically consists of a sleeveless vest. To the century. It added an automatic loader, not
layman, it is hard to tell the Classes apart, except because it was necessarily superior to a human
that each tends to be thicker than the previous loader, but because the shrinking size of the army
one. Class III and IV armor has metal or made it important to reduce the number of crew
composite plates inserted into the vest. members per tank. It has more armor protection
Class I, IIa and II armor can be found on the than earlier versions of the tank. The war has
civilian market, commonly worn by bodyguards, demonstrated that the M1 tank is no longer
all-night store clerks, and plainclothes invulnerable; the Holy Fist is a superior fighting
policemen. Higher classes are used by police and vehicle. A new tank model is due to start service
military units, and are hard to acquire legally. in 2017.
US Combat Armor: This advanced armor
system consists of a full jumpsuit with a chest Stats
“clamshell” suit of composite plates, thigh, knee Weight: 120,000 lbs (60 tons)
and arm plates, and a full helmet, using the best Height: 9 ft (3 m)
materials available. The suit has airtight seals Width: 12 ft (4 m)
and can be fitted with a gas mask. This combat Length: 30 ft (10 m), including gun
armor makes soldiers nearly impervious to Speed: 45 mph (72 kph)
ordinary small arms fire and shell fragments, but Range: 300 miles (450 km)
it reduces mobility and increases exhaustion, Acceleration: 15 mph (22.5 kph)
especially in hot climates. Troops often wear Toughness: 6
only the helmet and clamshell (armor protects Handling: 3
only the head and chest; reduce EV to 12/6#), or Crew: 3 (gunner, commander and driver), gun
just the flexible jumpsuit (acts like Class II uses autoloader
armor). Combat armor is commonly issued only
to assault or front line units. There are
Damage Capacity
insufficient to outfit everybody, so rear-echelon
Total: 750 Turret: 400
units do without.
Main Body: 600 Tracks: 100 each
AoR Battle Dress: The combat armor issued to
assault units in the Army of Revelations, similar
in design to the U.S. Combat Armor. This suit Armor Value
can also be made airtight and outfitted with gas Front: 350* Rear: 120*
masks. Regular units are often not outfitted with Sides (Turret): 300*
any armor or environmental protection at all. Sides (Main Body): 200*
Top: 120* Tracks: 50 each
* This armor is made of special composite
materials. Do not divide AV against armor-
piercing munitions. 161
Chapter Five
Armament It lacks the armor to survive a direct hit from a
120mm Smoothbore Cannon main gun, for one. The Bradley has been in
Accuracy: 3 (5 w/laser range finder) service for over thirty years at the start of the
Shots: 40 war. Besides a few improvements (mainly in the
Rate of Fire: One per two Turns anti-tank rocket launchers it uses), it is the same
Ammunition: Typical mix is 20 armor-piercing vehicle that fought in Desert Storm.
(depleted uranium, or regular), 15 HEAT, five anti-
aircraft Stats
Depleted Uranium (HVAPFSDS) Round Weight: 70,000 lbs (35 tons)
Damage: D10 x 50(250); Armor-piercing Height: 9.8 ft (3 m)
Factor: 3 (kinetic); Damage Modifier: x 2; Width: 10 ft (3 m)
Range: 300/1000/2500/3500/5000 Length: 21 ft (7 m)
Armor-piercing (HVAPFSDS) Round Speed: 45 mph (72 kph)
Damage: D10 x 50(250); Armor-piercing Range: 300 miles (450 km)
Factor: 3 (kinetic); Damage Modifier: None; Acceleration: 15 mph (22.5 kph)
Range: 300/1000/2500/3500/5000 Toughness: 3
HEAT Round Handling: 4
Damage: D10 x 40(200); Armor-piercing Crew: 3 (gunner, commander, driver), plus 3
Factor: 5 (shaped-charge); Damage Modifier: x 3; troopers
Range: 300/1500/3000/4500/6000
Anti-Aircraft Round Damage Capacity
Damage: D10 x 20(100); Armor-piercing Total: 450 Turret: 150
Factor: None; Damage Modifier: x 2; Main Body: 350 Tracks: 80 each
Range: 300/1500/3000/4500/6000
Armor Value
.50 Caliber Machine Gun (Commander’s Front: 120 + 250** Rear: 75
Cupola, Turret) Sides: 80 + 250**
Accuracy: 3 Top: 75 Tracks: 40 each
Shots: 2000 ** This Reactive Armor subtracts from the
Rate of Fire: 3-round or 5-round bursts, or full damage of shaped-charge rounds before applying
automatic any other modifiers (do not divide the Reactive AV
Armor-piercing Round due to the shaped-charge). Kinetic rounds are not
Damage: D10 x 6(30); Armor-piercing Factor: 2 affected by this armor. The armor works only once
(kinetic); Damage Modifier: None; Range: per side.
15/200/400/2000/6000
Armament
7.62mm Coaxial Machine Gun
25mm autocannon (Turret)
Accuracy: 3
Accuracy: 4 Shots: 300
Shots: 2000
Rate of Fire: 3-round or 5-round bursts, or full
Rate of Fire: 3-round or 5-round bursts, or full automatic
automatic
Armor-piercing Round
Armor-piercing Round
Damage: D10 x 10(50); Armor-piercing Factor: 2
Damage: D8 x 5(20); Armor-piercing Factor: 2 (kinetic); Damage Modifier: None; Range:
(kinetic); Damage Modifier: None; Range: 100/200/800/1500/2000
10/150/300/1000/4000
TOW-4
M2 Bradley Accuracy: Fire and Forget
Infantry Fighting Vehicle Attack 7 (see p. 159)
HEAT Round
This mechanized infantry vehicle is designed to
Damage: D10 x 40(200); Armor-piercing Factor:
carry, and provide fire support for, a squad of six
5 (shaped-charge); Damage Modifier: x 3; Range:
162 soldiers. Although it looks like a tank, the
60(minimum)/500/1000/2500/3000
Bradley is not meant to fight tanks one-on-one.
Tools
XM8 Armored Gun System Armament
105mm Smoothbore Cannon
This light tank (designated by the Army as an
Armored Gun System, or AGS) replaced the Accuracy: 3 (5 w/laser range finder)
obsolete and inadequate Sheridan tank in 2001. Shots: 21
The XM8 was designed for short-lived conflicts Rate of Fire: 1 per 2 Turns
in far-off Third World countries, where ease and Ammunition: Typical mix is 11 armor-piercing,
quickness of transport counted for more than 10 HEAT
armor and firepower. The XM8 could be Depleted Uranium (HVAPFSDS) Round
airlifted and even air-dropped. Units outfitted Damage: D10 x 50(250); Armor-piercing Factor: 3
with this tank could reach hot spots around the (Kinetic); Damage Modifier: x 2; Range:
globe in a matter of days or even hours. 300/1000/2500/3500/4000
By 2010, the US Army had over 2000 of these Armor-piercing Round
vehicles in its inventory, with many more on Damage: D10 x 40(200); Armor-piercing Factor:
order, even as demand for the M1-series of tanks 3 (Kinetic); Damage Modifier: None; Range:
dwindled to almost nothing. Many of the 300/1000/2000/3000/4000
armored units sent to Europe after the outbreak HEAT Round
of the war were outfitted with the XM8, which Damage: D10 x 25(125); Armor-piercing Factor:
was found to be woefully inadequate against the 5 (Shaped-Charge); Damage Modifier: x 3; Range:
Holy Fist and other front-line main battle tanks. 300/1500/3000/4000/5000
This tank did much better in the war along the
Mexican frontier, where most enemy units were .50 Caliber Machine Gun (Commander’s
outfitted with armored cars or T72s. In general, Cupola, Turret)
however, the XM8 has a reputation akin to that Accuracy: 3
of the Sherman tank of WWII—a rolling coffin, Shots: 1000
particularly when the tides of battle put the Rate of Fire: 3-round or 5-round bursts, or full
vehicle up against a real tank. automatic
Armor-piercing Round
Stats Damage: D10 x 6(30); Armor-piercing Factor: 2
Weight: 40,000 lbs (20 tons) (kinetic); Damage Modifier: None; Range:
Height: 8.5 ft (2.5 m) 15/200/400/2000/6000
Width: 8.8 ft (2.7 m)
Length: 30 ft (10 m), including gun 7.62mm Coaxial Machine Gun
Speed: 45 mph (72 kph) Accuracy: 3
Range: 300 miles (450 km) Shots: 1000
Acceleration: 15 mph (22.5 kph) Rate of Fire: 3-round or 5-round bursts, or full
Toughness: 5 automatic
Handling: 4 Armor-piercing Round
Crew: 3 (gunner, commander and driver), gun Damage: D8 x 5(20); Armor-piercing Factor: 2
uses autoloader (kinetic); Damage Modifier: None; Range:
10/150/300/1000/4000
Damage Capacity
Total: 500 Turret: 250 HMMWV (Hum-Vee)
Main Body: 350 Tracks: 100 each The “Hummer” replaced the venerable Jeep
towards the end of the 20th century, and it
Armor Value remains the workhorse of the army, used as a
Front: 150 (250)*@ Rear: 100* scout, reconnaissance, troop carrier, and
Sides (Turret): 150 (250)*@ command vehicle. As the war depletes the
Sides (Main Body): 150 (200)*@ vehicle reserves of the Army, Hummers are being
Top: 100 Tracks: 50 each used in more combat missions than before.
* This armor is made of special composite
materials. Do not divide AV against armor-piercing
munitions. 163
@ parentheses include Heavy Armor Package
Chapter Five
Stats Stats
Weight: 6000 lbs (3 tons) Weight: 140,000 lbs (70 tons)
Height: 6 ft (2 m) Height: 9 ft (2.7 m)
Width: 7 ft (2.1m) Width: 10 ft (3 m)
Length: 10 ft (3.3m) Length: 36 ft (12 m), including gun
Speed: 50 (50 mph/80 kph) Speed: 35 mph (63 kph)
Range: 320 miles (480 km) Range: 250 miles (375 km)
Acceleration: 15 mph (22.5 kph) Acceleration: 10 mph (15 kph)
Toughness: 5 Toughness: 6
Handling: 3 Handling: 4
Crew: 2 (commander/gunner, driver), plus 6 Crew: 2 (commander/gunner, driver)
passengers
Damage Capacity
Damage Capacity Total: 800
Total: 110 Turret: 250 Main Body: 700
Secondary Turret: 100 Tracks: 150 each
Armor Value
Normal: 4 Armor Value
W/ Combat Armor Package: 60 Front: 420* Sides: 200*
Rear: 150* Top: 300*
Armament Tracks: 50 each
Varies. Typical weapon modules include M60 * This armor is made of special composite
machine gun, M2 .50 caliber, M260 SAW, M19 materials. Do not divide AV against armor-piercing
Automatic Grenade Launcher, and TOW-3 or munitions.
TOW-4 launchers.
Armament
Holy Fist Tank 140mm Smoothbore Cannon
Accuracy: 3 (5 w/laser range finder)
This main battle tank was secretly developed
Shots: 50; Rate of Fire: 1 per Turn
and produced by the Church of Revelations,
under the guise of a joint German-Polish weapon Hypervelocity Depleted Uranium Round
research project to build a substitute for the Damage: D10 x 70(350); Armor-piercing Factor:
Leopard II tanks. The prototype was meant to 3 (kinetic); Damage Modifier: x 2; Range:
be the first of the next generations of tanks, with 300/1000/2500/3500/5000
vastly improved armor and weapon systems. Hypervelocity Standard Round
Unfortunately, the research was used by the Damage: D10 x 70(350); Armor-piercing Factor:
Believers to produce their tanks. 2 (kinetic); Damage Modifier: None; Range:
The Holy Fist has a very unusual shape, with 300/1000/2500/3500/5000
two small, unmanned turrets stacked one on top High-Explosive Round
of the other and pushed towards the rear of the Damage: D10 x 60(300) (Ground Zero), D10 x
tank, and a radically sloped front. It only has 10(75) (General Effect), D10 x 5(25) (Maximum
two crewmen, and even then it is rather cramped Range); Armor-piercing Factor: None; Damage
compared to other tanks. It is also heavier and Modifier: None; Range:
somewhat slower than the previous generations 300/1500/3500/4500/6000
of tanks. It is, however, almost unstoppable.
Few weapon systems have a chance of scoring a 20mm Autocannon (360-degree mini-turret)
one-hit kill on the machine, and few can survive Accuracy: 4; Shots: 300
one shot from its 140mm hypervelocity gun. Rate of Fire: 3-round or 5-round bursts, or full
The only good news about the Holy Fist is that automatic
the Believers have not been able to produce it in Armor-piercing Round
large quantities. The AoR had about 1,000 of Damage: D10 x 10(50); Armor-piercing Factor: 2
the tanks at the start of the war. After replacing (kinetic); Damage Modifier: x 2; Range:
164 losses, the current inventory may be less than 100/200/800/1500/2000
3,000, a fourth of them are in service in America.
Tools
Coaxial Automatic Grenade Launcher Damage Capacity
Accuracy: 4 Total: 425 Turret: 120
Shots: 100 Main Body: 300 Tracks: 80 each
Rate of Fire: 1 10-round burst per Turn, or 2 5-
round bursts per Turn Armor Value
40mm Grenades Front: 100 + 200** Sides: 75 + 200**
Damage: See Explosive Damage Table (p. [?]). Rear: 75 Top: 75
Armor-piercing Factor: Varies. Damage Modifier: Tracks: 40 each
None; Range: 20/100/500/1500/2000 ** This Reactive Armor subtracts from the
damage of shaped-charge rounds before applying
Bow-Mounted Automatic Grenade Launcher any other modifiers (do not divide the Reactive AV
Accuracy: 4 due to the shaped-charge). Kinetic rounds are not
Shots: 100 affected by this armor. The armor works only once
Rate of Fire: 1 10-round burst per Turn, or 2 5- per side.
round bursts per Turn
40mm Grenades Armament
Damage: See Explosive Damage Table (p. 159). 30mm autocannon (Turret)
Armor-piercing Factor: Varies. Damage Modifier: Accuracy: 4
None; Range: 20/100/500/1500/2000 Shots: 300
Rate of Fire: 5-round bursts, or full automatic
7.62mm Coaxial Machine Gun Armor-piercing Round
Accuracy: 3 Damage: D8 x 15(60); Armor-piercing Factor: 2
Shots: 2000 (kinetic); Damage Modifier: None; Range:
Rate of Fire: 3-round or 5-round bursts, or full 100/200/800/1500/2000
automatic
Armor-piercing Round TOW-4
Damage: D8 x 5(20); Armor-piercing Factor: 2 Accuracy: Fire and Forget
(kinetic); Damage Modifier: None; Range: Attack 7 (see p. 159)
10/150/300/1000/4000 HEAT Round
Damage: D10 x 40(200); Armor-piercing Factor:
Holy Vessel 5 (shaped-charge); Damage Modifier: x 3; Range:
60(minimum)/500/1000/2500/3000
Infantry Fighting Vehicle
This troop carrier is roughly equivalent to the
Bradley Infantry Fighting Vehicle (see p. 162), T-72 Tank
except that it is somewhat larger, able to carry an The Soviet T-72 is a simpler, less efficient
eight-man squad, and more lightly armored. version of the T-64 tank, produced mainly for
export to other countries. This 30-year old
Stats model’s only virtue is its relative low cost and
Weight: 60,000 lbs (30 tons) ease of maintenance and use. Like many Russian
Height: 10 ft (3 m) designs, it is intended for half-literate, poorly
Width: 10 ft (3 m) trained recruits. The Church of Revelations
purchased a number of T-72 tank factories
Length: 30 ft (10 m)
during the 1990s, mainly in Poland,
Speed: 45 mph (72 kph)
Czechoslovakia, and Rumania. Some of the
Range: 300 miles (450 km)
factories were retooled to produce Holy Fist
Acceleration: 15 mph (22.5 kph)
tanks, but most of them quietly started building
Toughness: 3
tank fleets. Another factory was built in
Handling: 4 Argentina in 2002. Thousands of these tanks are
Crew: 3 (gunner, commander, driver), plus 8 now part of the Army of Revelations, either
troopers manufactured by the Church or seized from the
arsenals of conquered nations.
165
Chapter Five
Stats 12.7mm Machine Gun (Turret)
Weight: 90,000 lbs (45 tons) Accuracy: 3
Height: 7.5 ft (2.2 m) Shots: 2000
Width: 12 ft (4 m) Rate of Fire: 3-round or 5-round bursts, or full
Length: 31 ft (10 m), including gun automatic
Speed: 37 mph (60 kph) Armor-piercing Round
Range: 270 miles (405 km) Damage: D10 x 6(30); Armor-piercing Factor: 2
Acceleration: 10 mph (15 kph) (Kinetic); Damage Modifier: None; Range:
Toughness: 3 20/100/450/1500/2000
Handling: 2
Crew: 3 (gunner, commander, and driver), gun 7.62mm Coaxial Machine Gun
uses autoloader Accuracy: 3
Shots: 2000
Damage Capacity Rate of Fire: 3-round or 5-round bursts, or full
Total: 500 automatic
Turret: 250 Armor-piercing Round
Main Body: 350 Damage: D8 x 5(20); Armor-piercing Factor: 2
Tracks: 100 each (kinetic); Damage Modifier: None; Range:
10/150/300/1000/4000
Armor Value
Front: 220 + 200** F-22 Raptor Advanced
Sides: 120 + 200** Tactical Fighter
Rear: 70
Designed in the 1980s and 1990s as the
Top: 70
replacement for the F-15 fighter, the first
Tracks: 25 each
prototypes of the F-22 Raptor flew in the last
** This Reactive Armor subtracts from the
years of the 20th Century. With a price tag of
damage of shaped-charge rounds before applying
$100 million apiece, the fighter aircraft was
any other modifiers (do not divide the Reactive AV
designed to be stealthier, more maneuverable,
due to the shaped-charge). Kinetic rounds are not
and deadlier than any other aircraft in the world.
affected by this armor. The armor works only once
The end of the Cold War and budget problems
per side.
hindered production of the aircraft. By 2005,
less than a hundred F-22s were in service. The
Armament war changed things and by 2010, over six
125mm Smoothbore Cannon hundred F-22s were in service, despite terrible
Accuracy 2 (4 w/laser range finder) war losses. Even so, the number of fighters is
Shots: 50 pitifully low, and most of the U.S. Air Force
Rate of Fire: 1 shot per 2 Turns makes do with outdated F-15s or F-18s.
Ammunition: Typical mix is 20 Armor-piercing,
20 HEAT, 10 Missiles Stats
Armor-piercing Round Weight: 30,000 lbs (15 tons)
Damage: D10 x 40(200); Armor-piercing Factor: Height: 16 ft (5 m)
2 (kinetic); Damage Modifier: None; Range: Width: 45 ft (15 m)
300/1000/2500/3500/4500 Length: 60 ft (20 m)
HEAT Round Speed: Mach 1.5 (1140 mph/1824 kph) at
Damage: D10 x 30(150); Armor-piercing Factor: maximum thrust
5 (shaped-charge); Damage Modifier: x 2; Range: Range: 700 miles (1100 km)
300/1500/2000/3500/4500 Acceleration: 100 mph (150 kph)
Missile Toughness: 4
Damage: D10 x 40(200); Armor-piercing Factor: Handling: 7
5 (shaped-charge); Damage Modifier: x 2; Range: Crew: 1 (pilot)
100/1000/2000/3500/4500
166
Tools
Damage Capacity Stats
Total: 175 Weight: 15,000 lbs (7.5 tons)
Height: 16 ft (5 m)
Armor Value Width: 30 ft (10 m)
All: 20 Length: 50 ft (16 m)
Speed: Mach 1.2 (912 mph/1460 kph) at
Armament maximum thrust
Four internal weapon bays can carry a number of Range: 1,000 miles (1,500 km)
different weapon packages. Typical ground-attack Acceleration: 100 mph (150 kph)
package is 2 Medium Bombs, 2 Light AAMs, 2 Toughness: 3
Medium AAMs. Handling: 4
Medium Bomb Crew: 1 (pilot)
Accuracy: 4; Shots: 2
Rate of Fire: 1 or 2; Damage: D10 x 40 (200) Damage Capacity
Total: 100
Light AAM
Accuracy: 7; Shots: 2 Armor Value
Rate of Fire: 1 All: 10
Missile
Damage: D10 x 10 (50); Armor-piercing Factor: Armament
2 (kinetic); Damage Modifier: x 2; Range: Four internal weapon bays can carry a number of
100*/500/1000/2000/2500 different weapon packages. Typical ground-attack
package consists of 2 Medium Bombs, 2 Light
Medium AAM AAMs, 2 Medium AAMs.
Accuracy: 7; Shots: 2 Medium Bomb
Rate of Fire: 1 Accuracy: 4; Shots: 2; Rate of Fire: 1 or 2
Missile Damage: D10 x 40 (200)
Damage: D10 x 20 (100); Armor-piercing Factor:
2 (kinetic); Damage Modifier: x 2; Range: 60 miles Light AAM
(90 km) Accuracy: 7; Shots: 2; Rate of Fire: 1
Missile
20mm autocannon Damage: D10 x 10 (50); Armor-piercing Factor:
Accuracy: 4; Shots: 480; Rate of Fire: 20-shot 2 (kinetic); Damage Modifier: x 2; Range:
bursts 100*/500/1000/2000/2500
Armor-piercing Round
Damage: D10 x 10(50); Armor-piercing Factor: 2 Medium AAM
(kinetic); Damage Modifier: None; Range: Accuracy: 7; Shots: 2; Rate of Fire: 1
100/200/800/1500/2000 Missile
Damage: D10 x 20 (100); Armor-piercing Factor:
Mirage 2000 Fighter 2 (kinetic); Damage Modifier: x 2; Range: 60 miles
In 2007, the Argentine Air Force placed a large (90 km)
order of French Mirage 2000 aircraft to replace
their obsolescent air force. Then Argentina was 30mm autocannon
taken over by the Church of Revelations and the Accuracy: 4; Shots: 400; Rate of Fire: 20-shot
aircraft were used in the war in South America bursts
and Mexico. After the Church conquered Armor-piercing Round
France, it kept the factories going to supplement Damage: D8 x 15(60); Armor-piercing Factor: 2
the Russian Migs that comprised much of the (kinetic); Damage Modifier: None; Range:
AoR’s air force. As a result, the Mirage is the 100/200/1000/2000/2500
most likely aircraft encountered over the skies of
Mexico. Still, the AoR is working on a new
aircraft designed to outperform the F-22. 167
168
CHAPTER SIX:
ASSOCIATIONS
169
Chapter Six
The ceiling fan did little to dispel either the Neither of the three offered an introduction.
noontime heat or the cloud of opium smoke that Instead, the Viet woman spoke. “We are here to
gave the room a misty, dreamlike quality. purchase your business establishment and
Neither the heat nor the drugs bothered Mercer attached network. You will accept our offer and
very much. He’d been in far hotter places. leave Thailand within twenty-four hours. If you
Ho—Mercer’s second in command—entered refuse us, you will be killed. If you do not leave
the room. The twin bandoleers of AK-47 bullets Thailand within the day, you will be killed.” She
crossed over his chest jingled rhythmically with grinned. “If you try to bargain for more, you
each step. His forehead, below the red bandanna will be killed.”
he wore as a badge of office, was stained with The German spoke next. “Thirty million
sweat. Mercer knew Ho well enough to realize dollars, payable in gold or the currency of your
the sweat had little to do with the heat. Ho was choice. We will need the names of your
afraid of something. Ho’s soul had been connections and a thorough description of your
blackened beyond redemption by a series of operations, with special attention paid to the
brutal crimes that made even Mercer quail. The arms-trafficking operation you have. And all
bandit’s only qualities were loyalty and courage. contacts with the Americans operating here.”
To see him covered in cold sweat concerned Mercer smiled. The offer was nothing short of
Mercer more than he cared to admit. armed robbery—his operation grossed close to
“Churchies.” The word explained it all. thirty million dollars a day—but not unexpected.
“Show them to the Hall of Jade,” Mercer said They knew he was funneling arms to rebel
calmly, as if he had been expecting them. Ho groups throughout Southeast Asia. The CIA and
nodded, reassured by Mercer’s coolness, and left. the New Viet-Cong were among his clients, and
Mercer left the bed and took out a silk robe he knew enough to severely endanger their
from the gold-inlaid closet. The girl he’d been operations in the region. The drugs and the girls
with muttered something and tried to reach for Mercer also dealt in were of no particular interest
him. He pushed her back gently. Pathetic and to the Churchies, of course, except as a little
human though she was, Mercer had actually sideline that could be used for their own
grown somewhat fond of her. He would never purposes. Mercer had little doubt as to their
admit it, of course; his Superiors might frown on ability to carry out the threat. He could sense the
it, and a frown from them was worth a hundred gathering of Taint, the anti-Essence, in the quiet
years of torment. Vietnamese man. Hovering in the space within
On his way to the Jade room, Mercer took the worlds were a dozen hideous, gibbering
time to observe the newcomers through the two- creatures. If the man spoke a word or made a
way mirror he’d had installed for just this gesture, they would appear in this room and
purpose. Two of them were Vietnamese. The shred every non-Believer in the house within
third man was Caucasian, German perhaps, minutes. It would have been a perfect plan—if
wearing civilian clothing. All bore the Mark, the Mercer had been human.
black spiked circle, starting on their temple and “I have no choice, then,” Mercer said, and the
running in spidery fashion down their necks. Revelationists relaxed minutely. That’s when he
The three were examining the exquisite jade and struck.
ivory carvings of the room with some As he lunged forward, Mercer changed. His
appreciation, and even a touch of envy. The skin became leathery, darkened to an angry
Revelationists placed no stock in chastity or crimson tone. His hair became long and jet-
poverty, and their leaders were rewarded quite black. The beard disappeared, uncovering the
well. The way to a man’s soul, Mercer had face of a wrathful Adonis with fangs and glowing
discovered, was often through his pocketbook. black eyes, his head surrounded by a halo of
Mercer let them wait for a few minutes before flames. His hands grew inch-long talons as they
entering the room. The two Vietnamese gave no thrust towards the Vietnamese man’s mid-
signs of discomfort, but the German—it had to section. The terrible blow transfixed the Believer
be a German, Mercer decided—was frowning. through the diaphragm, paralyzing him. No
“Gentlemen,” Mercer said in English. “And word was spoken, no gesture made, and Mercer
lady. Welcome to my humble abode.” sensed the troop of Shaitan squealing in
170 frustrated anger. They were trapped between
dimensions, unable to join the fight.
Associations
Even before blood could flow from the mortal
wound, Mercer flung the Vietnamese against the
woman, knocking them both to the floor. He
kicked out with a clawed foot, and the woman’s
head flew across the room.
A piercing shriek behind him made him turn
around.
The German glowed with the purplish-black
energies of the Taint. Mercer’s girl had jumped
on the Believer’s back, and was making a good
attempt at clawing his eyes out, while shrieking a
stream of obscenities. Before Mercer could react,
the German unleashed the Taint blast on her.
It was mercifully quick. The girl’s youthful
body collapsed into a decaying mass. Her last
scream—no, it might have been quick, but it was
not merciful. Not even in the darkest Pit of
Abaddon had Mercer heard such a scream.
Mercer unleashed a blast of Hellfire. From the
hidden firing port on the wall, Ho opened up
with his AK-47. The combined impact of bullets
and dark Essence did the trick. The German
crashed against a stand, knocking over a
priceless Ming artifact; he bled and died, looking
in death much like any other human.
For long moments, Mercer stood over the
grisly remains of his lover. Ho entered the room.
The bandit was not shocked about Mercer’s
shape; he learned long ago that the “foreign
devil” he served was a true devil in every sense of
the word. “She jumped on him before I could
shoot,” he explained, while he coolly awaited his
punishment. Ho worried that, because he had
not opened fire regardless of the girl’s presence,
he might have endangered the Master.
Mercer shook his head. “You did well.” He
changed back to his Profane form. “Stupid girl,”
he said calmly.
“We need to change headquarters,” Mercer
said. The Churchies are not going to be happy
with us, and we’ll need to be more careful. Find
out who revealed our location, and bring him to
me. I’ll have to make an example of him.”
Ho left, and, after a second, so did Mercer,
sparing one last glance at the dead girl.
Funny, he’d never thought there could be more
pain after Abaddon.

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

Binah—The Abode of the Angels


The Seraphim make their homes in the Sephiroth of Binah, one of the higher planes of existence.
A world of light and white flames, Binah’s natural state is one of fluctuating Essence energies.
Only the Seraphim, the Titans, and similar order of beings can survive there for long. Unprotected
humans who somehow stumble into this realm are blinded in a few seconds and drained of Essence
in a matter of minutes. Their minds are soon overwhelmed with psychic feedback from intense
energies coursing through this dimension.
In their natural state, the angels are energy beings who exist in a state of Ecstasis, a blissful
trance in which time passes extremely slowly, and the angel is only marginally aware of any
existence outside its Self. Until recently, the majority of the members of the Celestial Host
remained in Ecstasis, waiting as a dormant reserve for the time in which the Host would march
again. For the most part, the Seraphim prefer this world of light and purity to the damp, dirty,
and cold physical realm. Those who visit the physical world often find Ecstasis lacking in meaning
and purpose, however.
Many angels remain awake, however, abandoning their natural energy state. They assume
humanoid forms and impose order onto a portion of the Realm, forging colossal, surreal palaces,
and other constructs from which they can draft plans, study the physical world, and think on a
human time scale, unencumbered by Ecstasis. Many of these solid constructs resemble the shapes
of human versions of Heaven. Whether human thinkers somehow sensed these shapes through
dreams or visions, or the Seraphim simply chose to ape the human’s conceptions remains
unknown. Seraphim and Kerubim summoned to the presence of the archangels often find
themselves in a cloudy hall, surrounded by white pillars of light, and addressed by a gigantic or
shadowy figure. This is the same setting in which angels are tried and sometimes punished.
Binah is isolated from the rest of Reality by a number of metaphysical barriers, making travel
in and out of it very difficult. At first, the barriers were imposed by the Seraphim themselves, in
an effort to control the interaction between angels and humans, which they considered detrimental
to both sides. Viewing Earth is relatively easy for Archangels, but actually influencing events on
Earth requires the angels to assume a physical form—a lengthy process called Incarnation or
Transcendence (see p. 254).
An even stronger barrier separates Binah from Geburah, the Lands of the Dead. Abaddon, the
fiery realm where Lucifer and his fallen angels have been trapped, is located in Geburah. Every
once in a while demons try to storm the Pearly Gates that are the only connection between the two
worlds. Every time, these assaults fail miserably. Guard duty at the Pearly Gates is a dangerous
but prestigious post among the Seraphim.
When Leviathan’s cult rose on Earth, the angels tried to remove the barriers between the realms
to better fight the enemy—and found they could not. The separation has either become
permanent, or has been strengthened by Leviathan or its servants. This means angels have to pick
their battles carefully. The fate of the Ten Thousand at Rome (see p. 28) is stark proof that
Leviathan is not to be underestimated.

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

Netzach—Land of the Pantheons Some Pantheons of Note


The Old Gods reside primarily in the A few pantheons especially active in the war
Sephiroth of Netzach. It is here that most of against the Church of Revelations are discussed.
the pantheons erected their kingdoms and Unfortunately, there is not enough room in this
palaces, built as larger-than-life imitations of book to do even one pantheon justice.
human buildings and cities. Additional pantheons will be described in
Netzach is not unlike Earth in many ways, upcoming Armageddon sourcebooks.
with a sun and sky, seasons, and lands that
teem with life. Everything in this dimension is Norse Gods: The Aesir
of epic proportions. Trees soar to the size of
These deities were worshipped by the Vikings
small buildings, and bears grow as large as
and, before them, by the diverse Germanic
elephants. Netzach wilderness areas are
peoples of Europe and Eurasia. Worshipped by
treacherous for the unwary, and even the gods
large numbers of people until as late as 900 AD,
do not venture there lightly. Each pantheon
a combination of Christian missionaries (and
controls an area of the world relating to the
Christian persecution) and the Seraphim’s
geographical distribution of the pantheon’s
attack on the Realm of Asgard ended their
followers. Their lands have their own denizens,
existence as an active pantheon. Among their
and even their own natural laws, which vary
chief deities are Odin (also known as Woden or
from kingdom to kingdom.
Wothan), Thor, Loki, Tyr, and Heimdall. Some
The dwellers of Netzach include the gods of the children of the gods became powerful
themselves, who endure the centuries by heroes, and helped give rise to the legends of the
engaging in pleasant pastimes, from hunting the dreaded berserkers who would turn into brutal
fabulous beasts of the wilderness to engaging in killing machines that made little distinction
mock battles and titanic feasts. Many between friend and foe.
Inheritors who followed their parents to the
The Norse gods made a stand against
Otherworlds also live here, acting as agents and
Leviathan on 2013, when they sunk the fleet
servants. Even some human beings live there,
the Army of Revelations was preparing to use
the descendants of worshippers who chose to
against the Nordic countries. Odin himself is
join their deities in exile. Their descendants
said to be in the United States, helping
often live in the manner of long-dead ancestors,
coordinate the moves of the Alliance (see p.
and know nothing about the modern world.
172), while Thor is somewhere in Russia,
Netzach is connected to two other major making occasional appearances to destroy
Sephiroth in addition to Earth (which the Norse entire tank columns, accompanied by a number
call Midgard, and the Quabbalists Malkuth). of steppe deities. Loki, the trickster god, is a
The Death Gods of most pantheons reside not master spy, weaving complex patterns of lies
in Netzach but in Geburah, the lands of the and half-truths that confound the most adept
Dead. The Kingdoms of the Death Gods are members of the Soul Police. And several
usually dark, cold places, where human souls Inheritors and Avatars of this pantheon now
endure centuries as mere shades, or are serve in England and Northern Europe in
tormented much as they are in Abaddon. The diverse capacities.
other realm connected to Netzach is Yesod, the
Moon-lit lands, where the Sidhe and the Fey
and Sylvan races dwell. Traffic between the
three realms is light, but it exists.

188
Associations

Olympian Gods Adepts of Leviathan scour the countryside,


seeking the few brave enough to resist the
Perhaps the best-known deities in Western
invaders. Amidst the chaos, the Old Gods of
Civilization, the Olympians were first
the Mexico and the Maya have returned.
worshipped by the Greek peoples, and they
Kukulcan the dragon-god is said to have
grew in power, spreading with the conquests of
appeared in the midst of great battles to strike
Alexander the Great and the Roman Empire
down the largest Shaitan monsters summoned
through three continents. One of the largest
by the Believers. Inheritors of Huitzilopochtli
and most powerful pantheons, Olympians were
have become important leaders of the
among the first to fall to the Heavenly Host.
Underground movements in Mexico and
Prominent Olympian gods include Zeus, Ares,
Central America. Unfortunately, it is rumored
Hera, Athena, and Poseidon. One of their
that at least some of the Aztec gods have
gods, Hercules, was an Inheritor who was
actually turned coat and joined the ranks of the
raised to full immortality after his death.
Church of Revelations, their powers augmented
The Olympians operate throughout the and twisted by the Mark of Leviathan.
world. They are active in Greece and the
Balkans, and have many followers and agents Egyptian Pantheon
in the Free World. Many Inheritors fill their
ranks—the Olympians have long been fond of One of the most ancient pantheons, the
fathering demigods—and several Incarnates deities of Khem, as the Egyptian Pantheon calls
have operated on Earth for years now. itself, were among the first Titans to manifest
on Earth to demand the worship of humans.
Overall they were benevolent, helping the
Aztec and Mayan Gods culture of the Nile to develop and regain some
The deities of Central America are a complex of the arts and sciences lost during the Flood.
lot. The Mayan deities, beings like Kinebahan Their gods included Ra (the sun god), Isis (the
(the all-father), Ixazaluoh (goddess of water), Mother Goddess, identified with Gaea/Gaia),
and Kukulcan (the winged serpent, known by Ptah (the god of Essence and wisdom), Bast (the
the Aztecs as Quetzacoatl), were more cat-headed goddess), and Set (once the overlord
benevolent than the bloodthirsty Aztec of Khem, then enemy of the gods). The
pantheon, dominated by Huitzilopochtli, who Egyptian pantheon was first weakened by wars
demanded constant human sacrifices, or with other deities (among them the Olympians
Xipetotec, the “Flayed Lord,” whose victims who backed both Alexander the Great’s
were horribly tortured before being offered to conquests and later the Roman Empire) and
him. Kukulcan was banished by these brutal then overcome by the Seraphim and the
Aztec deities, and for several centuries the monotheistic movements (first by Christians,
Aztecs dominated the area, until the Spaniards and later by Muslims).
brought their own version of mass murder and, The Middle East and North Africa are now
on the metaphysical plane, the Seraphim places of contention in the War, and the gods of
assaulted the gods’ homeworld of Aztlan and Khem have returned to make a stand. Veiled in
brought these deities down. secrecy, and persecuted by the local Muslim
In the twenty-first century, Mexico and authorities, a Cult of Khem, dominated by
Central America have become a vast Avatars and Inheritors of the Old Gods, has
battleground between the forces of the United spread through Egypt and other parts of North
Nations (headed by the U.S.) and the Third Africa. They are dedicated to finding and
Army of Revelations. While aircraft and hunting down any cell of the Church of
artillery destroy what little remains of half a Revelations in the area.
dozen countries, and tanks and infantry race
back and forth, monsters summoned by the 189
Chapter Six
Organization The Effects of the War
Each Pantheons has its own system of Like the angels, the Old Gods had visions of a
organization. Still, there are some basic ranks final conflict, a Ragnarok that would change the
that hold true for most pantheons. world. Many of the Titans thought war would
The Earth Mothers and Sky Fathers: Earth and be waged between two pantheons, or between an
Sky represent two basic forces, worshipped since alliance of gods and the hated Seraphim. The
the earliest times, and two consorts embodying rise of the Dark Apostle revealed the truth. The
these forces rule most pantheons. The Sky enemy was Leviathan, represented in Norse myth
Fathers are the warriors and thunderers, who by the dragon Nidhor, the Dread Biter, who
permit rain to fertilize crops but also slay gnaws the World Tree that represents Reality.
wantonly with lightning bolts. The Earth The danger Leviathan poses makes it impossible
Mothers are the nurturers and life bringers, who for the Old Gods to idly watch by the sidelines.
rule the cycle of life and death just as they rule The pantheons have returned to Earth due to
the cycle of the seasons. the rise of the Church of Revelations. This
The Elder Gods: These are older and more migration was helped by the subtle change in the
powerful Titans. A few exist in each pantheon world that started with the birth of the Magic
(typically less than a dozen or two), and most of Generation (see p. 25). As magic and the flows
their names are known to students of mythology. of Essence became stronger in the world, it
Each Elder God is the match of an Archangel in became easier for the gods to break through the
raw power. They usually do as they please, barriers separating their reality from Earth.
unless a number of Elder Gods or the leaders of Unlike the Seraphim, who now have great
their pantheon decree otherwise. difficulty in traveling back and forth from their
The Lesser Gods: These Titans are younger and Realm, the Old Gods cross over easier than they
less powerful, roughly equivalent to the have had since the beginning of Christianity.
Seraphim. Their names and deeds go largely Some deities have even materialized physically on
unrecorded in the annals of myth and legend. the world, despite the grave dangers involved.
These beings are the most likely Incarnates to be The gods sensed the upcoming upheaval, but
found in the world (the Incarnate Quality knew little more than the angels about its causes.
assumes the characters are Lesser Gods). Most pantheons had legends of an upcoming war,
Inheritors: The children of gods and mortals, and the omens seemed to indicate the New
these demigods are sometimes guided and Millennium would be the time of conflict. To
protected by their divine parents (or, on prepare for that day, the gods set to prepare an
occasion, by their aunts or uncles), but all too entire brood of warriors. They fathered
often are left to their own devices. Inheritors, or created Avatars, living embodiments
Avatars: Part human, part embodiment of a of their power. These beings have become
god, Avatars have, until recently, been relatively valuable assets in the war. Still, some have joined
uncommon creations. Avatars usually function forces with the Dark Apostle.
under the close supervision of their creator, who
observes the world through their eyes and sends Allies and Enemies
them on errands and quests.
Alliance: The Allfather of the Norse Pantheon
Human Followers: Mortals in the pantheons
is one of the Alliance leaders. Cooperation
can be broadly divided into three categories:
between the two groups so close that it is hard to
people born in the Pantheons’ Realms, human
tell where one group ends and the other begins.
worshippers from Earth, and hirelings and
The stubborn and fractious personalities of many
dupes. The Realm-born have lived alongside
Old Gods often lead to conflicts, however.
gods all their lives. They do not know a great
Heavenly Host: To most Old Gods, the angels
deal about the modern world, but often have
are the ultimate hypocrites, beings who claim to
Gifted powers of their own. Worshippers can be
follow the wishes of the Creator but who are
both Gifted and Mundane. They might be Neo-
acting on their own. They “freed” humankind
Pagan gatherings, or remnants of ancient cults
from the Old Gods, and then tried to keep
that have survived millennia of persecution. The
humans mired in ignorance and misery. Many
dupes are mostly mundane humans; they act out
190 elder deities remember the battles of the Second
of greed, misguided political, or religious
Celestial War and are itching for a rematch.
fanaticism, or other similar motivations.
Associations
Infernal Legion: The Pantheons do not of them became legendary heroes and martyrs,
particularly like the demons, either. They are while others operated in such secrecy that no
corrupters and traitors of their own kind, and as knowledge of their activities survives in official
such they cannot be trusted. records. While trying to keep their activities to a
Lodge of the Undying: Gods and Immortals minimum, the Watchers have often interfered
have plenty of reasons to be either friends or with the plans of the Combine, the Host, and the
enemies. They have more in common with each Infernal Legion. The return of the Cult of
other than with normal humans, but the Leviathan has forced the Watchers to take action
Immortals are also a reminder of the danger on a wider front than ever before.
humans may one day pose. Current relations are
warmer than ever, however. History
Watchers: Several Titans, led by Prometheus,
The Watchers appeared some time after the
were among the founding members of this
Flood and the Fall of Lucifer (see p. 175). They
organization. The Titans, still afraid of humans
were the creation of two Archangels: Shemizael
after the events that led to the Flood, were incensed
(who at the time was a member of the Council of
by what they saw as an attempt to bring back the
Four) and Azrael. They, together with the Titan
Elder Kingdoms. They captured Prometheus and
Prometheus, established a secret network of angels
tortured him for centuries, until the Inheritor
and gods on Earth, in open defiance of the decision
Hercules rescued him. After the Old Gods
to limit contact between humans and Celestial
themselves were forced into hiding, the enmity
beings. These rebels acted out of a mixture of
between the two groups died down somewhat, and
altruism and selfishness. On the one hand, they
now old rivals are trying to work together.
thought they could help humans regain some of
Other Associations: Some pantheons or
their lost glory (most Watchers had been opposed
individual gods have maintained small cults on
to Lucifer’s decision to unleash the Flood). On the
Earth for centuries. They have also made contact
other, many had grown enamored of humans,
with some Neo-pagan groups, and gathered new
either physically (most Watchers were romantically
followers and allies in this way.
involved with one or more mortals) or
intellectually (the human capacity to create
Watchers anything from new philosophies to new tools was
endlessly fascinating to the angels, who for the
The Watchers were Seraphim who grew to like
most part lack the inclination or capacity to create
humans too much. They lived among them,
or build anything on their own).
married them, and begot children with them.
When their actions were discovered, the
When they were discovered, their fellow
Watchers were attacked and persecuted. Many
Seraphim persecuted them and forced them into
were killed, many others recanted and were
hiding. They have remained on Earth ever since,
admitted to the fold. Only a minority eluded
forever barred from Heaven or Hell.
pursuit and go into hiding. Most of the
Although only a relative handful of Seraphim
renegades had to sever their ties to their angelic
(less than a thousand) became the Watchers, they
origins, becoming Exiles. A relative handful
made up for this by siring several generations of
were able to preserve their abilities. Since then,
Nephilim, the result of the union between an angel
and throughout history, the Watchers have taken
and a mortal. These hybrids combine the
a hand in human affairs. Although they avoided
superhuman physiques of the Seraphim with the
direct action most of the time, the Watchers
boundless potentiality of humans. Their greatest
would step in and either nudge events in the
power is their immunity to aggressive
“right” direction or destroy supernatural
manipulations of Essence. Feared by angels and
intrusions in the world.
demons, mortals and Pagan Gods, the Nephilim
can find sanctuary only among the Watchers (and
more recently, the Alliance). Those who grow up Beliefs
ignorant of their nature are too often found and The Watchers have the same basic goal as the
killed by those who consider them to be aberrations Heavenly Host. It is in the implementation that
or too dangerous to be allowed to exist. conflicts arise. The Watchers claim that, before
This band of outlaw angels and their progeny becoming the guardians of humankind, before 191
have operated for millennia in the world. Some daring to judge it, angels must grow to understand
Chapter Six
humans. Only by living among humans, by high positions of power and responsibility. The
observing their spiritual and technical evolution, “ranks” of the Watchers do not depend on
can angels truly become protectors. species or sub-order of being. Instead, they are
The main Watcher goals involve helping and meant to represent experience and dedication.
protecting humans as they evolve as the Creator’s This is not to say that favoritism or even
heirs, destroying major supernatural infestations nepotism (many a Seraphim has favored his
in the world, and studying humans without progeny over other candidates) does not exist,
disturbing them. Most Watcher Seraphim adopt but overall, those who achieve success are
mundane identities and interact with humans in rewarded with higher rank (and incidentally,
ways unimagined by both the members of the with more responsibilities and worries).
Heavenly Host and the Infernal Legion. Some Novice: This rank includes Nephilim who
have amassed considerable financial and social recently discovered their abilities (and need to be
influence, although for the most part they use it trained and educated in their use), and humans
to further the goals of their secret society. In the who show promise and interest in joining the
course of their history, the Watchers have organization. Novices have few responsibilities
interacted with almost every major conspiracy on and even less information.
Earth, from the Combine to the Knights Templar Observer: These are beginning members who
to the Boxer Rebellion. Sometimes they have know some of the basic secrets, and receive given
worked alongside those groups, more often positions of some importance. Local safehouse
(especially where the Combine is involved), they keepers, guards and bodyguards, and special
have tried to oppose them. agents and informants are all considered
In their effort to minimize the impact on Observers. Nephilim and the odd Inheritor who
humans, the Watchers prefer to work in secrecy. has been prepared but still lacks experience are
Shemizael fervently believed that if humans truly also in this category. Observers rarely operate on
accepted angels walking among them, they might their own, instead acting under strict guidance.
stop striving towards better things on their own, Watcher: This is the basic rank of the
hoping those “superior beings” would take care organization. Watchers are full-fledged
of them. This would be a tragedy, affecting members, who know most of the secrets of the
humankind’s destiny. Thus, the Watchers hide organization and who are expected to defend its
their actions as best they can, using their powers interests to the full extent of their capabilities.
to alter events and memories, and acting in subtle Many human Watchers are Gifted, including
ways, preferably without witnesses, to avoid psychics, magicians, and even a number of
detection and discovery. Inspired. Others are mundane scholars,
A secondary, but fundamental goal is the researchers, spies, and soldiers. Humans are a
protection and welfare of its members. For slight majority, but Nephilim and Exiles can be
centuries, many Watchers did little more than found among their ranks as well, as well as an
observe and report, in return for which their assortment of other supernatural beings.
careers, living arrangements, and general welfare Advocates: The Advocates are experienced
were taken care of. The Watchers have a well- members in charge of supervising the actions of
established network of money and influence, other Watchers. Advocates receive their
allowing the Seraphim and their children, as well appointment from Judges, and serve for periods
as human allies, to go to the best schools, get of six years before their performance is reviewed
prestigious jobs or appointments, and lead lives and their position either renewed or revoked.
of luxury or at least comfort. While there are Some Advocates travel around and act as
dangers and hardships involved, life among the troubleshooters and inspectors, while others
Watchers is good—or it was before the war. oversee activities over a specific area (usually a
city, although some are in charge of an entire
country). About half are human, many of them
Organization Gifted; the rest are supernatural beings.
Unlike the two other Seraphim bands, the Judges: The Judges are old members (most of
Watchers include a great number of human and them are at least one hundred years of age; many
half-human members among their ranks. And, are several times older), renowned for their
although the Seraphim (many of them Exiles) wisdom and experience, who perform most of the
192 dominate the highest ranks, humans can rise to leadership functions. The Judges appoint (and, if
Associations
necessary, dismiss) Advocates, and also make these Lost Children, either to take them back
most of the important decisions about intervening into the fold or, if they prove to have turned out
in major matters. Most Judges are Nephilim, wrong, to destroy them.
Incarnates, or Seraphim; a few humans whose
Gifted abilities have extended their lives (see p. Allies and Enemies
202) can also among their ranks. Recently, the
Judges were discredited by noting signs of the Alliance: When the Archangel Michele broke
coming war, but failing to adequately prepare for from the Host, the Watchers tried to bring her
it. Their authority over the rank and file has into the fold. Her answer was less than friendly.
suffered for it. As far as she was concerned, the Watchers had
The Founders: These are the original achieved little in their time of hiding, and needed
Watchers, including Shemizael (Azrael to take some more direct action in order to earn
disappeared after the original persecution and her respect. Since the war started, however, the
has not been heard of since), and the Titan Watchers and the Alliance have perhaps the best
Prometheus. They are all true Archangels, relationship of all the groups confronting
Greater Seraphim, or full-fledged Titans, and Leviathan’s minions.
they form the ultimate council and court of Heavenly Host: The Watchers have hidden
appeals in the organization. from the Host for a long time, and old habits die
hard. For the time being, the Host has bigger fish
to fry, but the Watchers rarely relax their guard
The Effects of the War when the angels of Elysium are around.
The rise of the Church of Revelations Infernal Legion: To the Watchers, both demon
represents a major defeat for the Watchers. The and angel share the same defect—a lack of
cult escaped detection until its power was so understanding and empathy for humanity. As far
great that the Watchers could not challenge it as they are concerned, the two groups are just as
directly. The organization’s obsession with loathsome. Demons are not trusted, and
secrecy also proved its undoing. Until the end, Watchers rarely have any tolerance for the
the Watchers hesitated before taking direct Legion’s methods.
action against the Church of Revelations, and Lodge of the Undying: A few True Immortals
when they finally acted, the Munich Massacre have joined the Watchers in the past. Some of
had occurred and the Dark Apostle walked the them remained in the Lodge, making sure the
Earth as a living embodiment of Leviathan. organization stayed out of the affairs of the
This tragedy has made many Watchers angry mundane. The Watchers have revealed
at their own inaction. These members are now themselves to the organization, and tried to
far more likely to break their vows of secrecy and establish a friendly relationship with it.
directly attack the enemy. For the most part, Immortals in general are seen as something of a
however, the group prefers to work in relative failed experiment: an attempt to evolve
secrecy. They are the Alliance’s biggest spiritually that led instead to a dead end.
supporters, and the two groups are on the verge Immortals, quite naturally, do not find the
of combining into a single society. description flattering.
Another event that caught the Watchers by Pantheons: The Old Gods deceived humans
surprise was the birth of an unprecedented into worshipping them. They exploited and
number of Nephilim among the Magic tormented people for their pleasure. Some of
Generation. Apparently, many people had been them, like Prometheus, tried to help mortals, and
born human, but with a latent Nephilim gene; suffered horribly as a result. Followers of the
the same phenomenon that increased the birth Pantheons are dealt with on a case-by-case basis.
rate of Gifted humans also resulted in the birth of Other Associations: The Watchers have almost
thousands of Nephilim without the knowledge of never willingly revealed themselves to other
the Watchers. Many of these Lost Children have groups. Organizations like the Knights Templar
been killed by enemies, while others have (see Abomination Codex) knew more than most,
developed their supernatural abilities without and on occasion worked alongside them, but for
proper preparation. Some Lost Children have the most part the renegade Celestials trusted no
become criminals and, worst of all, a few have outsiders with their secrets.
even joined the ranks of the Church of 193
Leviathan. The Watchers constantly lookout for
194
CHAPTER SEVEN:
METAPHYSICS
195
Chapter Seven
The van leapt forward as Sato stepped on the gas pedal, reckless of obstacles and traffic. A small Fiat,
clipped by the van, spun away like a child’s toy. One of the pursuing Soul Police cruisers smashed into
it, barely slowing down.
“You can’t go any faster, can you?” Jeanna asked idly from the passenger’s seat. Sato scowled at her.
Jeanna seemed unfazed that their mission had failed, that the Soul Police were in hot pursuit, and that
they were, in all likelihood, going to die—quickly if they were lucky, horribly and at great length
otherwise.
“I guess it doesn’t matter,” Jeanna continued as the pair sped through the streets of Paris. “We’ll be
running into roadblocks any second now.”
“Your optimism is invigorating,” Sato hissed as he took a sharp turn without slowing down. For a
heart-stopping moment, two of the van’s wheels lifted of the ground, and he braced for the rollover.
Then they came down, and on they went.
Right into a roadblock. Soul Police troopers started shooting as soon as the van came into view. The
windshield splintered, and Sato involuntarily recoiled when a bullet bounced off his energy Shield.
“This is going to hurt,” Sato muttered gunning the engine to its limits.
“Hold on,” Jeanna whispered. She thrust her hands forward. A blast of light, as bright as the sun or
a nuclear explosion, erupted from her fingers. A Soul Police car exploded, scattering bodies and debris
everywhere.
“Aim for the gap,” Jeanna ordered.
Sato held his breath as the van darted past the smoke and flames. A Soul Policeman did not get out
of the way fast enough. The van shuddered as it ran him over.
“That’s worth fifty points,” Jeanna commented. “Seventy for officers, one hundred for an Adept.”
“Dear lady,” Sato replied in a low voice. “I am truly thankful, but must you speak so much?”
“Sorry. I always blabber when I’m keyed up.”
Sato pointed at the windshield, where the blast of light had melted a perfectly circular hole, about five
inches wide. “Can you only do that when you’re ‘keyed up’.”
“Oh, that?” Jeanna made a show of studying her fingernails. “A little something I picked from my
dad. This is the first time I’ve used it for real.”
“I wish you had told me you could do that. It might have come in handy during the ambush.”
“You seemed to be handling yourself okay. I didn’t want to intrude.”
“So you let me fight three armed men on my own because you didn’t want to intrude.”
“Sorry about that.” Jeanna smiled sheepishly.
“Never mind. Can you do the same thing to the cars behind us?”
“Maybe once or twice, but then I’ll run out of juice.”
“Save it for later,” Sato said. “And it’s all right if you want to chatter away.”
Who knows, he thought, we might actually make it out alive.

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.

Humankind Rising Essence and


Humans are the ultimate prize and the
ultimate hope of the world of Armageddon.
the Human Soul
Born with incredible potential, humans can Essence is the main building block of reality. It
evolve into beings of godlike power. As a species, is a force and an element, a source of power and
however, humankind remains in its infancy, often the foundation of all matter and spirit. It is the
using its powers without the benefit of wisdom. Chi, Baraka, and Mana described by most
Creative, adaptable and resourceful, humans are cultures and legends. In its purest form, it can be
masters of technology and the crafts. Those who found in currents floating through the world, or
have learned to perceive the invisible worlds of swirling around places and people of power. It
magic and the occult are often more ebbs and flows like the tides, strongest at certain,
accomplished than most supernatural beings. specific times. Those who can sense and
Although not as physically powerful and long- manipulate Essence can create and destroy with
lived as angels or demigods, humans with the the force of their wills. Magic, psychic powers,
right magical or technological tools can be the and all the supernatural abilities of myth and
match of those beings. legend ultimately depend on Essence to work.
The Seraphim know the Creator’s plans for Essence is also the stuff of souls. Each human
humankind. Humans are the Children of God, has a soul, an Essence matrix as unique in each
and heirs apparent to all of Creation. This does individual as one’s genetic pattern. This Essence
not mean that they “own” the Universe—that pattern is almost indestructible and, unless
the concept of ownership still exists among unraveled through malice or misfortune, it is
humans shows that they are not ready to assume eternal and immortal. The basest human soul
their inheritance. By the time humans evolve has a good chance of outliving the most powerful
into readiness, untold years or millennia in the archangel, and a better chance of surviving an
future, they may become something completely attack. Immortal as they are, however, human
different, able to combine the physical sciences souls can be enslaved, twisted, and tortured by
and the metaphysical arts in forms unimaginable those who know the right secrets.
today. Destroying humankind would be akin to The strength of a human being’s soul is
murdering a baby in the cradle, long before reflected by her Essence capacity. Magicians and
adulthood is reached. But, unlike a baby, other Gifted humans possess very powerful souls,
humans can defend themselves from both angel representing their more advanced state.
and pagan god. Even though the ultimate merger Unfortunately, the advancement or raw power of
of spirit and technology is far from reality, a human soul has nothing to do with the morals
humans can use both the tools of science and and disposition of the person. Free will is as
powers of the occult to fight their enemies. much a gift as a curse, and those who wield great
Once before, humans grew in power until they power are at constant risk of being corrupted by
rivaled the angels and gods. Their impatience its use.
and ruthlessness led them to open warfare and By learning to project the power of their souls,
untold destruction. Eventually, one group on the and combining it with the power that flows
losing side of the conflict consorted with dark freely through the world, magicians, psychics,
forces more dangerous and evil than they could and saints can manipulate the world with their
imagine. As a result, the Seraphim destroyed the minds and will alone. 197
Elder Kingdoms and sent humans into a dark age
Chapter Seven
Reincarnation Essence
and Life After Death Essence is pure potentiality, a chaotic force
that can spawn matter and energy in violation of
Since souls are eternal, death is not an end to all known physical laws. It is the stuff of our
existence. The spirits of the dead, once released souls, a force of emotion as much as it is of
from their mortal shells, have a number of reason. To work any number of metaphysical
choices. They can be reborn in a new body, effects, Magic in particular, one must be able to
adding each new lifetime’s experience to the soul, weave Essence into the right matrix. Powers,
becoming stronger and more experienced with Invocations, and rituals provide the mold into
each new existence. They can enter a higher which Essence is poured. If enough Essence is
realm of existence, a place where even the summoned and used, and if no outside force is
Seraphim and Old Gods cannot follow. Finally, interfering with the ability, the desired effect
they can wander in the Death Realms, shadowy takes place.
dimensions where the Death Gods and Fallen
Seraphim often prey on the souls of the wicked
and the weak.
Reincarnation is a major element in Magical Signatures
Armageddon games. While reincarnated souls
Each person’s Essence is as unique as her
rarely retain any conscious memories of their past
DNA code. Thus, any Metaphysical effect
lives, these memories, and the feelings and
powered by a person’s Essence (i.e., not
instincts attached to them, can be reawakened.
powered wholly through ambient Essence)
People who were linked in a previous life very
bears the person’s “imprint” or “signature.”
often encounter each other in the next, perhaps in
A Gifted character or supernatural being
different roles, and always reflecting the
must pass a Difficult Perception Test to
consequences of previous interactions. A
detect this signature. If she has seen it
formerly betrayed lover could return in the next
before, a Simple Intelligence Test brings the
life as an implacable enemy, with neither
memory to mind.
participant truly knowing why they feel hatred
for each other. Immortal or long-lived beings are
often haunted by new reincarnations of those
they wronged in ages past.
Sources of Power
The Essence necessary to power metaphysical
effects may be collected in a number of ways.
Essence Channeling, Rituals, Places of Power,
Changes From WitchCraft Times of Power, Symbols of Power, and Items of
Players who own WitchCraft or Power are all discussed in turn.
Armageddon First Edition will notice that a Certain sources, such as Places of Power and
few new supernatural effects and powers Times of Power, provide an additional measure
have been added or changed in this book. of Essence. When this amount is used up,
This reflects the increase in the ambient however, it is no longer available. Once gone,
Essence that has occurred since the the Essence does not return until the Place of
Reckoning. Chroniclers of a WitchCraft Power replenishes, the Time of Power returns,
campaign can ignore these new applications, and so on.
or use them as they see fit. For example, during the hour of midnight, the
extra five points of Essence may be divvied up
among as many Invocations as a Magician wants
(to a maximum of five Invocations with one free
Essence Point each). This same limit is applied
when gathering additional Essence during Group
Magic (see p. 207).
198
Metaphysics
Essence Channeling must make a Difficult Willpower Roll. Each
Some among the Gifted have the power to tap Success Level releases 1 Essence Point from their
into Essence at will, without needing to rely on personal Pool, to be used in the ritual.
complex rituals and ceremony. Those with this
power are known as Channelers. Channelers can Places of Power
release Essence quickly, in a matter of seconds in Certain areas have a greater flow of Essence
some cases, which allows them to dispense with than normal. Most of them are places where the
lengthy rituals to call forth ambient Essence. barriers between Earth and the Otherworlds are
Some Channelers are more powerful than others. thin, allowing for energies from other places to
A character’s level in Essence Channeling (see p. enter into our world. Others are places where
81) determines how much Essence she can bring ancient magical cults conducted their magical
forth from her inner reserve in one Turn (one to ceremonies. Most such places become shrines,
five seconds). temples, haunted houses, or other remarkable
Channeling requires a degree of concentration. areas, often the focus of local legends. Many
Involved activity other than Channeling, such as have been claimed by groups of Magicians or
running, would affect that concentration. It supernatural beings, and they do not look kindly
might take longer to Channel under those on intruders.
circumstances, or the Chronicler could impose a All Places of Power have an “overflow” of
-2 or -3 penalty to any subsequent Art using the Essence that can be tapped by anybody
gathered Essence. performing Invocations in the area. This
overflow renews itself every twenty-four hours,
Rituals and it works on a “first come, first served”
A ritual is an involved, often repetitive activity basis—after somebody exhausts the overflow, no
meant to tap into ambient Essence. This is the extra Essence is available for the rest of the day.
only way those without Essence Channeling can A minor Place of Power has an overflow of 10 to
use certain metaphysical effects, particularly 50 Essence Points. Most Places of Power have 50
Invocations, as they lack the ability to tap into to 100 Essence Points. The most powerful ones
their own Essence Pool except in the most basic have hundreds or even thousands of available
and limited ways. Rituals are time-consuming Essence Points. Chroniclers must devise the
and require a great deal of preparation, effort, rationale for each Place of Power, its background
and dedication. The hours or days of story, and the number of available Essence Points.
preparation and ceremony, however, can provide
a great deal of extra power. For this reason, even
Essence Channelers sometimes resort to rituals.
Performing a ritual uses an Intelligence and
Rituals Task; the skill Type is specific to each
metaphysical group or tradition (see p. 96). A
ritual must last a minimum of 10 minutes, at the
end of which time the Task is attempted. Each
Success Level in the Task provides D4(2) Essence
Points to be used in the metaphysical effect. This
Essence is added to any other Sources of Power.
If the Task fails, the Essence gathered must be
Dismissed (see p. 205).
Extending the length of the ritual adds bonuses
to the Rituals Task: +1 for every hour the ritual
lasts, to a maximum bonus of +6. Longer lasting
rituals add a +1 per 24-hour period after the first
24 hours, to a maximum additional bonus of +6
(for a total of +12). At the end of the ritual, a
participant can contribute some of her own
Essence. If she has Essence Channeling, she
simply releases as much as she needs, limited 199
only by time. Those without Essence Channeling
Chapter Seven
Times of Power
Essence flows from many things. The Sun, the
Moon, the planets and the stars emit Essence and
their influence has an impact on this world. In
that matter, astrology is correct (although often
misused and misunderstood). The external
powers contribute to some times of the day, dates
Some Places of Power of the year, and special events having a special
Shrine: A lesser shrine or holy place, used significance. During other periods, the amount
for at least a century, has 10 Essence Points. of ambient Essence is only sufficient for regular
The site of a great temple, a sanctified Channeling and ritual practice; no additional
burial ground, or similar holy place has 25 Essence is available. But during these Times of
Essence Points, but the spirits of those Power, extra Essence can be tapped by the Gifted
associated with the place have a say about or other supernatural beings.
who uses their power—or at least, who uses The extra Essence available during a Time of
that power without consequences. An Power can be tapped once during that period,
ancient holy place (over 1,000 years old) and not again until the next such time. In
has 100 Essence. general, the extra Essence available is
cumulative. For example, a ritual conducted
Crime Scene or Battlefield: Places where
during the Vernal Equinox at midnight garners a
many people died at once, or where
total of 25 extra Essence Points. Some of the
someone died a horrible death, can become
most common Times of Power are listed below.
storehouses of Essence. The site of a
gruesome crime or a medium-sized Noon and Midnight: Midnight is known as
battlefield has 10 points of Essence; a major “the Witching Hour” a traditional time of Magic
historical battlefield, or the former place of and the supernatural. Noon is a similar, less well
operations for a serial killer has 30 Essence. known, Time of Power. These two times see a
In all cases, the Place of Power is tainted “peak” in the flows of Essence energies. Any
with negative emotions, however. All Invocation or supernatural ability performed
magicks used with the help of this power during these hours (the benefits last for the entire
require a Dismissal Task. These places are hour) gains an additional five Essence Points.
also likely to be haunted, and the local Full Moon: The moon emits great quantities of
ghosts may react badly to anybody Essence, perhaps as a result of its proximity to
“poaching” in their turf. Earth. During the full moon, lunar energies
bathe the land at peak strength. Metaphysics
Major Occult Locales: Stonehenge has conducted at night during a full moon can tap an
over 1,000 Essence Points, but it appears additional five Essence Points, or a total of 10
some group already taps that power for its points when conducted at midnight.
own uses. The Pyramids should have a lot of The Solstices and Equinoxes: These solar dates
power, but for some reason it cannot be mark the beginning of the seasons, and are
accessed; perhaps only those with the right important times of change and transition. They
supernatural “keys” can use them. Finally, also provide great power. The Summer and
places like the Bermuda Triangle appear to Winter Solstices occur approximately on June 21
be huge Places of Power (where up to 100 and December 22, respectively. The Vernal
points of Essence may be tapped by each and (spring) and Autumnal Equinoxes are
every sorcerer), powerful enough to break approximately March 21 and September 23.
the barriers between worlds. During these days, an additional 20 Essence
Points may be tapped.
The Four Days of Power: During four
particular dates of the year, magical forces flow
in greater abundance. So noticeable are these
flows that the four dates have long held religious
significance. They are each traditional pagan
200 holidays. The four dates are, in chronological
order: Imbolc (February 2nd), Beltane (April
Metaphysics
30th), Lughnasadh (August 1st) and Samhain
(October 31st—Halloween). During these four
days, 30 extra Essence Points are available.

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.

Random Essence Effects Table

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.

Attacking Invocations Invocation Descriptions


Some Invocation effects can injure targets. A number of Invocations are described below. A
Generally, the Focus result in casting an brief description reveals their characteristics,
Invocation is used as the “attack” Task (there is followed by a list of possible effects and Essence
no separate “to hit” roll). Magical attacks that costs. Each Invocation entry covers some basic
can be aimed (jets of flame, lightning bolts, and examples. Creative players will probably come up
other “energy blast” effects) may be delivered with other effects; the Chronicler can use the
using the Magic Bolt Skill (see p. 94), instead of examples provided to determine their Essence cost.
the Invocation Skill. If the victim can see or hear
a magical attack (a wave of flames running Affect the Psyche
towards her, for example), a Defense Task
(typically Dexterity and the Dodge Skill) can be This Invocation uses the emotional nature of
used to escape the attack. Essence to change a person’s feelings. It can be
used to impress, charm or scare the target. The
Chronicler decides whether or not the emotional
Lesser Invocations state of the person being affected changes their
The bulk of the enchantments listed below are behavior in the way the Magician intended: a
some of the most common Lesser Invocations. scared would-be attacker might flee, surrender, or
Lesser Invocations cover most of the aspects of attack like a cornered animal, for example. 209
Chapter Seven
Aura of Confidence Blessing of Protection
2 Essence 2 Essence per +1 Bonus
This effect creates an impression of power and This effect protects the subject from
control around the Magician, making others metaphysical harm. Each Essence Point spent gives
unwilling to oppose her. The caster gains a +2 the subject a +1 bonus to resist one supernatural
bonus on most social interaction Tasks, with an attack of one specific kind (Magic, the Sight,
additional bonus equal to the Success Levels of Primal Power, and so on). This protection activates
the Focus Task. Only people who have a reason whenever a hostile attack is made against the
to dislike or hate the Magician may resist with a blessing’s recipient. The protection is only good
Simple Willpower Test; otherwise the bonus is against one such attack. A Blessing of Protection
automatically applied. This effect costs two can also be oriented against all forms of
Essence and lasts five minutes per Success Level; supernatural attack at the cost of two Essence per
at the end of that time, the Invocation must be +1 bonus.
repeated.
Good Luck
Influence Emotional State 3 Essence per +1 Bonus
Variable Essence This effect gives the recipient Luck. For every
This effect costs one Essence if the person was three Essence spent, the target gains a +1 bonus.
leaning towards the intended emotion, two The total bonuses may be applied to one
Essence to inspire a different emotion, and five Task/Test, or may be split as desired among
Essence for an utterly opposite emotion (e.g., many such attempts. Once the Luck bonuses are
anger if the person was happy, fear if the person spent, the effects of the Blessing stop.
was calm). This ability is resisted by a Difficult
Willpower Test. Normally, the emotional change Success Blessing
is short-lived, lasting one Turn per Success Level in 5 Essence
the Focus Task. Used in combination with normal This effect guarantees success in some small
psychological manipulation and seduction, the matter involving mundane affairs, such as a
Invocation may actually change the person’s business deal, school examination or sporting
outlook over time. This depends on the Magician event, provided the recipient had a chance to
(mundane) skills, the target’s personality, and succeed anyway. This effect costs five Essence.
other factors, at the Chronicler’s discretion.
Cleansing
Blessing Negative Essence, colored by bad emotions or
Essence can be used to alter probability, evil intent, can “pollute” places, things, and
increasing the chances of one specific, beneficial people. Areas where violence, abuse, and other
outcome taking place. Blessings alter probability ugliness occurred often retain the taint of the
in favor of the subject of the Invocation, making Essence released during those incidents. In some
the person luckier and more successful. cases, they can make people uncomfortable,
The Essence spent on all Blessings must come especially the Gifted, who can sense the great
from the Magician himself. Ambient Essence, evil. Nightmares are often experienced in these
Times and Places of Power, or other sources may places. The Cleansing Invocation can remove
not be used for this purpose. Furthermore, the this negative taint from areas. The process can
Essence spent is not regained until the Blessing also be used against harmful magicks, especially
benefits end. For example, a Magician who gives those lingering around the victim.
himself or someone else a +5 Luck bonus has his All Cleansing Invocations require separate
own Essence Pool depleted by 15 points until the Dismissal Tasks; the Dismissal is an intricate part
bonuses are used up. of the Cleansing process. Failure to Dismiss a
Cleansing Invocation means the negative Essence
removed from an area or person follows the
Magician around instead. It may require a new
Cleansing Invocation to remove such effects.
210
Metaphysics
Remove Curse Communion
Variable Essence
Each mind is usually trapped inside its skull,
This effect neutralizes a curse or other harmful
relying only on its senses to perceive the world
effect temporarily attached to the target. It
around it. Communion allows direct contact with
works against curses of all types, metaphysical
an area and every living thing and spirit within it.
and supernatural. This effect does not work on
Communion Invocations are usually
those with the Accursed Drawback. Removing
conducted in forests, gardens, or other places of
harmful Magic costs the same amount of Essence
nature, where the majority of the spiritual forces
as the harmful power cost in the first place, and
are benevolent and friendly. Using the
is resisted by the Task effect of whoever inflicted
Invocation in a city fills the Magician with the
the curse.
cries of dying trees, the cold calculation of rats
and other vermin, and the petty maliciousness,
Remove Emotional Debris bitterness, and anguish of most residents
3 or 6 Essence Magicians who make that mistake often find
When mundanes are extremely angry or are their sanity permanently impaired as a result.
suffering other strong emotions, their Essence
inadvertently “spills” onto objects and areas. One With the Land
These negative emotions can affect the well being
2 Essence per minute
of people, making them short-tempered, prone to
Becoming one with the land costs two Essence
nightmares, and even unlucky.
Points per minute. The Magician enters a trance
Cleansing a room or an object of negative
state in which she is aware of everything
“vibes” costs three Essence. Cleansing an entire
occurring in the area centered around her. The
house costs six Essence. Failure to Dismiss this
area affected has a radius of 10 yards (meters)
effect causes the negative emotions to become
per Willpower level of the caster. This can be
attached to the cleanser.
increased at additional Essence cost; +5 yards
(meters) to the radius per additional Essence
Point spent, per minute.

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).

Fire Protection Elemental Water


1 Essence per Multiplier reduced per Turn Water Invocation effects allow the caster to
A Magician may reduce the impact of fire, heat control water in all its forms. It is often used to
and flames on a subject. This can be a man-sized increase the chance of rain, although careless use
person or object, or smaller. Larger objects produces droughts in other areas.
require double, triple or even more Essence,
based on their size. Basically, anything larger Cause Rain
than a person but smaller than a car requires Variable Essence
double the Essence, and something larger triple This effect causes rainfall over a small area. It
the Essence. Anything larger than a small costs five Essence Points for one minute of light
aircraft or a truck requires ten times the Essence. rain over a radius of three yards (meters) for
every level of Willpower and Intelligence
Flame combined. Increase the Essence Point cost by
3 Essence per Turn one for each additional three yards (meters) of
This effect produces strong light, causes radius. Add four Essence for hard rain or sleet,
flammable objects to ignite, or creates a brief six Essence for light hail, or 10 Essence for heavy
flame (equivalent to a cigarette lighter’s flash). hail (enough to inflict D4(2) points of damage on
unprotected humans every minute or so). If the
Flicker day is sunny, double all costs. During a dry spell,
1 Essence per Turn in a desert, or similar area where rain is unlikely,
With this effect, a Magician can produce a triple all the costs. Like all weather effects, a
weak light, or cause existing light to flicker. separate Dismissal Task is required to restore
weather patterns to their natural conditions.
Striking Flames
Variable Essence Create Ice
The Magician can summon flames to strike 1 Essence per lb
down her foes. The flames can be manifested A sorcerer can create one pound (half a
either as a jet or blast originating from the kilogram) of ice for every Essence Point spent. If
Magician’s hands, or as a rolling wave starting at water is available, two pounds (1 kilogram) of ice
the Magician’s feet (more expensive to maintain are created per Essence Point spent. The ice can be
and to avoid). This is a destructive Invocation— used to cause the ground to become slippery, to
the flames readily ignite flammable substances seal doors by freezing them over, or anything the
and may spark deadly conflagrations. Careless player’s imagination can devise (except
or malicious use of this power requires a separate materializing ice inside a living person and similar
Dismissal Task, with an additional penalty. abominations). Once created, the ice remains
Rather than a Random Essence Effect, the caster depending on the ambient temperature; creating a
suffers D6(3) points of damage times the total lot of ice in an enclosed and well-insulated space
Essence spent on the Effect. effectively creates a refrigerator.
215
Chapter Seven
Create Fog
1 Essence per cubic yard
Creates a thin mist that imposes a -1 penalty
on Perception-based Tests or Tasks. Tripling that
cost gives rise to a thick fog that blocks visibility
to a couple of yards (meters) and makes most
Perception Tests or Tasks based on vision nearly
impossible. The fog forms during the time it
takes to cast the Invocation; if a caster has
sufficient Essence Channeling, it happens in one
Turn. The duration of the effect depends on
local weather conditions (as adjudged by the
Chronicler—few weather conditions can affect
conjured fog inside most structures, but a
powerful climate control system can).

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.

Essence and Seers Using Mindfire


Most Seers do not use Essence directly, but Mindfire Tasks use Willpower and the
their powers have the side effect of strengthening Mindfire Art. If the Task is successful, flame
their spiritual energy. A Seer’s Essence Pool gains manifests itself somewhere within line of sight of
an additional point for every level of Strength the psychic. If the Seer uses the power
and Art in any and all Seer powers she possesses. extensively over a short period of time
For example, a Seer with a Mindsight Strength 4 (continually over a minute or so, for example),
and Art 3, and a Mindrule Strength 3 and Art 6 she must pass a Simple Willpower Test to make
would add a total of 16 Essence Points to her sure the fire does not run rampant. Add the
Pool. For the most part, however, a Seer’s Success Levels of the last Mindfire Task to that
enhanced Essence is more of a curse than a Test. On a failure, a random flame effect occurs,
blessing, for it makes her more easily detected by with a Strength level of 1-4 (roll D4 or
other Gifted, and it renders her more desirable Chronicler’s determination). If the failure
prey for supernatural predators. occurred as the result of a roll of one, the random
Some Seers also learn Magical Invocations, and effect affects the psychic directly!
are greatly feared for the combination of these The psychic can make the fire she manifests
powers. Others have the ability to channel appear right on top of a victim. No Dodge is
Essence, and it gives them a huge edge, as they can possible, but targets of such an attack can use a
strengthen their Seer powers with it. Characters Difficult Willpower Test to resist the effects. If
with Essence Channeling can temporarily raise the the victim wins the Resisted Task, the Mindfire
Strength of any of their Seer Powers by spending Power fails—pushed away by the latent psychic
Essence. Each two Essence Points spent raises the powers that exist in every human. Igniting
Strength of a power by one during its next use. something near a target cannot be resisted, but
Only the amount of Essence the character can the victim may try to Dodge away. Dodges are
channel for one Turn can be used to increase a possible against jets or balls of flame.
Seer power, however. Unlike Invocations, a
226 character cannot spend several Turns building up
Essence to augment a Seer power.
Metaphysics
Mindfire Strength Table
Strength Abilities
1 A small flame, about the size a match makes, is created. It can ignite highly flammable
substances. Inflicts one point of damage, if used on a person.
2 A torch-like flame inflicts damage of D4(2) per Mindfire Strength level. It can ignite
flammable substances (oily rags, dry leaves—anything that a lit match would ignite).
3 The flame ignites clothing, wood, or anything that continuous contact with an open
flame would ignite.
4 A jet of flame, doing D6(3) points of damage per level of Mindfire Strength is created.
Range is equal to Willpower and Mindfire Strength in yards (meters)
5 A ball of fire doing D4(2) points of damage per level of Mindfire Strength can be tossed.
Range is equal to (Willpower + Mindfire Strength) x 10 in yards (meters). Range
modifiers are as per handguns (see p. 153).
6 Flames in a radius of one-yard (meter) per Mindfire Strength level can be extinguished.
7 Can cause a person to be engulfed in flames, causing D6(3) points of damage times the
Mindfire Strength level.
9 Anything even vaguely flammable (wet wood, flame-retardant fabrics) can be ignited,
and metal can be melted.
10+ Can ignite fires over an area with a radius of 1-yard (meter) per Willpower level.
Anybody in the area is engulfed, taking the damage listed for Mindfire Strength 7.

Using Mindfire Defensively Using Mindhands


The character can surround herself with an Moving an object in a relatively straight line
aura of incredibly hot air that melts bullets, uses Intelligence and the Mindhands Art. Any
burns anybody trying to touch the psychic, and object within line of sight can be grabbed by
deflects other flame or energy attacks. While this Mindhands. The maximum weight that can be
ability is activated, no other uses of Mindfire are lifted and moved (slowly) is determined by the
possible. This fire shield reduces the Damage Strength of the power. In this case, the Strength
Multiplier from any flame or energy attack by of the power works just like the Strength
one (if reduced to zero, no damage is inflicted) Attribute (see p. 59).
for every level of Mindfire Strength. It also has To determine the speed of the object being
an Armor Value of two times the Mindfire moved, subtract the Strength level needed to lift
Strength level against bullets, arrows, or small the object from the total Mindhands Strength.
objects that can be burned off (a character with Take the difference (rounded up) and multiply it
a Mindfire Strength 3 would have six points of by 10; that is the Speed of the object in miles per
damage subtracted from those attacks). Finally hour. For example, a character with a
anybody coming within 2-5 feet (in the area of a Mindhands Strength 5 can lift up to 250 pounds
meter) of the character suffers D6(3) times the (125 kilograms). A 10-pound (5 kilogram)
Mindfire Strength level of the psychic in damage. object requires less than Strength 1, so the
Mindfire does not protect against Essence-based psychic gets to use her full Strength 5, multiplied
attacks, like Soulfire (see p. 221). by 10—she can move the object up to 50 miles
per hour (75 kph). Using the same method, the
Mindhands Power psychic can levitate herself. If the character
weighed 200 pounds (100 kilograms; which
This is the power to move, throw, or even requires Strength 4), the character could fly (or
manipulate objects with the mind alone, called rather, float) around at a speed of 10 miles per
telekinesis or psychokinesis by psychic hour (15 kph).
researchers. A highly skilled psychic can play the
Tossing objects uses Dexterity and Mindhands
piano at a distance, or use a typewriter without
Art. Thrown objects can be dodged normally.
having to touch it physically. The most powerful
Small objects (hand-sized or smaller) inflict
psychics can casually toss cars around, crush
D4(2) x Mindhands Strength points of damage.
objects, and people with “invisible hands” and
bring down houses.
Long distance throwing suffers range penalties 227
(use the ranges for handguns, see p. 153).
Chapter Seven
Massive objects (which require a large A Channeler can fight being picked up through
Mindhands Strength level to throw around) cause a Resisted Task. He uses Willpower plus a bonus
D6(3) to D12(6) points of damage multiplied by equal to the amount of Essence released. The
the Mindhands Strength level minus the Strength Seer uses Willpower and Mindhands Art. Also,
Level needed to lift the object in the first place. anyone with a Shielding Invocation (see p. 220)
Heavy objects do not fly as fast, inflicting less active is granted a Resisted Task against being
damage. See the Mindhands Thrown Object lifted with a bonus equal to the Strength of the
Damage Table for the damage inflicted by objects Physical or Essence Shield.
of a given weight, and the minimum Mindhands The Seer can also toss invisible “punches” by
Strength needed to lift them. If the character’s projecting hard streams of telekinetic energy.
Mindhands Strength is too low, she may be able to These blows use the Mindhands Art and
lift and move the object around very slowly, but Brawling to hit. Mundanes cannot see the blows
cannot inflict damage by tossing it. coming, and cannot defend against them except
For example, Scannin’ Joe has a Mindhands by jumping around and hoping to make the
Strength Level 9. She can throw a small object psychic miss (their only defense becomes a
(an 8 lb. rock) at very high speeds, inflicting D4 Difficult Dexterity Test, and that only if they
x 9(18) points of damage. She could lift a 200- realize what is happening). Gifted characters can
pound bag of gravel and toss it more slowly, see the Essence in such attacks, and can Dodge or
inflicting D8 x 5(20). The Multiplier (5) is the defend normally. Telekinetic punches inflict 1
result of subtracting four (the minimum Strength point of damage per Mindhands Strength level.
needed to lift the bag) from her base Mindhands It is possible to use Mindhands to manipulate
Strength 9. And she could toss a 650+ lb weapons and machinery at a distance, but this
motorcycle, but barely fast enough to inflict requires a high degree of concentration and
damage—D10(5) (no Multiplier). proficiency. The Chronicler determines what
Dropping objects is also possible. Falling skill is necessary. This works like a Task, but the
objects cause damage based on the minimum character uses the Mindhands Art (replacing the
strength needed to lift them plus falling damage. normal Attribute) and a skill. Such uses have a
Calculate the Strength needed to lift the object, penalty of -1 to -6, depending on how complex
then add +1 to the Multiplier based on the number the Task is. Using a weapon, for example,
of yards (meters) it falls towards its target (so, for requires the Mindhands Art and the weapon
example, a 200-pound object dropped from 10 skill, at a penalty of at least -2 (for a hand
yards would inflict D8 x 14(56) points of damage; weapon like a sword) to -4 (for a gun or similar
the Multiplier comes from the Strength to lift the firearm). Lock picking might have penalties of -
object (4), and the number of yards it falls (10), for 4 to -5 if performed at a distance.
a total of 14). Hitting the target is tricky, however. Alternatively, the Seer may use Mindhands to
A stationary target can be hit with a Mindhands supplement her own physical abilities. So, a
and Willpower Task, but a moving target (any character trying to lift something with her hands
living being not being restrained somehow is can add her Mindhands Strength to her physical
considered to be moving) is at –4 to be hit, and Strength. A character can similarly boost her
they can dodge (if they are aware of something physical Strength for combat purposes, including
dropping on them) with a +3 bonus. punches and hand-to-hand attacks.

Mindhands Thrown Object Damage Table


Object Weight Base Damage Minimum Mindhands Strength
Less than 10 lbs (20 kg) D4(2) 0
Up to 50 lbs (25 kg) D4+1(3) 1
Up to 100 lbs (50 kg) D6(3) 2
Up to 250 lbs (125 kg) D8(4) 3-5
Up to 650 lbs (325 kg) D10(5) 6-7
Up to 1,250 lbs (625 kg) D12(6) 8-10
Above 1,250 lbs (625 kg) D12+1(7) 11+

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.

Mindheal Strength Table


Strength Ability
1 Wounds are healed at the rate of one Life or Endurance Point per Mindheal Strength level.
Minor diseases can be healed.
4 Wounds are healed at the rate of D6(3) Life/Endurance Points per Mindheal Strength
level. Moderate diseases can be treated and cured. Crippled or lamed limbs (as the result
of a recent injury) can be healed.
8 Wounds are healed at the rate of D8(4) Life/Endurance Points per Mindheal Strength level.
10+ Complete cellular reconstruction is possible. Crippled limbs (regardless of when they
were injured) can be brought to full activity, although missing ones cannot be regrown.
A recently dead body can be resuscitated (Resuscitation, p. 140).
Past the level 10, the character can actually stop the aging process, making herself effectively immortal.
The character merely stops aging at this level; she cannot reverse her current chronological age, and she
could still be killed, by accident or design. Beginning characters with this level of Mindheal (assuming the
Chroniclers allows such Mindheal Strength levels in her game) can purchase the Age Quality (see p. 79). 229
Chapter Seven
Mindkill Strength Table
Strength Abilities
1 One point of Life, Endurance, or Essence damage (pick one or split among the three) per
level of Strength can be inflicted.
3 Pure pain can be inflicted which drains Endurance normally (determined by the
Mindkill Strength) and gives a Task/Test penalty of -1 per point of Endurance damage.
The pain lasts for one Turn for every three Success Levels in the Task (rounded up).
5 Damage inflicted is raised to D4(2) times the Mindkill Strength level, which can be
allocated among Life, Endurance, or Essence Points, as desired.
8 The victim’s heart can be stopped. This does no actual Life Point damage, but the victim
is incapacitated and dies in (D10(5) + Constitution) minutes unless CPR (First Aid)
is administered.
10+ Life Point damage (D4(2) x Mindkill Strength) manifests in burst blood vessels, torn
flesh, and even exploding heads if enough damage is inflicted to kill the victim!

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.

Using Mindrule Using Mindrule Defensively


Seers using Mindrule must be within line of The same power that lets a Seer control others
sight of the target. The victim must also be able allows her to maintain control over herself.
to look into the psychic’s eyes or hear her voice. When attacked by any form of mind control
If eye contact is used, the psychic must Mindtalk (including an enemy’s attempt to use Mindrule),
to communicate her desires telepathically; the Seer resists with her Willpower and Mindrule
otherwise, the orders or suggestions must be Strength level.
spoken out loud.
Mindrule is a Resisted Task, using the Seer’s Mindsight Power
Willpower and Mindrule Art against a Difficult
Willpower Test on the part of the victim. Gifted Thought is an expression of Essence; basically
may be able to replace the defensive Test with a thought waves operate on the same wavelength
Magical, Essence, or psychic defense. If the orders as the flow of Essence. This means that any Seer
are totally contrary to what the victim would Power that works on the minds of others has
normally do, the victim gets a bonus of +3 to +7 to similar effects on creatures and constructs of
the Willpower Test. This is left to the Chronicler’s Essence, including Magical effects. Characters
discretion. Keep in mind that it is much easier to with Mindsight have the ability to see the
suggest “These are not the androids you’re looking thoughts of others; they can also see the normally
for” than it is to order “Use your gun against your invisible flows of Essence and spirit beings. Even
partner, then kill yourself.” one Mindsight Strength level is enough for the
character to see any spirit entity within 10 yards
The Strength of the power determines how
(meters) of the character, unless the entity is
powerful the commands can be, and how
trying to remain hidden (a Resisted Task using
extensive the control achieved is (see Mindrule
the Seer’s Perception and Mindsight versus the
Strength Table).
spirit’s Simple Willpower Test is needed).

Mindsight Strength Table


Strength Abilities
1 Must touch a person to sense her thoughts; can see large concentrations of Essence and spirit
beings within 10 yards (meters).
2 Can reach the minds of others, up to one yard (meter) for each level of Willpower plus
Mindsight Strength.
3 Range increases to five yards (meters) for each level of Willpower plus Mindsight Strength.
5 Range increases to 50 yards (meters) for each level of Willpower plus Mindsight Strength.
Line of sight is no longer necessary. The Seer can scan an area looking for a particular
mind, as long as she has telepathically contacted that mind in the past.
6 Range increases to 100 yards (meters) for each level of Willpower plus Mindsight Strength.
10 Range increases to one mile (1.5 kilometers) for each level of Willpower plus Mindsight
Strength.
15+ Range increases to 20 miles (30 kilometers) for each level of Willpower plus Mindsight
231
Strength.
Chapter Seven
Mindsight Art Table
Level of Success Result
1 Can sense emotions only.
2 Can sense surface thoughts (whatever the subject is thinking at the moment).
3 Can delve deeper into the mind of the target. Any one simple question (i.e.,
anything that can be answered in one sentence or less) can be asked of the
subject, and the information plucked from her mind. Each additional Success
Level adds one more answer.
4+ Can get a clear picture of the subject’s personality, find memories, and get any
information the target has, provided the Seer specifically asks for it.

Using Mindsight mind is resisted by using Willpower and the


The most common use of Mindsight is to peer Mindsight Strength level. This works as a
into the minds of others. The target of the mind Resisted Task against whatever force is being
probe must be within range (which is determined used to attack the character.
by the Mindsight Strength of the psychic) and
within line of sight of the Seer, unless previously Mindtalk Power
contacted (see Mindtalk). This Task uses the Seers with this power can project their
Seer’s Perception and Mindsight Art level. The thoughts at others, causing them to be heard as
Success Levels of the Task determine how deep words inside their heads. Once contact has been
the psychic sees into the target’s mind. established, the Seer can also hear any mental
Mundanes who pass a Difficult Perception Test reply from her target. Only thoughts deliberately
can sense something strange, a feeling of being sent to the Seer can be perceived; to delve into
watched or a disturbance at the back of their another person’s mind requires Mindsight and a
minds, but unless they are experienced and different set of Tasks.
knowledgeable in the area of psychic phenomena,
they do not know exactly what is happening.
Gifted characters and supernatural beings may
Using Mindtalk
resist the intrusion in a number of ways. In such Sending a mental message uses the character’s
a case, treat this as a Resisted Task, with the Intelligence plus Mindtalk Art level. The psychic
target using Seer Powers, Magic, or other abilities can converse mentally with the target for one
to fight off the mind probe. minute per Success Level. The range of this
Most of the time, Mindsight produces short- power is determined by the Strength level of the
lived flashes of information. A successful Seer. Mindtalk uses the same Strength/range
attempt reveals images and words from the table as Mindsight (see p. 231).
subject’s mind. Prolonged contact can be Mindtalk can be used for more than simple
attempted, but it is fatiguing and difficult. To communication. By making the mental voice
maintain mind-to-mind contact, the Seer must sound strange or unearthly, the Seer can scare
succeed at a new Willpower and Mindsight Art those who do not know about psychic abilities.
Task. Each Success Level allows for one minute Some evil Seers have also manipulated disturbed
of constant supervision. Each minute of mind and weak-willed humans by telling them to
contact drains the Seer of D4(2) Endurance commit crimes repeatedly, until the victim finally
Points, and requires a great deal of decides to do what the voices tell her.
concentration. Should the Seer be attacked or At Strength 4 or higher, the Seer can use
distracted, the contact is lost. During this time, Mindtalk to send a deafening psychic scream that
the psychic can peruse the target’s thoughts and inflicts some damage and overloads the victim’s
memories at will. mind. Psychic screams are treated as a Resisted
Task, using the Willpower and Art of the psychic
against a Difficult Willpower Test by mundanes.
Using Mindsight Defensively Gifted characters and supernatural beings can resist
Characters with Mindsight can try to resist this power in a variety of ways, such as Defensive
mental attacks. Any Magic, Seer Power, or Essence expenditure (see p. 202) and the Shielding
232 ability that controls, probes, or influences the
Metaphysics
Invocation (see p. 220). At worst, they use a beings. Mundanes tend to be more tied to the
Difficult Willpower Test with a +2 bonus. decrees of Fate; the Gifted and supernaturals,
This scream attack drains the psychic of one although subject to the vagaries of Fate, are more
Essence Point every time it is used. A successful capable of defining their final destiny.
attack inflicts D4(2) points of damage for every
four levels of Mindtalk Strength (rounded Using Mindtime
down). Further, the victim loses all of her actions Many uses of Mindtime are spontaneous and
for one Turn, and suffers a penalty of -4 on all not under the control of the psychic. Chroniclers
Tasks and Tests for one additional Turn per are advised to make a special note of any
Success Level of the attack. The range of the characters with this ability, as psychic flashes and
scream is limited to two yards (meters) per premonitions have an important part to play in
Strength level. many Armageddon campaigns. Typically, the
Chronicler tells the player to use the character’s
Using Mindtalk Defensively Perception and Mindtime Art in a Task. The
Mindtalk can be used to block any attempt to level of success of the Task and the Strength of
communicate with or probe the Seer’s mind. The the power determines how much detail is made
character basically throws up a wall of noise available to the player. If the Task fails, the
around herself, disrupting any mental Chronicler simply says that the character feels a
communications. When using Mindtalk in this vague uneasiness, as if she had something
way, the psychic resists powers like Mindsight and important on the tip of her tongue but cannot
Mindrule, as well as Invocations like Affect the quite remember it.
Psyche (see p. 209). The Seer uses her Willpower Sometimes, the character attempts an active
and Mindtalk Strength (not Art) in such Resisted use of the power, trying to force a vision about
Tasks. While the power is used in this way, other the past or the future. Those attempts use the
uses of Mindtalk are impossible. same rules above, with the power’s Strength and
Success Levels determining the outcome.
Mindtime Power Looking into the past is easier than looking
into the future. The Chronicler may impose
Seers were particularly valued in the past for penalties on attempts to see the future,
their ability to peer into the past or future. The depending on how inevitable the future is. If the
Mindtime Power lets the psychic see past the issue hangs in the balance, the future vision
curtains of time. Characters with this ability are might only reveal uncertainty.
prone to flashes of insight and visions of doom.
Experience has also shown that the future is not
immune to change; precognitive flashes only show Using Mindtime Defensively
the most likely future (which is also the hardest to Characters with a high Mindtime Art level can
change), and active determination is often enough try to use their power in combat. By knowing
to alter the course of events to come. In general, what their opponents may do beforehand, the
events involving mundanes are harder to change psychic can sidestep or avoid the attack. Treat
than those involving the Gifted or supernatural this as a Difficult Attribute Test, using Mindtime

Mindtime Strength Table


Strength Abilities
1 Vague premonitions about important events or vague feelings about objects and places
where memorable events took place are seen.
3 Short flashes of future events or flashbacks about the recent past (one week for each
Perception level) are seen.
5 The visions are more detailed and last longer; the images make more sense and are easier
to interpret. Visions of the past reach back one month per Mindtime Strength plus
Perception level.
7 Visions of the past reach back one year per Mindtime Strength plus Perception level.
9 Clear visions that replay past or future events with crystalline detail are seen. 233
10+ Visions reach back up to one century per Mindtime Strength plus Perception level.
Chapter Seven
Mindview Strength Table
Strength Abilities
1 Only brief glimpses of events are seen, equivalent to the blink of an eye. The range of a
viewing is one yard (meter) per level of Perception plus Mindview Strength.
3 A few seconds (1 Turn) are seen of the scene or vision. The viewing range is 10 yards
(meters) per level of Perception and Mindview Strength.
6 A whole scene, lasting a few minutes, can be seen in a vision.
8 Viewing range is equal to 100 yards (meters) per level of Perception and Mindview Strength.
10 Detailed, extended visions are possible. Viewing range is equal to one mile (1.5 kilometers)
per level of Perception and Mindview Strength.

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.

Level 2—Enforced Obedience Level 1—Delay/Accelerate the Departing


The Medium can command a spirit to perform The Necromancer can pull or push the soul of
one specific action or task. This activity may not a person near death, either to snuff her life out,
last more than a few minutes. Possible actions or to keep her alive a while longer. Use
236 include scaring somebody, accepting Communion Willpower and Necromancy in the Task; each
Metaphysics
Success Level keeps the subject alive for one Level 4—Death Projection
extra minute, or reduces her life expectancy by a The Medium gains the power to separate her
like amount. In the latter case, however, the Task Essence from her body and send it forth as a
is resisted by the victim’s Willpower and ghostly force, connected to her body by a psychic
Constitution. This costs five Essence Points. link. Activating the power uses Intelligence and
Necromancy, and it lasts for one hour per Success
Level 2—Death Sight Level. The character must leave a minimum of
This power is as much a curse as a blessing, as five Essence Points behind to anchor the spirit to
the Necromancer becomes acutely aware of the its body, and astral travel drains one Essence Point
futile race against the inevitable coming of per hour spent away from the body. While in
Death. The Medium can sense if somebody is in spirit form, the Necromancer can travel through
imminent danger of dying by noticing the walls and other obstacles, and fly at speeds of up
shadow of a spiritual avatar of Death, to 100 mph (150 kph) per Willpower level. The
approaching the person or animal. character can use powers while incorporeal, but
The Death Sight also allows the character to anything other than detection and sensory powers
readily identify killers and predators, for their affect only other spirit/astral entities, not the
auras glow darkly while the power is active. This material world. This applies to all forms of astral
vision may allow the character to do something to projection, be they the product of Magic,
cheat the Reaper and save a victim’s life (that Necromancy, or other powers.
person, of course, could be the Medium herself).
While this power is active, the character sees Level 5—Wishkill
everything through Death’s eyes—all living If the Medium wants to kill somebody, she can
things seem to be decaying rapidly. Every person do so by merely wishing it. The Wishkill Power
appears as a corpse in the beginning stages of is dangerous, however, for it attracts the attention
decomposition. In some cases, the Medium sees of the Grim Reapers (patrolmen of the Death
the future causes of their death—for example, a Realms, see Mystery Codex, p. 193), and they
cancer bursting through the stomach of that may decide to take the Necromancer as well.
man, a pulsing brain tumor on the head of that This power calls for a Resisted Task using the
woman, the blackened lungs of a smoker Medium’s Willpower and Necromancy and the
hideously displayed on the chest of the man victim’s Constitution and Willpower. Gifted or
reading a newspaper. A Simple Willpower Test is supernatural powers can resist this power directly
needed to avoid being shocked and depressed by as well. If the Necromancer wins, the victim
these revelations—and the Medium should avoid takes D6(3) Life Points of damage per Success
looking in a mirror. Level in the Task. This base damage costs no
Activating this power uses Perception and Essence to use. Additional damage can be
Necromancy, costs four Essence Points, and lasts for inflicted by spending Essence: increase the
one minute. multiplier by one for every Essence point spent.
Further, the victim suffers terrible agony,
Level 3—A Taste of Death suffering a -2 penalty to all actions per Success
The Necromancer can, for a brief moment, Level in the Task, for one Turn.
push a person’s soul out of her body, giving her a
momentary out-of-body experience, and causing Death Speech
physical and spiritual damage. This Task uses
Death Speech is the basic power of the
Willpower and Necromancy, resisted by the
Necromancer, allowing her to communicate with
target’s Willpower and Constitution, and costs
and perceive the spirits of the dead, and to
six Essence Points. If the Medium wins, the
summon specific spirits from the Otherworlds to
victim “dies” for one second. This inflicts D4(2)
Earth. A spirit that is called may answer
Life Points damage, D6(3) points of Endurance
questions about her life and death, and can
and Essence loss (roll separately for each), and
provide any knowledge she had in life. Spirits
shocks the victim for one to four Turns, imposing
who have traveled to the Otherworlds are also
a -3 penalty to all Tasks. Gifted and
able to see the future, or the most likely future.
supernatural characters may resist this attack
with any power or Invocation that counters 237
psychic intrusions or mind control.
Chapter Seven
Level 1—Glimpse the Dead Level 5—Summon the Dead
By spending one Essence Point and using a The Medium can call upon any spirit of the
Perception and Necromancy Task, the Medium dead dwelling on Earth in incorporeal form, or
can see a spirit within the range of the power, and any spirit who has died within the past year. This
mentally hear what the spirit says to her. The process costs eight Essence, which is fed to the
range is five yards (meters) for each level of her spirit to keep it talking, or 10 Essence if the spirit
Willpower. The Glimpse lasts for one minute per must be forced to speak. More detailed answers
Success Level of the Task. can be sought; spirits answer in the form of one
Although the Gift Quality (see p. 82) allows a sentence per question.
character to sense the presence of a supernatural
being like a spirit, Death Speech pinpoints the Death Vessel
appearance and location of the spirit.
By using this power, the Medium voluntarily
surrenders her body and allows a spirit to inhabit
Level 2—See the Dead
it. This surrender is temporary, although there is
The Necromancer can see spirits of the dead
always the risk that a malicious spirit may try to
without needing to spend energy or make
make it permanent and shove the Necromancer’s
Perception Tasks, unless the spirit is trying to
soul into the Otherworlds. At low levels, this
make itself invisible, in which case a Resisted
channeling leaves the Medium helpless and gives
Task (using the Medium’s Perception and
total control to the spirit. Still, the possession
Necromancy versus the spirit’s Willpower and
typically only allows the spirit to speak and
Intelligence) is necessary.
perform some minor actions. At higher levels,
the Necromancer remains in control of her body,
Level 3—Recall the Dead
and can actually tap into the power of the dead,
The Medium can try to summon and using the spirit’s knowledge, skills, and
communicate with the spirit of a recently dead Attributes.
person (no more than three days after her death).
This costs three Essence Points. If the attempt is
Level 1—Invite Spirit
made in the presence of the body of the deceased,
The Medium temporarily surrenders control of
the Task has a bonus of +3; many spirits linger
her body and allows a spirit to inhabit it. The
near the location of their bodies for some time
spirit can only stay in the Medium’s body for 1 to
after their deaths. The Task uses Willpower and
4 minutes, after which time it is forced to depart.
Necromancy. If the spirit is unwilling, treat this
During that time, the spirit can answer questions
as a Resisted Task, and the spirit uses a Simple
(as per Death Speech) and converse with other
Willpower Test. Once summoned, the spirit can
people. The Necromancer remains in a state of
be asked questions. Most answer willingly; those
stasis during this process and retains no memory
who refuse may be forced, but this is only
of the event. This Task uses Intelligence and
possible at higher levels.
Necromancy. This ability has no Essence cost.
Level 4—Command the Dead
Level 2—Aware Possession
The Necromancer can summon the spirit of
At this level, the ability works the same way as
anybody who died within the previous month, at
in Invite Spirit, but the Medium is aware of what
a cost of five Essence Points. She can also compel
is happening while the spirit is in her body. Still,
an answer from a spirit. This Resisted Task uses
she has no control over the entity’s actions or
the Medium’s Willpower and Death Speech and
those conducted with her body. Again, this
the spirit’s Willpower and Intelligence, and costs
power has no Essence cost.
six Essence to perform. If the Medium wins,
each Success Level guarantees one answer to one
Level 3—Communion with the Dead
question. In all cases, the spirit only answers
with either “Yes,” “No,” or “I don’t know.” At this level, the Necromancer communes with
Only simple questions are answered; asking an the spirit inhabiting her body. While the
improper question (at the Chronicler’s Communion lasts, the Necromancer “knows”
discretion) still counts as a question. and can use any and all of the spirit’s skills and
memories. Spirits often accede to this limited
238 form of possession so they can once again
Metaphysics
perceive the body as a creature of the flesh. This
Task costs 10 Essence Points and uses the Divine Inspiration
Medium’s Willpower and Necromancy. The The Divinely Inspired have access to an
effect lasts five minutes. At the end of this period, assortment of abilities allegedly derived from the
another 10 Essence must be spent and a new Task connection of the character to the Creating
must be performed. If the spirit tries to contest Agency. Some occultists claim that these powers
ownership of the body, a Resisted Task is come from inside the Inspired, and are nothing
conducted pitting the Medium’s Willpower and more than the channeling of their own Essence to
Necromancy against the spirit’s Willpower, fuel their religious fanaticism. No matter who is
doubled. A sure way to deal with this problem is right, without their Faith, the Inspired would not
to use Death Lordship (see p. 236) to ensure the be able to perform their incredible feats. To use
spirit’s cooperation. a Miracle, the character must firmly believe that
While the Communion lasts, the spirit can she is fighting the forces of evil in the name of her
speak inside the Necromancer’s head, and may God. Otherwise, she will be left with nothing
give advice, make jokes, or curse her. The but her own meager strength.
Chronicler decides what the spirit’s attitude and
personality are, and roleplays it for Acquiring Miracles
entertainment value or dramatic effect.
Miracles are not skills; they are learned
through mystical revelation by the Inspired. To
Level 4—Transferred Communion
acquire Miracles, the character must first buy the
The Medium can perform a Communion with
Divine Inspiration Quality (which has its own
the Dead on another person. The human subject
Gift Quality prerequisite, see p. 80). Miracles
must be willing (the spirit can be forced into
cost five character points each during character
obedience by Death Lordship). The process
creation, and 10 points apiece thereafter.
works as described for Communion with the
Additionally, the Inspired often have large
Dead, but costs the Necromancer a total of 20
Essence Pools as a result of their connection to
Essence Points.
the Creator. The Inspired may have Seer Powers,
although such combinations are rare. No
Level 5—Strength of the Dead
Inspired can acquire Necromantic or Magical
The Medium can use the spirit’s energy to
abilities. Even when such powers are not
increase her physical Attributes. The spirit’s
considered to be tools of Satan (as many Inspired
Willpower and Intelligence can be distributed
believe), they are seen contemptuously as
among the Necromancer’s Strength, Dexterity,
distractions from the righteous service to the
and Constitution. Attributes can be raised
Deity.
beyond the normal human maximum of six
through this method. This also temporarily
raises the character’s Life and Endurance Points Using Miracles
(but not her Essence Points). This Task works as The Inspired use Miracles by channeling
per Communion with the Dead (and has the Essence into the effects they desire. The Inspired
same risk), but it costs 15 Essence Points. If both have no limits as to how much Essence they can
the Communion and Strength of the Dead use. The Inspired can use up their entire Essence
Powers are used at the same time, the Essence Pool in one Miracle if it seems necessary. Essence
cost stacks up to 25 Essence for a five-minute is regained at the rate of one point per Willpower
duration. level every five minutes.
For example, Rudolf the Medium has Strength Miracles cannot be used at the whim of their
2, Dexterity 2, and Constitution 1. He performs wielder. Only extreme situations, where lives are
the Strength of the Dead rite with a spirit of at stake or supernatural powers have manifested
Intelligence 3 and Willpower 5, for a total of openly, warrant the use of Miracles. An Inspired
eight levels that can be used by Rudolf. Rudolf who tries to call upon the Strength of Ten to win
puts five points into his Strength, raising it to a bar fight will fail; even worse, the blasphemy of
seven, two points into Dexterity, raising it to trying to use God’s powers to do profane work
four, and one point in Constitution, raising it to may cost the character her Inspired Powers,
two. For the next five minutes, he is gifted with perhaps permanently! In most cases, the Inspired 239
greatly enhanced strength and dexterity. must try to solve their problems through mundane
Chapter Seven
means. Only when confronting beings who are of darkness. Some beings, demons and Fiends in
clearly agents of an unnatural power is using one’s particular, take a perverse delight in tricking the
abilities justified. Even trying to fight mundane Inspired into making that fatal mistake, which
evil may not warrant using Miracles. costs them their state of Grace.
Within these parameters, the use of Miracles is Sometimes the moral dilemmas are truly
relatively easy. If enough Essence is available to harrowing. Should the Inspired save an
power the Miracle, it automatically manifests innocent or take the opportunity to destroy a
itself. Some Miracles may need additional Tests being who, left to its own devices, will surely
or Tasks to fulfill the intended goal, but there are kill again? Should the character break her word
no Miracle-related skills. if given to a supernatural monster, even if the
monster seeks to twist the meaning of the
The Denial promise? Is accepting a reward for one’s actions
a sign of greed, or is turning it down one of
In addition to their repertoire of Miracles, all pride? The Inspired must come up with the right
Inspired can use their Essence to neutralize any answer or risk losing it all.
Gifted or supernatural power that uses Essence. Chroniclers should throw these and similar
The Denial (as this power is called) consists of quandaries in the path of Inspired characters,
projecting Essence against the Gifted or although they should take care not to
supernatural being using the special power. If the purposefully trip them up. The temptation of the
Inspired spends more Essence than the target Inspired can make for powerful Story devices,
does, the power fails. In the case of a Seer Power, but try not to be too cruel implementing them.
each level of Strength is the equivalent of three Reviewing a few books on philosophy and
Essence; thus, neutralizing a Strength 4 Seer morality might not be a bad idea to prepare
Power would require an expenditure of more interesting and devious tricks.
than 12 Essence Points.

When Miracles Clash Miracle Descriptions


These are some of the most common Miracles
What happens when the Inspired of two among the Inspired.
different religions run up against each other? In
the past, such individuals might face off, each
Binding
confident of being the servant of the one True
God. Even then, however, more often than not, Variable Essence
Miracles of either side would not work against This is the power to restrain supernatural
another Inspired, regardless of their religious beings, at least temporarily, by using Essence.
persuasion. In recent times, this is almost always The Inspired orders the creature to halt in the
the case. name of her God. The Binding only works
It may appear (and many Inspired believe this) against supernatural creatures, not the Gifted.
that the members of every monotheistic religion This Miracle costs two Essence Points per
are worshipping the same Deity, and that their Strength and Willpower level of the supernatural
differences are meaningless in His/Her/Its eyes. creature. The Inspired may not know how much
Inspired who have publicly said such things, Essence is necessary. If she does not have
however, have often found themselves enough, her Essence Pool is drained and the
excommunicated or shunned as a result. Miracle does not take place.
In addition to the Essence cost, the Inspired
must win a Resisted Test involving Simple
Tests of Faith Willpower rolls from both the Inspired and the
Unlike other metaphysical powers, Inspired creature. If the being is not truly evil (as
Miracles can be lost at any moment. Should the determined by the Inspired’s religion or the
character lose her Faith, her powers become Chronicler), it gains a bonus of +2 to +5 in the
nothing but memories. Falling from Grace is a Resisted Test. If the Inspired wins, the creature is
terrible tragedy for the Inspired. Pride (which bound for one Turn per Success Level on the
“Goeth before the Fall”), temptation, greed, lust, Willpower Test. During that time, the creature
and cynicism are among the many pitfalls that may not attack or defend itself, and cannot move
240 await the Inspired in their war against the forces from the spot it was bound.
Metaphysics
Call Ethereal Exorcism
10 Essence 5 Essence per Test
Some Inspired can call forth heavenly creatures This is the power to banish spirit entities and
to fight at their side. These beings are not true demons from both places and people. Exorcisms
Seraphim, but Angelic Ethereals (see p. 299). often take a long time, and are risky
These beings only come to the aid of the Inspired undertakings. To conduct an Exorcism, the
if she is battling supernatural foes and if the odds Inspired must stand next to the possessed person,
are clearly against her. A group of monster- or nearby/inside the place.
hunters who have cornered a young vampire will A series of Simple Willpower Tests follow. The
not do—a lone Inspired facing a family of first Test costs five Essence Points and forces the
vampires or a powerful Fiend will. The possessing creature to reveal its identity. Some
summoning costs 10 Essence Points and takes a are Fiends (see p. 300), while others are hostile
few seconds (two Turns). Once it appears, the spirits of the dead. Sometimes, they are creatures
Ethereal battles against all supernatural monsters so strange and alien that they defy explanation.
in the area (the entity may attack supernatural The next several Willpower Tests encompass
allies of the summoner as well, if they are not an effort to push the offending being out of its
“pure” enough). When the fight ends (assuming current dwelling. The Inspired has to
the Ethereal was not destroyed), it heals the accumulate a total of 10 Success Levels to
Inspired and any allies who were injured before remove the entity. Since one Test is unlikely to
departing. The Inspired can only summon one accumulate that many successes, the Inspired
Ethereal at a time. must keep making them until the necessary
number of Success Levels is accumulated. Each
Divine Sight Test costs an additional five Essence Points and
takes D10(5) minutes of preparation.
5 Essence
In the meantime, the possessing spirit is rarely
This Miracle allows the Inspired to find the
a passive spectator. Most of the time, the
Truth in everything she sees. Although this
Exorcism process protects the Inspired from
ability is very useful in uncovering the presence
direct attack; the creature must pass a Difficult
of the supernatural, the Divine Sight sometimes
Willpower Test (at a -4 penalty) to attack the
shines a light on some unwanted truths as well.
Inspired once the Exorcism has begun. However,
While the Miracle is activated, the Inspired sees
the creature may try to intimidate, cajole, or
not only invisible spiritual entities and the
seduce the character away from her labors.
strange auras of supernatural beings, but also the
Fiends and ghosts are the best at these tactics.
true nature of human beings. In a world of
Their abilities allow them to see into the
hypocrisy and lies, this ability often shows taint
Inspired’s mind and soul, and they can bring
among pillars of the community, respected
painful or shameful aspects of the character’s
leaders of Church and State, and other seemingly
personality to light. Insults and threats are often
benign and honest people. Inspired with the
made. The Inspired may need to pass Willpower
ability to invoke the Divine Sight sometimes
Tests to see if she can continue the Exorcism
remove themselves from their original Church,
without losing her temper or composure.
unable to deal with the complacency and greed
that can mar such institutions. Many start to If the Exorcism is successful, the being is
develop a cynicism that clashes badly with the removed from the body. If it lingers and the
Faith necessary to carry on the good fight. Inspired can see it, she can attack it with other
Miracles or drive it away through the use of
Activating this Miracle costs five Essence
Prayer and holy symbols (see p. 243). Most of
Points, and it lasts 10 minutes. Unless the
the time, however, the entity flees to the
creature or person is protected from scrying or
Otherworlds where it was spawned—bearing a
mental probing (such protection can be perceived
deadly grudge against the human (and any of
by the Divine Sight), her nature, personality and
those like him) who thwarted it.
goals are clearly seen by the Inspired.

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

Gaining a Patron in some way. Contacting the spirit is not


enough; most entities exact some price from the
Forging a relationship with a being of power is devotee, often a price higher than most people are
not an easy undertaking. First, a means of willing to pay.
contacting the patron is necessary. Magicians
Sometimes, it is the Patron who approaches a
with the proper Spirit Mastery Invocation have
worthy candidate; this person might have even
the easiest time making contact, but magical
been a mundane human until some experience
abilities are not the only path. In theory, anybody
brought her into contact with the supernatural.
may be able to contact spirit beings. In practice,
A near-death experience, a supernatural event (or
contacting some spirits requires specialized
even witnessing such an event), or an act of
knowledge. The name of the spirit is often
devotion are among the situations which might
needed; knowing the True Name of certain
attract a prospective Patron’s attention. Many
entities can confer enormous power over them.
Associations (the Pantheons, the Heavenly Host,
Also, most Patrons only forge the Bond with
244 vassals who will help advance the entity’s agenda
and the Infernal Legion chief among them) grant
Boons to mundanes.
Metaphysics
A Spirit Patron is a Supernatural Quality, Life Touch
acquired by the expenditure of Quality or This healing touch allows the character to cure
Metaphysics Points. To find the value of the injuries and diseases in herself or others. This
Spirit Patron, total up the value of the Boons Boon heals two Life or Endurance Points for
(special powers given by the Patron) and every Essence Point spent (the maximum amount
Obligations (the tasks or gifts required to of Essence that can be spent in one Turn is equal
appease the Patron). Obligations reduce the to the character’s Willpower, unless the character
value, while Boons add to the value. No matter has Essence Channeling at a higher level). Cost:
how many Obligations are taken, however, the Three points.
Boons’ cost cannot be reduced below one half
their original cumulative value. Magicks
The Spirit Patron grants the character the
Boons ability to perform Invocations. In this case, the
character does not learn the spells or rituals
These are benefits that Spirit Patrons can
involved, but the knowledge is magically granted
provide. These Boons cost character points,
to by the Spirit Patron. This is a powerful Boon,
which counted towards the point total of the
which allows even beings who cannot learn
Spirit Patron Quality. The list below mentions
magic normally (like Inheritors) to use
some of the most common Boons granted by
Invocations. The value of the Magicks is equal
Patrons. Unlike normal Gifted powers, Boons
to the cost, at character generation, of the
come from an outside source, and they can be
Invocation and Essence Channeling levels
rescinded, limited, or lost much more easily.
granted by the Patron. For example, if Insight 2,
Soulfire 4, and Essence Channeling 3 were
Immortality
gained, the cost would total 18 points.
This misnamed boon confers near eternal
youth, and may also grant supernatural
Necromancy
resistance and incredible recovery powers, but it
This Boon gives the character the ability to
does not shield the character from all harm. The
contact and control the dead; this gift is usually
cost of the Boon varies with the number of
granted by the Death Gods. Cost: The charge, at
abilities attached to it, as listed below. So, a
character creation, of the Necromancy Skill and
boon of Longevity (two points), Fast
the Necromancy powers granted. So, if
Regeneration (six points), and two levels of Hard
Necromancy 4 and Death Vessel 2 were
to Kill would be worth a total of 10 points.
bequeathed, the cost would total 14 points.
Forever Young: The character’s aging process
stops altogether. Cost: Four points.
Hard to Kill/Resistance: These separately Power
purchased Boons work just like the One of the most common Boons, Power gives
corresponding Qualities of the same name (see the character extra Essence that can be used as if
pp. 73, 77). Boon levels are cumulative with any it were part of the character’s Essence Pool. The
normal Quality levels the vassal has, to a amount of Essence given is available for a day,
maximum of eight levels total. Cost: One point and does not renew itself until midnight or noon
per level and may be purchased up to level five. each day (one or the other); unused Essence is
Longevity: The character’s life span is greatly lost. Whether the renewal occurs during the day
increased. Aging progresses at one tenth the or night is usually determined by whether the
normal rate. Cost: Two points. entity is night/moon-oriented or day/sun-
aligned, although there are exceptions. Use
Regeneration: The character regains one Life
common sense: spirits of the dead and the nature
Point per Constitution level every minute. Cost:
spirits of nocturnal animals are night-oriented,
two points. Alternatively, the same amount of
while most plant spirits and most Old Gods are
Life Points are regenerated every Turn. Cost: Six
day-oriented unless otherwise specified. Cost:
points.
Each 15 Essence Points given by the Spirit
Patron costs one point.

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)

Providence Example Table


Odds Example
1 in 3 $2 lotto win
1 in 10 $5 lotto win
1 in 20 Dud bullet in gun, car stalling; reduce damage by 1/2*
1 in 100 $20 win; tire blowout
1 in 500 Disabling car’s engine or gun’s firing mechanism;
$100 prize
1 in 1000 $200 win; reduce damage to 1/5*
1 in 10,000 3-5 simultaneous machine malfunctions in the
same area; $1,000 win
1 in 100,000 Highly unlikely event; $5,000 prize;
reduce damage to 1/10*
1 in a million $100,000 prize; being struck by lightning; 10 guns
malfunction at the same time; reduce damage to 1/20*
1 in 10 million Lotto win ($1-10 million); reduce damage to 1/50*
1 in 100 million Powerball win ($10-100 million);
Reduce damage to 1/100*
* This represents a lucky break that somehow prevents an attack or accident from doing as
much damage as it should—a lucky coin stops a bullet; the falling axe struck only a glancing
hit; the ten story fall was broken by a mattress shipment being made down below; the poison
was old and had lost most of its potency; the twisted metal of the crushed car served to shield,
not impale the driver; and so on. Damage is divided as indicated (so, for half damage, divide
any damage rolled by two). Damage cannot be reduced to zero, however—a minimum of one
point is inflicted by the attack. This power cannot affect magical or supernatural attacks. It
works against one attack during a Turn; using it counts as a defensive action.

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

The Oblivion Cost Table


Target Type Cost
Object Damage Points
Magical or Enchanted Object Double Damage Points
Corporeal Being Sum of Life, Essence, and Endurance Points 259
Spirit Double Vital and Energy Essence Pools
Chapter Eight
walked away, an Eraser could “re-weave” the images relatively intact but adding proof that
memories of the onlookers so they would they used special effects and alterations to
“remember” that the angel was wearing a flak simulate a supernatural activity—would suffer a
jacket. The human mind is very malleable to -4 penalty. The last is a favorite Erasing, since
reasonable explanations, so it is easy to convince after an initial furor, an investigation always
people that what they saw was not truly what reveals the pictures to be fakes, thus making all
they saw. claims suspect.
Using this power subtly has been more difficult Gifted and Supernatural beings can resist the
after the war, since supernatural occurrences are Eraser power with a Simple Willpower Test.
far more common. In this time period, Erasers
usually excise entire chunks of memory from Finder
those who witness something that might 5-point Power
compromise or endanger the Seraphim. Angels The hunters and trackers among the Seraphim
working in the Conquered Territories often use are the Finders. Mystic bloodhounds, they are
this ability to hide their tracks from the Soul able to attune themselves to the Essence Matrix
Police and the Knights of Leviathan. of an object or person and follow any traces left
Using this power costs two Essence Points per behind by the target, while at the same time
person affected. Erasing the memories of a getting a rough estimate of the direction and
crowd of thirty costs 60 Essence points, for distance between them and their quarry. To start
example. The angel must pass a Willpower and the hunt, a Finder must get a psychic impression
Theophany Task, with a modifier based on how of the target. This is best accomplished by seeing
much he is trying to alter the memories of the and touching the target, but this is unusual for
targets. Making onlookers make a tiny leap of obvious reasons. Instead, the angel acquires a
logic they might be willing to make on their own “scent” by touching an object or person
(“Yeah, he shrugged off that bullet ‘cause he was associated with the target, especially one with a
wearing a Kevlar vest”) would have a +3 bonus. strong emotional connection. A Perception and
Making the witnesses’ minds “swallow” a near- Theophany Task is needed to lock onto the scent
impossibility (“But he was shot in the head . . . of the target. This Task has modifiers based on
well, he must have been wearing a Kevlar hat, or how much access the Seraphim has to personal
maybe the bullet glanced off . . .”) would have effects or people involved with the target. These
a -1 penalty. Completely re-tailoring a memory modifiers range from +5 (the angel has actually
(“Hey, that guy was hit by a rocket launcher! seen or touched the target once before, or spends
Blew up half the store, and he walked out, not a several hours in a house in which the target spent
scratch on him . . . um, was there a guy? No, many years) to -5 (the angel only has access to a
that was a store dummy, I’m just imagining piece of clothing worn over a year ago).
things.”) would have a -4 penalty. If the Task is successful, the Seraphim gains a
Erasers can also change or twist physical traces general idea of where the target is located. Given
of angelic activity. Footprints can be erased, and a map, for example, the angel can point to the
photographs and video tapes can be altered. The country where the target is, and has a sense of the
cost of this physical alteration is 3 Essence Points direction he needs to go to get closer. If the angel
per set of footprints or tracks, or per piece of and the quarry are in the same country, the angel
recording equipment. If an actor being followed can detect the city or town the target is in, and if
by paparazzi suddenly sprouted wings and flew, in the same city, the location of the target down
an Eraser would have to affect at least half a to the street level. Without a map, the angel
dozen cameras, costing 18 Essence Points or must travel physically towards the target. The
more. The degree of change determines the ease closer the Seraphim gets to the target, the better
or difficulty of the Willpower and Theophany a “fix” he obtains. This process is automatic,
Task. Simply erasing or ruining negatives or although if the target is moving, reaching it
tapes has no bonus or penalty. Leaving the depends on the relative speeds of the quarry and
photographs or tapes intact, but making them the hunter.
too blurry to see what is going on would also Gifted humans and supernatural beings who
have no penalties. Changing the images to show know they are being pursued and wish to avoid
no supernatural activity would suffer a -2
260 penalty. The most artistic Erasing—leaving the
discovery can resist. Use a Simple Willpower
Test against the Finder’s Perception and
Inhumans
Theophany Skill. Magical Shielding around the Using this power is not without risk, however.
target adds a +6 bonus to this Test. Gifted and supernatural characters near the
arrival point of the Traveler (within 100 yards)
Healer may detect the sudden Essence discharge by
5-point Power passing a Simple Perception Test. With one
The equivalent of medics among the ranks of the Success Level the sensor feels a “disturbance in
Seraphim, Healers can treat both humans and the Essence” nearby. With two to three Success
supernatural beings. They can heal wounds very Levels, he gains an idea about the distance and
rapidly, faster even than most Seraphim can location of the event. Four or more Success
regenerate damage. Healing wounds costs one Levels pinpoints the landing zone of the
Essence Point, and heals three Life Points or teleporting group.
Endurance Points per Willpower level of the angels. Seraphim sometimes have to venture into other
Healers can also provide the Cure, a complete planes of existence such as the Death Realms or
treatment that removes all traces of disease or the Abode of the Old Gods to track down or spy
injury. The Cure can regrow lost limbs, make on their enemies. Squadrons sent on such
old, crippling injuries disappear, remove scars missions almost always have two or more
and tattoos, reverse balding, even eliminate Travelers in the group (one makes it risky, since
cancer or persistent viral agents like AIDS. The if that particular angel is destroyed, the rest of
Cure costs 50 Essence Points. It undoes any the team would be stranded on an alien world).
condition short of death, and even revives living Traveling to other parts of the Otherworlds is an
beings who have been clinically dead for less expensive and lengthy process. The Seraphim
than thirty minutes. must concentrate of five minutes, and spend 50
Essence, plus five Essence per additional person
transported. He can only travel to Realms he has
Traveler
visited in the past (usually, Travelers are taken to
7-point Power new Realms by more experienced angels, or use
While all angels can materialize on Earth and dimensional gateways).
travel back to their plane of origin, Travelers can
bend space in a number of ways. Travelers can
manipulate Essence to teleport themselves and Kerubim
others from place to place on Earth, and open After the Fall of Lucifer and the Celestial Wars,
gateways to other realms of existence. the Heavenly Host found itself in a quandary.
While on Earth, Travelers can effectively After a few years on Earth, many angels stopped
teleport from place to place. The power requires paying attention to their missions, often
several seconds (one Turn) of concentration, a acquiring human vices or following the
Willpower and Theophany Task, and the Watchers’ Folly and fathering Nephilim children.
expenditure of Essence. The amount of Essence Humans, due to their chaotic, unpredictable, and
depends on the distance traveled and how many creative natures, seemed to change the very
“passengers” the Traveler is taking along. For up personality of the Seraphim. Many Archangels
to one mile, the power costs five Essence Points, blamed Lucifer’s murderous actions and
plus one Essence Point per additional person Shemizael’s betrayal on too much contact with
transported. For up to ten miles, the power costs humans. On the other hand, it was impossible to
10 Essence, plus three Essence per additional protect humankind without having agents
person transported. For up to 100 miles, 25 among them. Humans were often used, but they
Essence plus five per passenger must be spent. were untrustworthy. Too often, they tended to
Greater distances cost 50 Essence plus 10 points follow their idea of what was right or wrong
per passenger. The destination must be known to rather than the instructions of angels.
the angel; he must have seen it, if only on live Then, sometime after the First Celestial War,
television (pictures and maps do not count). Most something strange began to happen. The souls of
Travelers spend their first mission on Earth dead humans started appearing in the Elyssian
visiting numerous locations to imprint enough Fields. These newcomers were men and women
destinations to quickly reach any country and of diverse backgrounds and histories. Some were
most major cities. downright saintly, while others had been sinners
who seemed driven toward redemption. They
261
Chapter Eight
were able to survive Binah unaided, had a The Qliphonim have powers similar to their
number of minor Seraphim powers, and could Kerubim counterparts. Like them, they only
learn some Theophanies, but had only one possess one humanoid form, and have similar
human-looking form. The Council of Four senses and recuperative abilities. Qliphonim can
decreed that the presence of these newcomers sense the evil in people, and any weaknesses they
was the work of the Creator. Yet, their purpose can exploit. Kerubim powers discussed below
remained unknown. are fully applicable to the Qliphonim.
It was the Archangel Raphael, the Healer, who
proposed sending them to Earth to help (and
watch over) humankind. The solution seemed to
work out well. The Kerubim walked among
Humans In Hell
humans, and proved better able to deal with
them without losing track of their purpose. The Fallen Seraphim may have lost
Their only shortcoming was their inability to do Elysium, but they gained something the Host
anything that might endanger or harm innocent never had: access to human souls. The
people. The Archangels soon learned that any Infernal Legion holds millions of captives in
mission in which humans (unless they were its hellish realm, where they suffer
explicitly serving the dark powers) could be unspeakable torments. As a result, demons
harmed, even if it was for the greater good, could can create their own breed of human
not be entrusted to the Kerubim. Another, bigger servants, the Qliphonim, while the Heavenly
problem was that the Seraphim held their once- Host only gains Kerubim through some
mortal brethren in thinly disguised contempt; unfathomable mechanism. The only being
that Kerubim had a much higher success rate who knows how to create Qliphonim is
than their more powerful but less subtle brethren Lucifer; it is believed the former High
did not help matters. Archangel learned the secret from a Death
Gabriel wisely kept all Kerubim from the God shortly after his Fall, or perhaps the Fall
Secret Plan (see p. 176). Most of the angels who itself, and his imprisonment in the Death
followed Michele during the Schism and joined Realms, provided him with the needed tools
the Alliance are Kerubim. The ones who remain and knowledge. As a result, the Infernal
are closely monitored and often treated with Legion can create Qliphonim at will.
disdain and suspicion by the Seraphim. The only thing keeping their numbers in
Ironically, the war has made it necessary for check is the demons’ fear of having too many
Seraphim and Kerubim to work together, humans running around with Celestial-level
something largely avoided in the past. powers. Fiends are more trustworthy
servants, if only because they are more
Qliphonim predictable and stupid.
Some of the Damned get a chance to avoid the
torments of the Pit, if they go to Earth and
corrupt others to take their place. Many of them
become as black-hearted as the worse Infernal Common Kerubim Powers
Seraphim, and serve their demon masters loyally. Some of the abilities of the Kerubim are
Others find their crimes too much to bear, and identical to those of their Seraphim colleagues.
end up rejecting their evil ways. Even before the They are fully described in the Seraphim section.
war, some Qliphonim had established lively
networks of rebels, which conspired against their
Essence Recovery and Manipulation
masters for diverse reasons, ranging from the
quest for redemption to the hunger for power. Kerubim recover Essence at the same rate as
Although these rebels are often betrayed by the Seraphim: one point of Essence per level of
informants and subject to horrible tortures if Constitution and Willpower every minute. They
discovered, they continue to plot. All Qliphonim can use Essence with no restrictions; they can
are dangerous and unpredictable, both for good channel any or all of their Essence reservoir to
and ill. Even those who claim to have loftier heal themselves, inflict damage, or activate any
262 purposes often resort to the basest means to see of their powers.
them fulfilled.
Inhumans
Incarnation
Kerubim once were human, and when on
Earth they assume the form they had while alive.
They appear in the prime of life (about 25-30
years of age), regardless of when the Kerubim’s
human existence ended. Interestingly enough,
former associates of the Kerubim cannot
recognize him, although they sense some
familiarity with the angel. Although the shape
looks completely human, Kerubim are far more.
Incarnating on Earth from Binah takes some
time and effort for the Kerubim, but less so than
for the Seraphim. It takes under two weeks (15
days minus the Kerubim’s Willpower level) for a
Kerubim to create a human body for himself on
Earth. The body appears on Earth at the
location determined by the Archangel who sent
him forth. Returning to that Kerubim’s home
realm requires one minute of concentration and
the expenditure of 20 Essence points.

Providence
Kerubim can manipulate chance and
probability. This ability works just like the
Seraphim power of the same name (see p. 255).

Resistance to Celestial Fire


Kerubim are somewhat resistant to Celestial
(or Infernal) Fire. This may be a result of their
partially-retained humanity, and might be related
to the Nephilim’s invulnerability to such attacks
(see p. 269). This inborn ability makes many
Seraphim uncomfortable. They are not pleased
that their most powerful weapon is not very
effective against their junior partners.
Kerubim have an effective Armor Value of five
points per Willpower and Constitution level
against both Celestial Fire, the Destroyer Power,
and the Primal Power Bolt of Destruction (see p.
282). Furthermore, halve any damage that
makes it through this armor before applying it to
the Kerubim’s Life Point pool.

Resistances and Immunities


Kerubim need not eat, drink, sleep, or breathe
to survive. They are immune to narcotic and
irritant poisons, but not to corrosive ones.
Disease does not affect them, either, unless they
are supernatural in origin.
Kerubim can heal any injury by spending
Essence, at the rate of D8(4) Life or Endurance
Points per Essence Point spent. If any limb is
263
Chapter Eight
severed, it regrows when Life Points are fully Battler
restored. If they are “killed,” their souls are 7-point Power
catapulted back to the Sphere of Binah, from Although the Kerubim tend to be gentler and
which they can build a new body (a process less combative than the Seraphim, a few “holy
which takes time, however). Only if their Life warrior” types exist among their ranks. Many of
Point and Essence Points totals are both reduced these Battlers were soldiers in life, typically
to -30 or worse is there any danger of permanent crusaders or some other type of zealot. Others
destruction. At that point, the Kerubim must were actually relatively mild-mannered during
pass a Simple Willpower Test, or his soul matrix their Earthly existence, but later became lethal
becomes “unraveled” and his nature scattered warrior angels.
and lost. This may or may not be permanent, but Battlers can enter a Warrior Trance, a state in
at the very least it takes centuries for the damage which their physical strength, reflexes, and
to be undone. combat skills are greatly enhanced. Entering the
Survival Tests are not needed until the Trance requires a Turn of concentration, a
Kerubim is reduced to -30 Life Points. The successful Willpower and Theophany Task, and
penalties are -1 for every 10 points the Kerubim the expenditure of eight Essence Points. The
is below -30. Trance lasts for the duration of a fight, or until
the Kerubim decides to return to normal. The
Supernatural Attributes Essence spent is not regained until the power is
Kerubim receive the following Attribute no longer active.
bonuses: Strength +3, Dexterity +2, Constitution Entranced Battlers narrow their focus only to
+3, Perception +1, Willpower +1. possible threats and ways to deal with those
The following formulae determine the threats. They gain +2 to all Perception-based
Kerubim’s Secondary Attributes (Speed uses the Tests or Tasks to detect movement or noises that
normal formula): might be dangerous (it is not a good idea to try
to sneak up to a Battler, even if you are his
Life Points: (Strength + Constitution) x 5 + 50
friend). Also, they temporarily gain a +2 to
Endurance Points: (Constitution + Strength + Strength, +1 to Dexterity, and +3 to any combat
Willpower) x 5 + 30 skills they know (this Strength increase does not
Essence: Sum of Attributes +50 affect the Kerubim’s Life Points, however). They
can channel Essence into any weapon they hold
Supernatural Senses in their hands (or to their bare hands if they
Kerubim can see into the souls of people. prefer), at the cost of one Essence Point per
Their senses can detect the flow of Essence, minute. These weapons can affect incorporeal
which they see as auras around people and beings, or be made to inflict Essence damage
objects. With but a glance, Kerubim can tell the instead of physical damage.
emotional state of a person, and get a clear The down side to the Trance is the total
picture of that person’s personality, character, concentration on combat and danger which
and flaws. Kerubim also have very sharp makes it difficult for the Battler to deal with
physical senses, able to see in very low light. anything else. People are grouped into allies and
Unlike the Seraphim, however, they cannot see possible or definite enemies. The first group is
into the infrared spectrum. ignored (unless they move threateningly) and the
second is dealt with summarily. All Tasks and
Kerubim Theophanies Tests not directly related to combat or detecting
enemies have a -3 penalty. Also, the Battler risks
Kerubim can learn the Theophany Skill and lashing out at innocents. If somebody makes a
gain certain of those powers. Some of them are sudden move within 10 feet (3 meters), the
the same as the powers acquired by the entranced lesser angel must pass a Willpower and
Seraphim, while others are unique to their kind. Perception (unmodified by the Battler bonuses)
By the same token, the Kerubim cannot learn Test, or he attacks that person. The Battler
some of the less subtle Theophanies, like realizes what happened right away, and the
Destroyer or Binder. sudden shock cuts the Trance short and drains
264 the character of D10 x 2(10) Essence Points.
Inhumans
Concealer The Kerubim has no control over what
5-point Power happens when he uses the dream. The events
Sometimes people get caught talking to thin that transpire in Hod are determined by Fate, by
air, or claiming they hear voices from nowhere. the flows of Essence that determine causality. In
While Seraphim using their Spirit Travel ability the Dream Realms, past, present, and future are
(see p. 257) have something to do with this, and mutable and malleable. A Kerubim can examine
a good share of these people are truly deluded, the possible consequences of an action, even if
Kerubim with this Theophany are often to the action has not been committed yet. For
blame. Concealers can hide their presence from example, to punish a murderer, the Dreamer
humans, becoming invisible and undetectable by could drag him into a world in which his victims
most means. This invisibility can be selective. lived to show him the effect his crimes had on the
The lesser angel can choose to be seen by one or lives of others. The criminal could interact with
more members of a group, while concealing his those people, could even harm or be harmed by
existence from the rest. The Theophany allows them, but at the end of the vision he would be
the character to walk through crowds without returned to the real world, unharmed but
bumping into people, by psychically prompting (hopefully) enlightened by the experience.
them to get out of his way without knowing why. As a side effect of this power, the Dreamer and
Using this power costs five Essence Points (add anybody else taken into the vision disappear
two Essence points per additional person from the real world for several hours. Using the
Concealed) and requires a Willpower and power without a clear purpose (trying to escape
Theophany Task. The Concealment lasts for one an enemy in the real world is not a real purpose)
hour, at the end of which a new Task and Essence sends the Dreamer and his fellow travelers into a
expenditure are required. random hypothetical universe—any injury
While mundanes cannot see Concealers, acquired there carries over when the dream ends.
science and supernatural beings can circumvent Creating a dream costs 15 Essence Points,
this ability in a number of ways. The Gifted and which are not regained until the dream ends. The
most beings able to sense Essence flows detect Kerubim has some control over the basic outline
the presence of a Concealer, and can pinpoint his of the dream (showing a criminal the
location on a Difficult Perception Test. While consequences of his actions, for example), but the
cameras and motion sensors are also fooled by actual elements of the vision are determined by
this Theophany, infrared goggles automatically the Chronicler. The dream can be a mundane,
pick up a faint shimmering outline if the short-lived experience, although creative
Kerubim is moving. Such goggles cannot detect Chroniclers can use this opportunity to develop
the angel if he is standing still unless the observer complex and entertaining scenarios. There is also
is actually looking for him, and passes a Difficult the chance that the target’s imagination and
Perception Test at -3. Special abilities and willpower may cause the dream to take an
Invocations that allow the detection of the unexpected and even dangerous turn. Finally, the
supernatural can also be used to detect the Dream Realms have spirits that may on occasion
Concealer. The Kerubim resists those attempts intervene for their own reasons (treat those beings
with Willpower and Theophany Task. as Fiends or Ethereals, see p. 299).

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):

Life Points: (Strength + Constitution) x 5 + 30


Endurance Points: (Constitution + Strength +
Willpower) x 3 + 30
Essence: Sum of Attributes +30

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

Primal Beings The relationship was not one-sided, however.


The human worshippers of the Old Gods
In the world of Armageddon, the Pagan Gods affected the flows of Essence. Even mundanes
are not made-up entities, or mere ghosts of a can affect the world, if enough of them believe
collective unconscious. Instead, they are all too strongly enough in one thing. The gods were
real and powerful beings, as likely to be cruel as altered by the very worship they demanded.
charitable, often causing more harm than good. Some acquired new powers to better enable them
The Old Gods, Odin and Zeus and their ilk, to fit in the roles they had assumed. Others
share a common origin with the angels. They found their very personalities and memories
also descend from the Sephyr, although their altered over time to satisfy the preconceptions of
ancestors were earthier elemental beings, the the mortals they thought they ruled. The
living tools used to fashion the universe, whereas collective Essence of the human race was more
the Seraphim’s progenitors were messengers and powerful than the will of the gods. In the end,
observers. humans reshaped the gods as much or more as
When the Seraphim abandoned Earth on a the gods affected their perception of the world.
desperate quest for the Creator (see p. 176), the
Titans, as the entities called themselves, set Avatars
themselves up as the rulers of the fledgling
An Avatar is a spiritual offspring of a god, a
human civilizations arising after the Flood and
human being whose soul has been modified to
the last stage of the Ice Age. The impact of the
more closely resemble the Essence matrix of a
Titans on human culture survives to this day.
deity. The result is a being who shares many
Their immense power awed humans, and their
traits with his spiritual parent, from powers to
occasional gifts gained their adoration and
personality, but who is an independent creature
worship. Given their poverty and ignorance, it
with his own free will and destiny. The link
was easy for human cultures to believe that they
between Avatars and the gods who changed their
could not control their destiny, and that they
270 natures is very strong. The gods can see through
were helpless pawns in the hands of the gods.
their eyes, or even attempt to seize control over
This idea survives to this day.
Inhumans
them. Some Avatars become resentful of this five-point one. Players who want their
connection, and even rebel against it, while characters to have the five-point version of this
others establish a close relationship with their Drawback only get two extra character points
patron god. (the three points of the less severe version are
The process of creating an Avatar occurs already figured in the Avatar racial cost).
shortly before his birth. The god performs a
ceremony that puts him into contact with the Essence Manipulation and Recovery
soul of a human about to be born. During the
Avatars use Essence to activate their Primal
ceremony, the god imprints a portion of his own
Powers (see p. 280). They can channel as much
soul on the human’s, modifying it to some
Essence as they need, without the limitations
degree. These modifications affect the newborn’s
most humans, even most Gifted, face when
appearance, personality, and inherent powers,
controlling this powerful force. They also
although the child’s original soul (including any
recover Essence more rapidly, at the rate of two
karma or other baggage from previous existence)
Essence Points per Willpower level, every minute.
and his rearing and environment also have an
impact. The result of this process is a strange
mixture of human and divine, one that is less Extended Life Span
clearly defined than those that occur when an Although not truly immortal, Avatars can live
Inheritor (see p. 272) is born. One major almost three times as long as most humans.
difference between the two god-offspring is that Upon reaching their mid-thirties, Avatars seem to
Avatars, while more powerful in some ways than age not at all for 150-200 years. At some point
Inheritors, are not unaging, although their life after that, they start aging at a rough rate of one
span is greater than a normal human’s. Also, an year per five years lived, eventually reaching a
Avatar’s personality is usually very similar to that time of decline and death over the next few
of the parent deity, while Inheritors are no more centuries.
likely to think like the gods who spawned them
than any children of an absentee parent.
Rapid Healing and Recovery
Avatars were widely ignored by most deities
until very recently. Prompted by the signs that The strengthened bodies of Avatars are highly
presaged the war, many Old Gods created several resilient, and can recover from all but the
Avatars apiece to use as agents and servants in deadliest of wounds. Any damage inflicted on
the conflict. Even when not directly connected to Avatars is regained at the rate of one Life Point
their Avatars, the gods could sense what was per Willpower level every Turn. Lost Endurance
happening around them, making those men and is regained at the same rate. If any limb is
women ideal sources of information. severed, it regrows when Life Points are restored.
Unfortunately, their supernatural nature made
them easy to find and destroy. When the Church Resistances
of Revelations overran Europe, many Avatars Avatars need to eat, sleep, and breathe,
were killed. although their supernatural constitution allows
them to do without far longer than normal
Avatar Powers and humans. Narcotic and irritant poisons affect
them, but cannot kill them. Corrosive poisons
Vulnerabilities retain their full force. Disease affects them, but
The following are common to all Avatars. cannot kill them, unless the disease is
supernatural in origin.
Beholden
Avatars have a connection to the deity who Supernatural Attributes
transformed them. This can have some positive Avatars receive the following Attribute
effects (the deity can communicate with the bonuses: +4 Strength, +2 Dexterity and +4
Avatar), but for the most part it is a burden. The Constitution. They also gain +1 to all mental
god sometimes eavesdrops on conversations or Attributes.
even tries to take control. All Avatar characters
have the three-point version of the Beholden 271
Drawback (see p. 80). Some have the stronger,
Chapter Eight
The following formulae determine the Avatar’s Resistances
Secondary Attributes (Speed is as normal): Incarnates need to eat, sleep, and breathe,
although their supernatural constitution allows
Life Points: (Strength + Constitution) x 5 + 60 them to do without far longer than normal
Endurance Points: (Constitution + Strength + humans. Narcotic and irritant poisons affect
Willpower) x 5 + 50 them, but cannot kill them. Corrosive poisons
Essence: Sum of Attributes +50 retain their full force. Disease affects them, but
cannot kill them, unless the disease is
supernatural in origin.
Supernatural Senses Survival Tests are not needed until the
Avatars can see the flows of Essence in both Incarnate is at -30 points. The penalties are -1
living and unliving things. They can sense the for every 10 points the Incarnate is below -30.
presence of Magic and other supernatural
energies and creatures, including those invisible
to the naked eye. Supernatural Attributes
Incarnates receive the following Attribute
bonuses: Strength +6, Dexterity +3, Constitution
Incarnates +4, Intelligence +2, Perception +2, Willpower +2.
Incarnates are lesser Titans, and most of them The following formulae determine the
are fairly young (less than 100 years old). Unlike Incarnate’s Secondary Attributes (Speed uses the
Inheritors, there is no human blood in them. They normal formula):
are not true Old Gods, but they are fully of them.
Most of these beings live in the mythical Realms Life Points: ((Strength + Constitution) x 5) + 150
of Netzach, reared by other Incarnates. Those
Endurance Points: ((Constitution + Strength +
Realms, sealed off from Earth for centuries, are
Willpower) x 5) + 100
primitive places, where battles are fought with
swords and brutality, and no technology higher Essence: Sum of Attributes +75
than windmills or metalworking is common. As a
result, Incarnates who visit Earth typically have
utterly wrong ideas about the ways of mortals. Supernatural Senses
Incarnates can see the flows of Essence in both
Incarnate Powers and living and unliving things. They can sense the
presence of Magic and other supernatural
Vulnerabilities energies and creatures, including those invisible
The following are common to all Incarnates. to the naked eye.

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.

Ancient Inheritors Restricted Supernatural Abilities


Not all the Inheritors were born recently. Some Besides Primal Powers, Inheritors never
have lived on Earth since antiquity, escaping both demonstrate supernatural abilities. Unless they
the wrath of the Seraphim and the fear of the have the right Aspect, they cannot use Magic, for
mundane through cunning and caution. Most of example. Neither can an Inheritor acquire
these Inheritors had little interest in their psychic abilities or become Inspired. Such
pantheons of origin, and chose to pursue their own powers are the province of pure humans. In a
destiny. A few of these old and powerful demigods way, their godly half imposes limits on them that
became involved in world-spanning conspiracies do not exist in humans, all whom at least have
and the dealings of the Combine and the Watchers, the potential to work Magic and other powers.
but the rest lived as long as they did by avoiding
such involvement. Unfortunately, the war allows
Supernatural Attributes
for no indifference or neutrality, and these ancient
beings, wiser in many ways than the gods who Inheritors receive the following physical
spawned them, have had to enter the fray, Attribute bonuses: +3 Strength and +3
sometimes helping their younger siblings, or Constitution. They may also add +1 to one
secretly aiding them. mental Attribute of their choice.
The following formulae determine the
Inheritor’s Secondary Attributes (Speed uses the
Inheritor Common Powers normal formula):
and Vulnerabilities Life Points: ((Strength + Constitution) x 5) + 40
All Inheritors share these special abilities. In Endurance Points: ((Constitution + Strength +
addition to these powers, all Inheritors possess at Willpower) x 3) + 30
least one Aspect of their parent deity (see p. 275);
Essence: Sum of Attributes +20
some have as many as three. Their powers are
determined by those Aspects, although there is a Supernatural Senses
great deal of variation between them. Inheritors can sense large concentrations of
Essence, and the presence of supernatural beings,
Essence Manipulation and Recovery by passing a Difficult Perception Test with a +2
Inheritors use Essence to activate their Aspects. bonus.
This Essence is recovered at the rate of two points
per Willpower level every minute. Inheritors can Unaging
use as much of their personal Essence as they need, Inheritors do not grow old. Their aging
274 without the limitations normal humans, even process stops shortly after reaching full
those with channeling, have. adulthood (sometime after their mid-twenties).
Inhumans
It is unknown whether they are truly immortal, during character creation. Some possible
or whether their life spans are so long that they occupations and lifestyles may also be mentioned
seem so. Some known Inheritors are over five in the Common Traits section. Finally, Primal
millennia old. Powers list the special abilities available to
characters with the Aspect. At least one of these
powers must be acquired during character
Aspects and Primal Powers creation.
The Titans who came to Earth to be
worshipped as gods eventually developed their Beast (Type)
own areas of specialty. A god might rule over the
Many gods adopt the shape or traits of some
waters of the ocean, for example, while another
animal. The Egyptian god Set, for example, is
would oversee the welfare of his worshippers’
associated with the crocodile and the scorpion,
crops. As humans associated each deity to one or
while Poseidon is the patron deity of horses in
more areas of the world around them, their own
addition to being the god of the sea. Gods
faith somehow shaped the deities, giving them
acquire animal affinities by communing with
the appropriate powers to carry out their
Nature Spirits. In some cases the god is the
appointed task. These Aspects are areas of
offspring of a Titan and a Nature Spirit.
reality over which the deity, and those associated
with it, has a great deal of power. Characters related to any god with an animal
affinity may choose this Aspect. Typically, the
When creating a Primal character, the player
Aspect applies to only one type of animal
decides which Aspects he has access to. For the
(crocodiles, cats, horses). The character’s traits
most part, those Aspects can be any that the
and personality should reflect the association
parental deity (or deities) themselves espouse.
with the animal.
Aspects in turn allow the character to have one
Mandatory Traits: None.
or more Primal Powers. These are concrete
manifestations of the Aspect’s control over Common Traits: Qualities and Drawbacks
reality. Each Aspect has a number of associated associated with the animal in question.
Primal Powers. Powers often overlap—the Predators, especially felines, may be Cruel, for
power to Torment, for example, is the domain of example, while those associated with the Eagle
both the Aspect of Justice, and the Aspect of should have Acute Vision, and perhaps Delusion
Vengeance. (Intolerance), thinking themselves high above
other people.
Primal Powers: Awe, Beast Powers, Life, and
The Primal Skill Might
Characters with Aspects and Primal Powers
have the Primal Skill, which is used for most Death
Tasks involving those powers. This ability is
purchased with Metaphysics Points. It costs two Almost every pantheon has one or more Death
points per level until level five, and five points deities, the keepers and lords of the Dead. They
per level thereafter. collect the souls of the deceased, and often judge
or punish them. In some mythologies, their very
presence can bring death and destruction. This
Aspect Descriptions Aspect is not necessarily malevolent, however.
Each Aspect includes an introductory Death, after all, is part of the natural order of
description followed by three special features. things. Many Death gods are simply part of the
Mandatory Traits are Attribute limits, Qualities, cycle of life and the changing seasons. They
Drawbacks, or Skills which must be acquired by represent Winter, the time during which things
the character. They are either prerequisites for die and descend to the ground, to be reborn in
having that Aspect, or side effects from the Spring. Several Old Gods have both Death and
Aspect itself. Mandatory Traits must be Fertility as their Aspects.
purchased normally. Common Traits are other This Aspect is one of the most powerful and
characteristics (Attributes, Qualities and dreadful found among the Old Gods. They are a
Drawbacks, etc.) that appear with some reminder to everyone (even other deities) that all
frequency among characters with this Aspect. things eventually come to an end, even if only to 275
They are not mandatory, but serve as guidelines start anew. Their awareness of the cycle of life
Chapter Eight
and death often provides a perspective lacking Water: The source of life, this element is
among Celestials. To be connected to Death is to associated with healing and vitality. It can also
become aware of one’s own mortality—the be dangerous, its currents dragging off the
Death Gods know that even so-called immortals unwary, and deceitful, its surface revealing little
cannot expect to survive forever. of what may lie underneath. Water is perceived
Mandatory Traits: Negative Charisma (-2 as cold, perhaps unfeeling. It gives life, but can
minimum; Attractiveness can be increased also take it away, unleashing destructive storms,
normally, however). People, even mundane floods and tidal waves. Water’s special powers
humans, feel some atavistic measure of fear and are Life and Storm.
discomfort in the presence of Death. Wind: In its common manifestation as the
Common Traits: Mental Drawbacks Wind, Air is the expression of movement and
(Delusions, Emotional Problems, Paranoia) are force. Ancient cultures feared its destructive
fairly common among Death-oriented power (in the form of whirlwinds and
characters. They also tend to drift into jobs hurricanes). Air is also thought of as fickle,
where death is either a common occurrence or at changing course without warning. As an unseen
least always a clear concern: morticians, force that clearly affects the world, Air is also
emergency room doctors, paramedics, police associated with Essence and invisible spirits.
officers, and so on. Wind’s special powers are Nimbleness and Storm.
Primal Powers: Awe, Darkness, Destruction, Mandatory Traits: None.
Fortune, Thanathos, and Torment. Common Traits: Some of the character’s
Mental Drawbacks should reflect the elemental
Element (Type) nature he shares. Fire and Air-oriented
characters tend to be Reckless, for example,
Many gods are associated with one of the while Earth and Water types are often
Classical Elements: Air (the wind gods), Water Humorless.
(river and ocean gods), Fire (gods of destruction, Primal Powers: Awe, the appropriate Primal
as well as patron of such fiery crafts as metal Power (Primal Earth, Fire, Water or Wind), and
forging), and Earth (gods of agriculture, the appropriate special powers.
building, and mountains). Titans with an
Elemental Aspect have had dealings with
elemental spirits, either as overlords or even Fertility
relatives—some gods are the offspring of
The gods and goddesses of fertility were
powerful elemental spirits and other Titans. This
among the most popular in ancient cultures.
Aspect grants its wielders a great deal of power
Every civilization that developed agriculture put
over the associated element. Each of the
fertility goddess in a respected place. Their
elements has certain special characteristics.
favor meant good harvests and full bellies; their
Earth: This element represents solidity,
anger could bring famine and death. Fertility
permanence, and strength. It is also associated
deities are also linked to the simple lusts of life.
with life and fertility. It is one of the primary
Many goddesses of Love started out as fertility
Aspects of all Earth Mothers, the co-rulers of
deities whose passions were refined into more
most pantheons. It is also a bridge between life
complex emotions. Most fertility deities have
and death. Earth appears cold and dead—like
reputations as promiscuous lovers.Fertility is a
the corpses that are buried under it—and yet life
major trait of the Earth Mothers, the female
springs from it. It is not always a passive life-
leaders of most pantheons. Fertility deities are
giver, however. With tremors, earthquakes, and
also often associated with the Life-Death cycle,
volcanoes, it can destroy just as effectively as the
symbolized by the yearly seasons. Their
other elements. Earth’s special powers are
children tend to favor one of those Aspects over
Earth’s Bounty and Might.
the other, however.
Fire: Vanquisher of cold and darkness,
Mandatory Traits: The character must have a
relentless destroyer, friend and bane of
+1 in either Attractiveness or Charisma, and at
humankind: fire is all that, and more. Fire can be
least one level of Covetous (Lecherous).
voracious, cruel, and intense. It is also a tool of
light and civilization. Fire is an element of
276 contrasts and ambiguity. Fire’s special powers
are Destruction and Light.
Inhumans
Common Traits: Fertility-aspected characters and evil they did. If found wanting, these sinners
tend to be attractive and healthy. Many of them are consigned to some hellish afterlife as a
find themselves in jobs or professions dealing punishment. Mercy is rarely considered by these
with agriculture—farmers, agronomists, deities; the strict interpretation of the law is
gardeners, and the like. Others explore the paramount. This Aspect also regulates contracts,
darker side of lust, as exotic dancers, escorts, or agreements, and oaths: when a god of Justice
prostitutes. gives his word, he never breaks it, no matter
Primal Powers: Awe, Earth’s Bounty, Life, what the consequences.
Love, Might, Primal Earth, and Vitality. Mandatory Traits: Characters with this Aspect
have a Code of Honor worth 2 points or more,
Forge as appropriate for their social and cultural
background. An important part of the Code is
Metalworking is a relatively recent that the character cannot break his word, as long
development in recorded history. It made a huge as the oath was freely given.
difference in people’s lives, creating tools that did Common Traits: Justice-aspected characters
not break or chip as easily, and weapons of a rarely have Mental Drawbacks that may lead to
quality that seemed magical. The craft soon breaking the law—Covetous, for example,
acquired its own share of gods, the smiths and should not be taken above the first level.
builders of their pantheons, makers of wonderful Humans affiliated to this Aspect often end up as
weapons and items. Since metal is worked with law-enforcement and court officers,
fire, a number of fire deities became associated
Primal Powers: Awe, Discernment, Judgment,
with the forge; other new gods soon embodied
Psyche, and Torment.
fire powers as well as those of creation.
The Forge is a powerful Aspect, but gods who
embodied it were commonly worshipped only by Moon
skilled craftsmen, a small minority of the The second great orb in the sky, the Moon
population. Primal Smiths were likewise not brings light to the night and influences the tides.
honored by their fellow gods—Hephaestus, the Its phases represent the cycle of life, waning into
Greek smith-god, for example, was generally nothingness and then rising again. As a mirror of
despised by his fellows, except when they wanted the sun, it fights the darkness and provides light.
him to make some new toy. It is also associated with magic, and magical
Mandatory Traits: Characters with this Aspect powers. In the Armageddon cosmology, the Full
must spend a minimum of three Attribute Points in Moon is a time of power, where Essence flows
Strength and three in Intelligence, not counting any more easily and creatures from the Otherworlds
racial or power bonuses. They must also have the often manifest on Earth. Not coincidentally, the
Craft (Weaponsmith) Skill, at a minimum of one. Moon is also associated with madness. Moon
Common Traits: Primal Smiths sometimes deities are often siblings or allies of the gods of
have Artistic Talent. Most make their living by the Earth, and as such have powers of fertility.
working with metal—some may be hobbyist Mandatory Traits: None.
smiths, while more modern ones work in body Common Traits: Some people associated with
shops, steel mills, and so on. the Moon Aspect have a special version of the
Primal Powers: Awe, Might, Primal Fire, and Emotional Problem (Depression) Drawback.
Smith. The character suffers the effects of Depression
during the new moon phase. During the three
Justice days of the dark moon, the character is morose
and unable to concentrate on anything that is not
This is the Aspect of law, order, and fairness. an emergency. This is a 1-point Drawback.
Gods of Justice embody the customs that bind a Humans affiliated to the Moon tend to be night
community, and prevent chaos and violence from people, and their jobs and lives reflect that.
shattering it. They help those who uphold law Primal Powers: Awe, Dream, Life, Light,
and order, and punish criminals and anarchists. Magic, and Psyche.
When associated with the Death Aspect, they
also pass judgment on people after they die,
when their entire lives are measured for the good 277
Chapter Eight
Sea Sun
The seas and oceans of the world have long The shining orb is the source of life in the
caused both fear and fascination in humans. world. It brings light and warmth; in its absence,
They provide wealth, food, and a fast means of all things wither and eventually die. As such, the
travel, but they also bring death and destruction. sun was among the first things humans turned to
The murky depths of the sea are linked to all worship, and among the first to have deities
manners of evil and frightful monsters. The Mad associated with it. The sun is associated with
God Leviathan itself has been associated with the healing, life, and light. Many deities associated
sea. Sea gods are patrons of sailors and travelers. with it are the enemies of the darkness, and
Like the oceans they rule, they can turn protectors of humankind. This Aspect also has a
murderous with little or no warning, so they are fearsome element. To stare at the sun directly
rarely loved. courts blindness, making it a symbol of
Mandatory Traits: None. knowledge too powerful for most mortals to
Common Traits: Characters with this Aspect share. Many mythologies have tales of foolish
tend to find jobs that put them in constant contact mortals who got too close to the sun, or tried to
with the ocean: sailors, oceanographers, divers. steal or misuse the sun’s powers, only to suffer
Primal Powers: Awe, Bestial Powers (Sea horribly as a result. The Sun, after the Sky and
Creatures), Primal Water, and Storm. the Earth, is the most common Aspect of
pantheon leaders.
Mandatory Traits: None.
Sky Common Traits: Many characters with this
This is the primary Aspect of the male rulers of Aspect are healers of some kind.
the Old Gods, the Sky Fathers. The Gods of the Primal Powers: Awe, Primal Fire, Life, Light,
Sky are the weather-bringers, who allow rain to and Magic.
fall upon the earth, fertilizing it (the symbolic
mating between the Sky Fathers and the Earth Trickster
Mothers). They are also judges and tormentors
Loki, Coyote, Hermes: many cultures have a
of men, striking them down with lightning bolts,
special fondness for the Trickster gods, the ones
or unleashing storms and hurricanes upon those
who achieve their goals using their wit and
who offend them.
cunning rather than brute force. Using subtle
Mandatory Traits: None.
magical abilities like shape shifting and
Common Traits: Most characters with this
invisibility (and in some cases actual Magic),
Aspect are leaders, or have leadership qualities.
these Tricksters often got the better of more
Lechery is also common among them.
powerful gods and other entities. Although they
Primal Powers: Awe, Destruction, Light,
could be mischievous and even evil, they were
Might, Primal Air, Primal Water, Storm, and
still given a measure of affection. They were seen
Vitality.
as the underdog, and mortals could identify with
them easier.
Strength Mandatory Traits: Characters must have either
All Primals are stronger than mere mortals, but Clown or one level of Covetous (Greedy).
some focus much of their inner Essence toward Common Traits: Many Tricksters are drifters,
the development of sheer power. Many deities and rarely hold regular jobs. Many are criminals
associated with war or the Earth have this Aspect or entertainers.
as well. Strength is valued by warriors, people Primal Powers: Fortune, Illusion, Magic,
who must work with their hands, and athletes. Nimbleness, Shape-shifting, and Thievery.
Mandatory Traits: The character must spend a
minimum of 3 Attribute Points on Strength, Vengeance
before any bonuses are taken into account.
The flip side of Justice, Vengeance is the living
Common Traits: Many characters with this
embodiment of righteous rage, the punisher of
Aspect tend to be Reckless. Common careers
evildoers, often exceeding the severity of the
include professional athlete, construction
original crime. Gods of Vengeance are rarely
278 worker, and soldier.
loved, even by those who invoke them. They
Primal Powers: Awe, Might, and Vitality.
Inhumans
cannot undo evil, just repay it with further
violence and grief. Their names are typically
only invoked in the midst of anger or misery.
These entities are not uncommon, however, as
anger and misery are common in the world.
Mandatory Traits: The character must have a
Code of Honor worth at least two points.
Common Traits: Humorless is fairly common.
Professions include District Attorney, police
officer, and judge.
Primal Powers: Awe, Battle Rage, Judgment,
and Torment.

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.

Lust Dissolve Magic


2-point Power 5-point Power
This power can inflame a person’s lust for With knowledge comes understanding and
another. It costs five Essence Points, and lasts for ultimately power. The character can undo works
one hour per Success Level. The victims can resist of magic by unweaving the Essence patterns
with a Simple Willpower Test (Gifted and others have created. He can neutralize any
Supernatural characters gain a +3 bonus). If the ongoing magical effect, or prevent an Invocation
character is successful, the victim feels a strong from being cast, simply by spending more
attraction towards the other person; his reactions Essence than the amount used to empower the
vary depending on his personality. A shy person Invocation.
287
may just hover constantly around the object of his
Chapter Eight
Might Enhanced Dexterity
Variable Power
Bounding Leap
The character’s Dexterity is increased to
3-point Power inhuman levels. This bonus only appears when
The character can leap great distances. This the character assumes his Aspect, which costs 5
power costs five Essence Points per use. It allows Essence Points per minute (those points cannot
a high jump of one yard (meter) times the be regained until the Aspect is dropped). The
character’s Strength plus any Success Level in a character point cost is double the bonus value
Dexterity and Acrobatics Task (or a Simple (i.e., +1 to Dexterity costs two points, +2 costs
Dexterity Test, whichever is higher). Also, the four points, and so on).
character can broad jump five yards (meters)
times his Strength plus any Success Level in a
Dexterity and Acrobatics Task (or a Simple
Fleetness of Foot
Dexterity Test, whichever is higher). Variable Power
This power increases the character’s ground
speed. Every +20 bonus to Speed grants a +1
Enhanced Strength
bonus to Dodge Tasks. Like Enhanced Dexterity,
Variable Power this power requires the character to assume his
Characters with this power can increase their Aspect, at the cost of five Essence Points per
Strength to amazing levels. This enhanced minute (which cannot be regained until the
strength only appears when the character assumes Aspect is dropped). The cost is one character
his Aspect; this costs five Essence Points per point per +5 bonus to the Speed Attribute.
minute (which cannot be regained until the
Aspect is dropped). The power costs one point
per +1 bonus to Strength. The maximum bonus Primal Earth
is equal to the character’s normal Strength x 2 Earth Incarnate
(i.e., a character with a base Strength of 5 can 12-point Power
gain a maximum bonus of +10, for a total The character can temporarily transform
Strength of 15 when he assumes the Aspect). This himself into an elemental-like being. This power
Strength bonus affects the character’s Life and costs 20 Essence Points and lasts for one minute
Endurance Points, but not his Essence Pool. per Success Level in the Task. The character
becomes a humanoid figure of earth, weighing
Iron Muscles 100 pounds for every level of Strength (including
Variable Power bonuses). While in this form, the character gains
The character’s flesh and skin are unnaturally Strength +4 (this Strength bonus does not affect
hard. Characters with this power have an innate Secondary Attributes, however), an Armor Value
Armor Value, cumulative with any body armor equal to Constitution times two, and a flat bonus
worn by the character. For example, a character of 50 Life Points.
with Iron Muscles that provides an Armor Value
5, wearing a vest of Class I armor (Armor Value Earth Magic
D6(3) + 7) has a total AV of D6(3) + 12. This 10-point Power
power costs one point per Armor Value level. Allows the casting of the Elemental Earth
The maximum Armor Value allowed is equal to spell, with an effective Invocation level equal to
(Strength and Constitution) times two. the character’s Primal Skill level, and an Essence
Channeling level equal to the character’s
Nimbleness Willpower plus three.
Combat Speed
5-, 10-, 20-, or 35-point Power
Summon Elemental
The character can take additional physical 6-point Power
actions in a Turn without suffering penalties. This ability can call forth a being from the
This costs five points for one extra attack, 10 elemental planes. The Earth Elemental remains
points for two, 20 points for three, and 35 points on the summoned plane of existence for one
288 for four extra actions (five actions per Turn minute per Success Level, or until destroyed or
total). No further actions per turn are available. dismissed. The creature obeys the character’s
Inhumans
commands, unless clearly suicidal, in which case character suffers no damage from regular fire,
the elemental vanishes or even turns on the including flame-throwers and other incendiaries.
summoner. The Essence cost of the power varies Furthermore, he can fire flame bolts, inflicting
with the raw power of the elemental: one half of D6(3) points for every Essence Point spent.
the sum of the elemental’s Primary Attributes,
and one-fifth of its Energy Essence Pool. So, an Flame Projection
Earth Elemental with 24 points in Attributes and
8-point Power
an Energy Essence Pool of 50 costs 22 Essence
A bolt of fire can be fired, inflicting D8 x Essence
Points to summon (half of 24, and 1/5 of 50).
spent, with ranges of 10/50/150/600/1000.
Willpower and Primal or Magic Bolt Skill are used
Travel Through Earth to hit.
5-point Power
The character can move through earth like a Flame Resistance
fish swimming through water. Even stone and
2-, 5- or 10-point Power
metal can be traversed, although at great cost.
This power reduces damage from fire and
Using this power requires a Willpower and
energy attacks (like lasers, flame-throwers, and
Primal Skill Task every Turn. Movement is
the like). Direct Essence attacks, like Soulfire,
relatively slow—divide the character’s Speed by
Celestial Fire, and Bolt of Destruction are only
five (rounded down). This is the number of yards
reduced by half, despite the level of protection
(meters) traveled per Turn. Most walls are thin
acquired. The cost of this ability varies
enough to traverse in one Turn. Moving through
depending on the protection afforded: two
earth and soil costs 10 Essence Points per Turn;
character points for half damage, five points for
stone or concrete costs 20 Essence Points per
one-fifth damage, and 10 points for one-tenth
Turn; metal costs 40 Essence Points per Turn.
damage.
The character does not physically tunnel through
the material. When he emerges, no holes or
Summon Elemental
damage appear. If the character fails the Task
while traveling through a solid, he becomes 6-point Power
trapped in the material, and loses an additional This ability can call forth a being from the
D10 x 2(10) Essence Points. He can attempt to elemental planes. The Fire Elemental remains on
resume moving through earth, but Tasks incur a the summoned plane of existence for one minute
-2 penalty. per Success Level, or until destroyed or
dismissed. The creature obeys the character’s
commands, unless clearly suicidal, in which case
Primal Fire the elemental vanishes or even turns on the
Fire Magic summoner. The Essence cost of the power varies
10-point Power with the raw power of the elemental: one half the
Allows the casting of the Elemental Fire spell, sum of the elemental’s Primary Attributes, and
with an effective Invocation level equal to the one-fifth of its Energy Essence Pool. So, a Fire
character’s Primal Skill level, and an Essence Elemental with 24 points in Attributes and an
Channeling level equal to the character’s Energy Essence Pool of 50 costs 22 Essence
Willpower plus three. Points to summon (half of 24, and 1/5 of 50).

Flame Incarnate Primal Wind


14-point Power Air Magic
By calling the essential power of Fire upon 10-point Power
itself, the character becomes a being of pure fire. Allows the casting of the Elemental Fire spell,
This costs 20 Essence Points and lasts for one with an effective Invocation level equal to the
minute per Success Level in the Task. The character’s Primal Skill level, and an Essence
character turns into a human-sized figure Channeling level equal to the character’s
wreathed in flames. These flames inflict D4 x Willpower plus three.
6(12) points of damage to anything or anybody
within three yards (meters). They also ignite 289
flammable material. While in the fire shape, the
Chapter Eight
Summon Elemental Primal Water
6-point Power
Water Magic
This ability calls forth a being from the
elemental planes. The Air Elemental remains on 10-point Power
the summoned plane of existence for one minute Allows the casting of the Elemental Water spell
per Success Level, or until destroyed or (see p. 215), with an effective Invocation level
dismissed. The creature obeys the character’s equal to the character’s Primal Skill level, and an
commands, unless clearly suicidal, in which case Essence Channeling level equal to the character’s
the elemental vanishes or even turns on the Willpower plus three.
summoner. The Essence cost of the power varies
with the raw power of the elemental: one half of Summon Elemental
the sum of the elemental’s Primary Attributes, 6-point Power
and one-fifth of its Energy Essence Pool. So, an This ability can call forth a being from the
Air Elemental with 24 points in Attributes and elemental planes. The Water Elemental remains
an Energy Essence Pool of 50 costs 22 Essence on the summoned plane of existence for one
Points to summon (half of 24, and 1/5 of 50). minute per Success Level, or until destroyed or
dismissed. The creature obeys the character’s
Wind Incarnate commands, unless clearly suicidal, in which case
12-point Power the elemental vanishes or even turns on the
The character invokes the elemental powers summoner. The Essence cost of the power varies
and becomes a humanoid whirlwind. This with the raw power of the elemental: one half of
power costs 15 Essence Points to activate, and the sum of the elemental’s Primary Attributes,
lasts for one minute per Success Level. While in and one-fifth of its Energy Essence Pool. So, a
this form, the character can fly as per the Wings Water Elemental with 24 points in Attributes and
of Air power (or, if the character has that power, an Energy Essence Pool of 50 costs 22 Essence
add 20 mph/30 kmh to his flying Speed), and Points to summon (half of 24, and 1/5 of 50).
takes half damage from all physical attacks. As
a living whirlwind, the character can smash or Swimmer
hurl objects, inflicting D10 x (Strength + 3) 4-point Power
points of damage on any target he strikes. This The character can breathe underwater and
attack uses Dexterity and Primal Skill, and can swim, using his ground Speed. This power costs
only be Dodged. While flying, the character is three Essence Points per minute, which cannot be
also very hard to see—Perception Tasks or Tests regained until the character deactivates the
suffer a -3 penalty to spot him. Infrared devices power.
do not sense the character; his heat signature is
identical to the surrounding air. Radar may pick Water Incarnate
him up, but at a -3 penalty to Tasks rolls. 8-point Power
The character can transform himself into an
Wings of Air elemental being of water. While in this shape,
5-point Power physical attacks causes half damage, and the
The character can use the winds to fly through character can swim as per the Swimmer power, at
the air. This power costs 5 Essence Points per no additional cost. The character can hurl high-
minute, and this Essence cannot be regained until pressure streams of water towards targets,
the character ceases flying. The maximum inflicting D4 x (Strength +1) points of damage,
Speed while flying equals the character’s with an effective range of 3/10/20/60/120. If
Willpower times 20 miles per hour (30 submerged, the character is virtually invisible
kilometers per hour). (attempts to spot him visually have a -6 penalty
as long as the character is not swimming or
moving, and a -3 penalty when doing so).

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.

Feat of Glory Table


Action Essence Cost
Eliminate Range Modifiers 3
Unlikely Feat (hit with all rounds in a burst) 4
Hit multiple targets with same attack 3 per additional target *
Extraordinary Feat (hit a far-off, fast-moving target, like a jet aircraft) 15

* 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).

Battle Boost Destiny Rider


5-point Power 1-point Vulnerability
Battle Boost uses Essence to temporarily Some Immortals have the ability to
augment the character’s physical attributes. Any unconsciously sense the Essence streams that
of the three physical Attributes (Strength, determine the flow of time, causality, and fate.
Dexterity, and Constitution) can be raised at the Destiny Riders are carried by the winds of chance
cost of two Essence Points per +1 bonus. These to places where they can make a difference—
bonuses do not affect Secondary Attributes, often where danger awaits. This ability is more
except for Speed. The increases last for one of a burden than a boon, since the character is
minute, unless the Essence cost is spent again for dragged towards potentially lethal encounters, 305
another minute’s worth of bonus (this may be whether they want to or not.
Chapter Eight
This vulnerability makes for easy plot hooks. created for a brief period, and their kind was
Destiny Riders often find themselves at the wrong exiled from the city centuries before the Flood.
place at the wrong time. If a Rider decides to take When a reincarnated Shetarri undergoes the
a walk in the park, for example, he is certain to Change, his body gradually becomes heavily
stumble upon a band of cultists ready to sacrifice muscled, until the character appears to be a
a victim. If he stays a home, the fleeing victim dedicated body builder. The character’s skin also
may jump through his living room window, with becomes tougher and more resilient than normal.
the cultists a few steps behind. The “curse” does The Shetarri transformation affects the
not strike all the time, however; Chroniclers Immortal’s Essence matrix even more than the
should be careful not to overuse it. norm, however. The character is unable to learn
most other Immortal powers, and most other
Gaze of Dominion Immortals and even humans feel an instinctive
4-point Power loathing and distrust towards him.
Some Immortals have inherited the ability to There are few Shetarri in existence. The Lodge
manipulate men’s thoughts. The ancestral of the Undying (see p. 56), the most
memories sometimes recall a Guild of the Eye, knowledgeable about these things, puts their
made up of Atlanteans who could project their number at around twenty worldwide, six of them
will onto other people. The Gaze requires eye belonging to the Lodge itself. One of the others
contact, the expenditure of 3 Essence Points, and is making a very good living as a professional
a Resisted Test. The victim resists with WWE wrestler.
Willpower (Difficult Test for Mundanes, Simple Shetarri Powers: Shetarri gain +5 to Strength
Test for others). If the Immortal wins, he can and Constitution (cumulative with the Immortal
project one mental command on the victim. bonuses). The maximum level of Shetarri
Simple commands like “Stop,” “Run away,” or Strength and Constitution Attributes are 12 each,
“Drop your weapon” work best. More complex instead of the normal True Immortal’s seven each
orders, and things that go against the victim’s (see p. 61). They also have 25 extra Life Points.
wishes and interests, are resisted with a +1 to +7 Their skin has an Armor Value 5, cumulative
bonus, at the Chronicler’s discretion. with any other armor worn. All Shetarri are
Characters who practice this ability may learn attracted to Weapon Skills of all types, and seek
a Gaze Skill. This works as a regular skill, and is to learn them at the first available opportunity.
purchased using Skill Points. In the Resisted Test Shetarri Vulnerabilities: Shetarri have a base
detailed above, the Immortal uses a Simple Charisma -2 Drawback, in addition to other
Willpower Test until the Gaze Skill is greater social interaction penalties. They also are Cruel
than the character’s Willpower. At that point, (one point). Of the Special Immortal Powers,
replace the Willpower Test with a Willpower and Shetarri can gain only the Awareness Power. All
Gaze Task. other restrictions and abilities are the same as
other Immortals.
Maker
Spirit Voice
6-point Power
4-point Power
Makers possess enough awakened memories
of the past to create some advanced artifacts. A few Immortals have the ability to project
The strange super-science of Atlantis cannot be thoughts in a manner similar to the psychic
duplicated through conventional means, power Mindtalk (see p. 232). They can also
however. Only Makers have the know-how and “hear” a response thought back at them, but
Essence manipulation capabilities to produce they cannot read minds beyond that level. Spirit
Arcana artifacts (see p. 307). Voice costs one Essence Point per minute.
During that time the character can send
telepathic messages to anyone in line of sight.
Shetarri Warrior For three Essence per minute, the character can
17-point Power try to communicate with anybody he knows, as
Some Immortals remember the Shetarri long as the person is on Earth and not blocked by
Warriors, a sub-breed of Immortals transformed some sort of Essence barrier, like a Ward or
306 by weird science into deadly warriors. The magical Shielding.
Shetarri were not very popular, as they were only
Inhumans
Thought Wall formula, and the cost for an Immortal to own one
2-point Power of them. For a Maker to know how to make and
It appears that the Atlanteans faced enemies own such an item, both costs must be paid. For
with psychic powers at some point in their example, knowing how to make Adamant
history. They protected some of their warriors weapons would cost four points; owning an
with a powerful mental shield that render them Adamant sword costs three points; having both
all but immune to mental attacks and knowledge and weapon would cost seven points.
domination. The Thought Wall grants the At the Chronicler’s discretion, non-Maker
character a +6 bonus to resist all forms of mental characters with a good reason for owning one of
attack. This ability is always active, being a part these artifacts can acquire them, at double the
of the character’s Essence matrix. On the down normal “owning” cost. Immortals belonging to
side, his presence can be easily detected by the Undying Lodge are the most likely
psychic and other sensitive beings, as the mental candidates. A character with a three-point or
shield glows like a beacon for those with the greater Immortal Contact (a friend or ally of his,
right senses. usually) would be another. Finding such an
object during the course of a game would cost no
points, but its previous owner is sure to object.
Atlantean Arcana
The past life memories many True Immortals Adamant
share describe a place where magic, psychic 4-point Power
powers, and technology merged into a bizarre
This legendary metal is extremely hard and
whole. Some Immortals have the memories to
resilient, making it perfect for weapons and body
recreate this super-science and alchemy, and are
armor. Adamant is almost indestructible—its
called Makers. The scholars of the Lodge of the
tensile strength is almost ten times that of the best
Undying have come to refer to the processes as
industrial steels, and yet is supple and flexible,
the Atlantean Arcana.
rather than brittle. Adamantine armor does not
The Arcana use Essence to combine chemicals make its wearer invulnerable—even if the armor
in ways unknown in conventional chemistry. The survives unscathed, a large enough amount of
process appears to transform matter at the atomic energy (kinetic or otherwise) transmits itself
level, allowing for impossible alloys to exist or to through to the body behind it.
combine unstable or poisonous compounds into
Adamant is made of a combination of iron, silver,
miraculous medicines. Apparently, the process
copper, and lead (the ratio is 3, 1, 2 and 4,
only works for True Immortals, or involves a
respectively), mixed in a vat hot enough to melt the
psychic process no one else has been able to
lead, and then cast into molds. A total of 15
imitate. A normal human who followed the steps
Essence Points must be spent for every pound (0.5
of an Atlantean formula would end up with
kg) of Adamant created. A total of 10 pounds (5
nothing more than a noxious mess.
kg) of ingredients must be used to produce one
Described below are a few artifacts that can be pound (0.5 kg) of Adamant. By the time the
created using Atlantean Arcana. Whatever mixture acquires the quicksilver-like sheen of the
sciences and arts the Atlanteans possessed did alloy, nine-tenths of the materials have mysteriously
not include mass-production techniques, disappeared. What happens to the rest of the
however. Each artifact is a labor of individual metal—sublimated, transposed to another
craft, and takes tremendous amounts of time and dimension, recombined at the sub-atomic level, or
effort, not to mention very expensive materials. turned into energy for the recombination—remains
Makers cannot produce these items casually or in a mystery to everyone, including the Makers.
great quantities. With the number of Immortals
Adamant cannot be forged or worked to any
on the rise, the knowledge to make such items is
great degree. Instead, it must be molded while
also becoming more common, but has not served
still in a liquid or semi-solid state. Edges are
in any way to decrease their cost or value.
naturally razor sharp, which is fortunate, since
The cost on the main entry represents the only an Adamant file works on such edges, and
number of character points that must be spent for then with great difficulty. Armor must be made
the Maker to “remember” the formula (this into plates or scales; chain mail or other complex
includes the psychic process that makes it
effective). Listed at the end of the entry are a
types simply do not work. On the other hand, an 307
Adamant plate added to a bulletproof vest stops
number of artifacts that can be made with the all but the heaviest bullets.
Chapter Eight
Making a mold for a simple blade, or a solid with silver, gold, and a quantity of Atlantean
plate or sheet, requires a Simple Intelligence Test blood (two Life Points’ worth is enough for a
(Makers with this ability retain basic knowledge quart, along with one ounce each of the precious
of the craft skills of his previous life). A Craft materials). The components are boiled together
Skill (the appropriate Weaponsmith or Armorer while spending Essence (10 Essence for a quart)
type) allows the Maker to devise more elaborate for a period of four hours (the Essence spent in
weapons and armor. Any Adamant cutting this manner cannot be regained until the process
weapon, from a sword or ax to an arrowhead, is over). The mixture inexplicably reaches a boil
increases the Multiplier by three levels, and at around the same temperature as water, and the
halves the Armor Value or Barrier Value of any gold and silver melt and blend in the mixture. At
target—except a suit of Adamantine armor. So, the end of the process, a pasty substance
a character with a Strength 3 wielding a knife remains—it is edible, and extremely tasty.
(with a normal damage of D4(2) x Strength) A bar or cake of Ambrosia has tremendous
inflicts D4 x 6(12) points of damage. If he struck healing properties. Eating it restores D10(5) Life
somebody wearing a suit of Class I Armor or Endurance Points. Furthermore, after eating it,
(Armor Value of D6 + 7(10)), it would protect normal Life, Endurance, or Essence Point
with only half its value (roll and halve the result, recoveries are doubled for a period of one hour
or just use five). (or, in the case of mundane Life Point recovery,
Adamantine armor increases its Armor Value one full day). A more interesting effect, for the
by one Multiplier level. Only armor with metal mere mortal, is Ambrosia’s rejuvenation effect.
plates works (a suit of plate or plate mail, or Class Eating one bar or cake stops the aging process, or
III or IV armor). So, a Class III vest—normal the advance of any degenerative disease or
Armor Value of (D8 x 3) + 18 (30)—with the condition (like cancer or AIDS) for a full D6 +
addition of Adamant plates has an AV of (D8 x 4) 3(6) months. Unfortunately, after a few decades
+ 18 (34). Armor-piercing attacks do not work (10 years per Constitution level of the subject), the
against Adamantine armor (do not divide the effect starts wearing off. Each dose starts working
Armor Value versus those attacks). Furthermore, for D4(2) months for another 10 x Constitution
the armor protects against supernatural attacks years, declining to one dose working for D4(2)
that bypass normal armor (like Soulfire). weeks, D4(2) days, and finally, D4(2) hours! This
Artifacts: Owning a small weapon (switchblade, final situation occurs after Constitution x 50
or arrow- or spearhead) costs one point. A years—a very long lifetime. Stopping any doses
medium-sized weapon (large knife, short sword, for a period of ten years restores Ambrosia’s
or axe-head) costs two points. A large weapon effect, which, if done judiciously, can extend the
(broadsword or Katana) costs three points. A subject’s life span even further. A Maker could
huge weapon (greatsword, halberd, and the like) keep a normal human being alive for a very long
costs four points. time by feeding him Ambrosia—a couple of
A suit of armor costs two points for every 10 Immortals have kept loved ones alive for centuries
points of average Armor Value (not counting the in this manner—which often makes their eventual
Adamantine bonuses), rounded down. So, a decline and death all the more painful.
breastplate (average Armor Value of 20) costs Artifacts: Each pre-prepared dose of Ambrosia
four points, while a suit of Class IV armor costs one character point. Ambrosia’s healing
(average Armor Value of 40) costs eight points. effects work on humans and supernatural
creatures (except ghosts and undead). The life-
Ambrosia enhancing effects work on any living human
2-point Power being, even Gifted characters whose aging
This Atlantean substance has passed down process is already slowed (see p. 202).
through mythology as the “food of the gods,” said
to make those who ate it immortal. While the Atlantean Thought Ship
claims are not exactly true, Ambrosia has 20-point Power
tremendous curative properties, and when eaten by Prerequisites: Adamant, Energy Crystals,
normal humans it revitalizes and rejuvenates them. Orikalk
Ambrosia is made by combining the juice of The ancestors of the Immortals had “flaming
308 any fruit (lemon and oranges are favored, but chariots” which they used for transportation or
pineapples, cranberries, and grapefruits will do, as weapons of war. Each Thought Ship was a
and some Makers make “Ambrosia cocktails”) unique work of art, and only a few hundred
Inhumans
existed even at the height of their civilization. every five minutes (total of four points per five
These glowing vessels disappeared thousands of minutes), the ship becomes invisible, although
years ago, but in more recent times a handful of this effect is less certain. About 5% of any group
Makers have discovered their secrets. of humans can spot the craft, and by drawing
Making a Thought Ship requires the knowledge attention to it may allow others to see it.
to create Adamant and Orikalk. For a true Artifacts: A Thought Steering System requires
Thought Ship, powered by harnessing the Essence 50 pounds (25 kg) of Orikalk, and the
fields of the Earth itself, Essence Crystals are also appropriate Mechanic Skill to mate it with a
needed. The secret of the ship is its interface vehicle (a car or an aircraft, for instance). The
system, however—a connection that links the steering system of the vehicle is replaced by two
pilot’s mind to the ship, which thus becomes an bars just like the ones in the Thought Ship. A
extension of him, as much under his control as normal vehicle equipped with this system is able
one of his limbs. to perform far beyond its normal limits. Even if
The “traditional” Thought Ship has the shape of the Immortal does not know how to operate the
a delta wing, with a golden skin. When activated, vehicle, using Thought Steering gives him an
ripples of Essence energy run through it, giving it automatic skill of three (if he already knew how
a glowing aura that can be visible even by normal to use it, he gains a +3 bonus to all his related
humans. It is believed that some UFO incidents Driving or Piloting Tasks). Using this system
were caused by these vessels. Other Makers use drains the pilot’s Essence at the rate of one point
more traditional vehicles and aircraft, and replace every 10 minutes (or six points per hour). As
their controls with their Thought Steering when piloting a full Thought Ship, this Essence
apparatus, with them, they can fly vessels even if cannot be regained while the vehicle is operating.
they do not have the normal skills to do so. Owning such a system costs three points.
A Maker with this knowledge can build any of A Small Thought Ship is a single-seat aircraft,
the basic vessel types described below, or the slightly bigger than a car. It has an Armor Value
control system that can be added to any mundane of D10 x 5 + 25(50) and 150 Damage Capacity.
vehicle. Keep in mind, however, that these ships To build it requires 300 pounds (150 kg) of
require years of work, and are tremendously Adamant, 500 pounds (250 kg) of Orikalk, and 20
expensive. Even the smallest one requires the Energy Crystals. Building the ship takes 2,000
making and use of hundreds of pounds of Adamant man-hours, and when finished 300 Essence Points
and Orikalk, which, by their nature, require must be invested in it. This ship costs 15 points.
thousands of pounds of silver, gold and other A Medium Thought Ship about twice the size
precious, expensive and often toxic materials. of the Small Thought Ship, and capable of
A full Thought Ship has no windows (although holding a pilot and a passenger or co-pilot. A
some Makers put them in) and its only controls secondary set of steering handlebars can be put
are two bars of Orikalk placed on the sides of the on the second seat, allowing the co-pilot to fire
pilot seat. When holding on to the sticks, the any weapons in the vessel, or to contribute
pilot (who must be an Immortal) is in complete Essence for its operation. The ship has an Armor
control of the ship, which is completely Value of D10 x 6 + 30 (60) and 250 Damage
responsive to his thoughts. The pilot detects Capacity. To build it requires 600 pounds (300
other aircraft at up to 150 miles (225 kilometers) kg) of Adamant, 1,000 pounds (500 kg) of
in any direction. Thought Ships can fly at speeds Orikalk, and 40 Energy Crystals. Building the
of up to Mach 2, and can execute tight turns (up ship takes 4,000 man-hours, and when it is
to 90 degrees) while flying at speeds below Mach finished 600 Essence Points must be invested in
1, without any ill effect on its passengers. While it. This ship costs 20 points.
the vessel is in operation, the pilot is drained of A Large Thought Ship is the biggest ship ever
Essence at the rate of one point every five minutes built by a known Immortal Maker (only two have
(or 12 points per hour); this Essence cannot be been made in the history of the Lodge of the
regained until the pilot lands and rests. Undying). This vessel is about the same size as a
For two Essence Points per five minutes of private jet aircraft. The ship can seat a pilot, co-
operation (24 per hour), the ship also becomes pilot, up to three more passengers, and 2,000
transparent to all but the most powerful radars, pounds of cargo. Any passenger can contribute his
and even then the radar profile is diffuse and Essence towards the energy costs of the ship. The 309
hard to pin down. The ship is still visible to the ship has an Armor Value of D10 x 7 + 35 (70) and
naked eye, however. For an additional 2 Essence 500 Damage Capacity. To build it requires 1,500
Chapter Eight
pounds (750 kg) of Adamant, one ton (1000 kg) of Artifacts: Making a Crystal Skull requires 10
Orikalk, and 100 Energy Crystals. Building the Energy Crystals. The Maker puts them in a box
ship takes 8,000 man-hours, and when it is and spends no less than two hours visualizing the
finished 1,500 Essence Points must be invested in Skull. After 30 Essence Points have been spent,
it. This behemoth costs 25 points. a Crystal Skull—roughly the size of a human
Basic Thought Ships have no weapons systems. head—appears in the box.
Their advantages lie in their speed and stealth. An Immortal character wielding a Skull can
Some Makers install conventional weapons on converse telepathically at distances of up to 100
their vessels, when they can get them. Others miles (150 km) per level of Willpower. The owner
build weapons using Immortal technology, and can also launch telepathic probes (the range for this
powered with Energy Crystals. An energy is a more modest three yards/meters) on an
projector inflicts D6 x 20 (60) points of damage, unwilling victim. The wielder must win a Resisted
with a range of 20 miles (30 km). It requires 10 Simple Willpower Test, but the Skull adds a +4
Energy Crystals, 10 pounds (5 kg) of Orikalk bonus to his Test. If the victim loses, he is wracked
and the expenditure of 50 Essence Points. by agony, and suffers pinprick hemorrhages in his
Adding one of these weapons raises the point eyes and face, inflicting D6(3) points of damage,
cost of any ship by 10 points. and draining the victim of D8(4) Essence Points.
Prolonged exposure to this experience may inflict
Crystal Skull permanent brain damage and Essence loss. An
5-point Power unmodified Survival Test is required for every hour
Prerequisite: Energy Crystals of interrogation under the Skull’s power. On a
failure, the victim’s Intelligence is reduced by one
The Crystal Skull is exactly what its name
level, and permanently loses two Essence. Some
indicates. Some time ago, some mundane
Invocations and powers may restore these losses,
occultists came into contact with one, and
but mundane science cannot.
eventually fashioned their own copies, largely
useless and powerless, but interesting enough to Using a Crystal Skull is not without risks. At
gain them a place in the pantheon of paranormal the Chronicler’s discretion, continual use may
items. True Skulls, fashioned out of Energy attract the attention of spirit entities who try to use
Crystals and Orikalk, have powerful telepathic the link between the Skull and the wielder to cause
properties. Any Immortal who holds one in his mischief. It is also possible that the mysterious
hands can project his thoughts over amazing Secret Masters can tap into the Skulls and use
distances. The skull can also be used to extract them to probe, scan, or even control their wielders
information from an unwilling subject—an (see Beholden Drawback, p. 80). Owning a
Immortal can probe nearby people and tear Crystal Skull costs four points.
secrets from their minds, often inflicting severe
physical and spiritual damage. Whether this is Energy Crystals
the intended use of the Skulls or not remains 4-point Power
unknown. Some Immortals claim using the Skull Prerequisite: Orikalk
as a torture or interrogation tool is akin to using Many students of the occult know that crystals of
an electrical appliance to kill someone in a any kind (from diamonds to table salt) are
bathtub—it works, but that is not what the “attractive” to Essence. The Immortals’ civilization
designer had in mind for it. took this knowledge even further, and used
In any case, those who use a Crystal Skull specially-treated crystals as power sources. With
often experience disquieting phenomena. They them, they could levitate huge buildings, propel
hear voices that seem to have no connection with their ships, and bring light to their golden cities.
what they are doing. Some Makers claim that Makers can use these crystals as weapons or to
the Skulls are alive, inhabited by some spirit or supplement or replace the power systems in vehicles
soul that tries to take over its creator. Other or machines. The crystals have two main
rumors suggest that the Skulls are used by the shortcomings against conventional energy supply
Secret Masters (see p. 185) to observe and systems, however. For one, they take a great deal of
dominate their reborn brethren. A couple of time and effort to make. More importantly, they
Immortals have turned this paranoia into a need to be supplied with Essence on a periodic basis,
310 personal crusade, traveling the world in search of and this Essence must come from an Immortal—the
Crystal Skulls to destroy. Essence of normal humans, Gifted or not, does not
work, and neither does that of supernatural beings.
Inhumans
Making the Crystal requires common quartz of Adamant or Orikalk will. The blasts have range
and six ounces (170 grams) of Orikalk that has of 3/30/60/200/500. Owning an Energy Wand costs
not yet been set into shape. The Orikalk is four points.
melted and the quartz added, while 15 Essence
are spent. After one hour, the Orikalk is Orikalk
absorbed into the quartz; the stone can then be 4-point Power
cut and polished into any desired shape. This mystical metal is a mixture of mercury,
Most Essence Crystals are used to power gold, copper, and silver, heated and melted
weapons like the Essence Wand, or the few together. Its creation requires the expenditure of
Thought Ships that remain in existence. Makers 15 Essence Points per pound (half kilogram). The
with the appropriate Science or Mechanic Skill (at materials need to be mixed in the same
level three or higher) can hook Crystals to an proportion (one unit each), and, unlike Adamant,
engine and use it to provide power. This requires no material is lost in the process (one pound/half
building a framework of Orikalk (1 lb/0.5 kg per kilogram of each of these four materials produces
Crystal used) and the expenditure of 15 Essence four pounds/two kilograms of Orikalk).
for every Crystal used to provide power. The resulting substance has a reddish gold
Electrical, steam, and internal combustion engines color, and is fairly soft and easy to work with. It
can use Crystals instead of their regular systems. can be hammered and worked, or made into
One Crystal powers any of half dozen wires or links. Some Makers have woven chain
conventional appliances. A small vehicle (a mail out of it, for example. When the final shape
motorcycle) needs three Crystals; a car require is created, another 20 Essence Points per pound
five to seven Crystals depending on the size. (0.5 kg) must be spent to “fix” it; afterwards the
Large, powerful vehicles (trucks, small aircraft) material becomes very solid, at least as hard and
require no less than 10-15 Crystals. resilient as good steel.
Most Makers lack the skills or the frame of Orikalk’s hardness is not its principal quality,
mind to perform such works of science; many of however. The metal has a special affinity to
them were born before the rise of technology, or Essence. It can block or repel hostile Essence
lack the needed skills. Only in the past fifty years attacks, and it can block the path of Essence
or so have Makers started to build these hybrids. creatures. Ghosts and spirits cannot cross an
Only a few dozen Crystal gadgets are in area encircled by Orikalk wire; Orikalk swords
circulation worldwide. cut both physical and spiritual beings; the
Artifacts: Essence Crystals vary in size and weapons can be made to “bleed” Essence off
shape, but they tend to look like a child’s marble. living beings. Up to half the damage inflicted by
Owning an Essence Crystal costs two points. such a weapon can become Essence
An Energy Wand is about six inches (15 drain instead.
centimeters) long and channels Essence to fire blasts Orikalk can also be used to make bullets. These
of energy. This energy is usually invisible (those bullets have all the aforementioned effects, including
who can see Essence view it as a display of brilliant the ability to drain Essence as well as inflict damage.
colors), but it can blast holes in things, people, or Used against supernatural beings, any damage that
beings of Essence. Some Makers create the wands gets through is subtracted from both the Life and
and mount them on normal pistols, thus making Essence Pools of the target.
their own “ray guns.” The wands require an Finally, Orikalk is somewhat responsive to the
Essence Crystal and one pound (0.5 kg) of Orikalk. desires of the wielder. Bullets arc their flight
The wand is cast, and the Crystal attached to one paths to compensate for poor aiming, although
end. During the process, the Maker must spend 15 they cannot shoot around corners. Swords shift
Essence Points to effect the change. their balance to allow for faster hits and parries.
The wand can hold up to 20 Essence Points. This All Orikalk weapons have an inherent bonus of
Essence must be replenished by an Immortal, or +2 to attack and defense rolls. They do not have
recharged by touching the wand with a charged any special damage bonuses, however.
Essence Crystal—the Essence flows into the Artifacts: An Orikalk hand weapon (sword,
weapon, replenishing it. Each blast from the wand knife and so on) costs three points to own,
costs one Essence Point, and inflicts 1D6 x 6(18) regardless of the size.
points of damage, to either Life Points, Vital Energy Orikalk bullets or arrowheads may be owned 311
Essence, or Damage Capacity. Mundane armor at a cost of one point for every 10
does not protect against this weapon, although suits
312
CHAPTER NINE:
ADVERSARY
313
Chapter Nine
Alonzo had not been in any church in—how Taking a deep breath, Alonzo continued
long? Not since he was sixteen, since his parents forward. Halfway there, he heard the clattering
had given up making him go. He’d always found of booted feet behind him. He’d been so scared
the whole thing boring. he hadn’t heard the group rushing into the
Now here he was, climbing the steps to the church behind him. He turned, and saw four
darkened church, scared out of his mind but still Soul Police thugs in their black uniforms. He
forcing his feet forward. cringed and fell to his knees. What did I do? his
The night before, he’d chided himself. How mind screamed. What did I do wrong?
bad could it be? The Iglesios, the Churchies, they The four men rushed past him. They headed
were crazy, but if you went to their ceremonies, for an old woman near the front, the one that
you’d get more privileges. Lower taxes, a chance had been praying fervently when he came in.
to apply for a better job. Maybe even a car, The priest—don’t look at his face, just don’t—
instead of riding the stinking bus every day. But was pointing at her. The men grabbed her, forced
now, he did not feel as confident. her on her feet. Then Alonzo saw it.
Part of it was the defacement of the church. Clasped tightly in her hand was a crucifix and
All crosses had been erased or painted over. rosary.
Everywhere were the Circles of Leviathan, One of the men ripped it from her hands,
looking down on him like the angry eyes of some tossed it to the floor, and ground it under his
ancient monster. And he’d heard what one of the boot. They took her away, and as they dragged
other factory workers, Reynaldo, had whispered her unresisting body past Alonzo, he heard the
to the others. Reynaldo had been the first on his litany of the Lord’s Prayer coming from her lips.
shift to go to one of the Church’s sessions. He’d They’ll kill her for this, he realized. She was
come back looking pale and haggard. When praying to her God in His House, which they
asked what he’d seen, all he’d said, in a voice so took away, and now they will kill her for it.
low they’d had to read his lips, was He was too scared to be angry.
“Mounstros.” Moving slowly, deliberately, Alonzo sat down,
Monsters. What the hell had he meant by and then knelt, imitating the rest of the
that? congregation. The priest continued talking,
Alonzo hesitated one more second, and went telling the group how to pray, what to expect.
past the open portals, into the shadowy church. Alonzo followed the directions. If he didn’t he
A lot was the same as when he was a child. The might end up like the old woman.
candles were there, although the Holy Water At least she had the guts to do what was right,
vessel was empty. But all the stained glass a small part of him said. Alonzo ignored it.
windows were painted over, with more symbols He’d survived too much to end it all now.
of the Church. A large photograph of the As the priest spoke, Alonzo felt the irresistible
Apostle hung behind the altar. And, presiding urge to look at the priest’s face again. It’s just
over it all was a priest, a . . . warts, he told himself. Just warts. He looked up.
He froze, and for an instant he almost bolted And saw the tiny tentacles writhing on the
out of the Church. You can’t, he told himself priest’s face as he spoke.
fiercely, you can’t or they might just shoot you Alonzo closed his eyes tightly. I will not
down, or they might take down your name and scream. I will NOT scream.
tomorrow the Soul Police will be at work And, sometime after he closed his eyes, he
looking for you. Do you want to wear a yellow prayed to Leviathan.
suit like some stupid canary? And heard an answer.
Besides, the priest wasn’t a monster. He was,
who knows, a burn victim, or maybe those were
warts on his face. His mother had always told
him he should not stare at people with
deformities. Poor man, to have to give the Mass
with a face like that. Best not to look at him
again, he might take offense and—
—and he just couldn’t stomach to look at that
314 face.
Adversary
Introduction minority, or outlaw magic or supernatural
powers. The CoR was one of a hundred strange
An evil cult and all-conquering army; a cults, and they all seemed harmless enough. Its
seductive, compelling evil; a breeding ground for members rarely got in trouble with the
monsters and abominations; a cancer on Reality authorities. They were mostly clean and soft-
itself—the Adversary is all this and more. In the spoken, and all appeared to be productive
world of Armageddon, this once-obscure cult has members of society. Many worked in factories
overwhelmed half of the planet, and stands poised owned by the secret, wealthier members of the
to devour the rest. This chapter describes the cult. They often worked two shifts. In the late
Adversary, the Church of Revelations (CoR) and shift, staffed only by Believers, the factories
the True Believers. It covers the Dark Apostle who produced weapons and other war materiel,
leads them all, and Leviathan, whom all serve. which would be used when the time was right.
Before too long, the Church built concentrations
in several areas of the world. Germany was a
The Rise of the major recruitment area. Many of the new converts
were East Germans resentful of lower living
Church of Revelations conditions than their Western brothers, even two
The origins of the CoR are lost in mystery and decades after unification. In Vietnam, the
speculation. Allegedly, they date back to movement spread through the countryside, finding
prehistoric times, to the mythical eras of Atlantis fertile ground among a people who had been
and Ultima Thule. Some occultists claim that the stripped of their traditional religion in favor of the
Church was the brainchild of a secretive splinter cold comfort in Communism. In Argentina, the
group of the Society of Thule, the occult Aryan cult started first with the German-Argentinean
supremacists most widely known for supporting community, and then spread to the disaffected
Hitler’s regime. This splinter group was known youth. In Turkey, it began by quietly subverting
as the Searchers of Ultima Thule, and their goal some of the more radical Muslims sects, quietly
was to contact Leviathan, whom they believed replacing key leaders and slowly corrupting
was the patron god of Ultima Thule. Since no members. Smaller branches of the cult appeared in
records of this society have ever been made North America and other countries of Europe and
public, all remains pure speculation. Asia; these branches remained more secretive, but
Whatever their origins, the CoR started still managed to recruit hundreds of thousands. By
recruiting members sometime in the mid- to late 2008, there were several million converts
twentieth century, probably starting shortly after worldwide. Most of them still operated in secret.
the end of World War II. These early Believers Less than one in ten converts had a visible Mark of
operated in absolute secrecy, and concentrated the Beast, and most of the rest did not publicly
on amassing financial and political power. Its announce their membership.
converts were business leaders, military officers, In 2009, everything changed. The Dark
politicians, and diplomats, leavened with a small Apostle rose from obscurity, and every Believer
core of young, fanatical followers. Unlike most sported the Mark of Leviathan overnight.
other religious organizations, they were in Within a year, Germany had fallen to the cult.
regular contact with their dark deity, and were Within two years, war raged across Europe. In
able to coordinate plans of tremendous intricacy little more than six years, the Church came to
while covering up their activities from both dominate one continent and control nearly half
mundane and supernatural watchdogs. of two others.
The organization became public at the
beginning of the new millennium, during the so- The Believers
called New Age in which supernatural abilities
The Believers are those who have willingly
started to surface in unprecedented numbers.
accepted Leviathan as their god. They form the
Members started to display the Mark of
hard core of the Army of Revelations (AoR), and
Leviathan—apparently a simple tattoo on their
its Church. All of them have been touched by
hands of forehead. To many religious leaders,
Leviathan, and its Taint has begun its work.
the significance of those marks was fairly
The converts come from all walks of life.
obvious, but their accusations were lost amidst 315
Before the Church became public, many of them
other calls to persecute this or that religious
were wealthy industrialists, high-ranking military
Chapter Nine

The Legend of Ultima Thule


While Atlantis stood on a continent in what is
now the Atlantic Ocean, and Mu on a similar
giant island in the Pacific, Ultima Thule
controlled the area of Northern Europe, with its
capital where the Baltic Sea now lies. The
delusions of Aryan supremacists to the contrary,
the people of Ultima Thule were not Germanic
(the few proto-Germanic tribes lived in the wastes
of Siberia at the time) or Aryan, but a mixture of
diverse racial groups, both Asian and Caucasian.
Ultima Thule was ruled by the Hyperboreans, a
dark-haired and pale-skinned people. They were
powerful magicians who largely eschewed
scientific development in favor of the pursuit of
occult power.
Slowly losing a millennia-long war with
Atlantis, a council of Hyperborean mages
explored the Otherworlds in an attempt to
change the fortunes of war. They made contact
with the being known as Leviathan. The contact
transformed the sorcerers into Adepts, who then
returned and over a period of centuries seized
power in Ultima Thule. A forced process of
conversion followed, not at all unlike the one
occurring in the current war. The High Priests of
Leviathan summoned terrible monsters to battle
the Atlanteans. For a time, the manifestation of
Leviathan in our reality seemed only a matter of
time. It was then that Lucifer, the Seraphim, and
the Titans combined their powers to blast Ultima
Thule out of existence, to destroy Atlantis and
Mu, and finally to send a Flood down on the
world, nearly wiping out the human race.
The CoR does not dispute these facts, although
its leaders put their own spin on it. In their
version, the heroic and loyal peoples of Ultima
Thule were destroyed for trying to summon the
rightful ruler of our reality. Atlantis is viewed as
the great enemy, and the angels are considered
Atlanteans’ puppets (the fact that the Angels also
destroyed Atlantis is rarely considered in Believer
dogma). A small department of the CoR is
dedicated to sending archeological expeditions
down to the bottom of the Baltic Sea (which is
relatively shallow), hoping to find some lost
artifacts or magical items from Ultima Thule. It
seems that the angels were very thorough in the
destruction of that civilization, however, and so
316 far nothing has been found.
Adversary
officers, and prominent politicians. The process capers became easier if they used the prayer cards
of conversion for this first group involved the handed out by smiling quiet men in the worst
abilities of the Adepts (see p. 328). These bars of the worst neighborhoods. Some were so
powerful priests of Leviathan established a link grateful they started donating money or even
between the would-be converts and Leviathan their services to the Church. In time, many were
itself. The men and women were plagued by working for it full-time.
dreams of a vast, dark entity, an entity that The armed forces of many nations also proved
promised tremendous power in return for service. to be fertile ground. Many soldiers saw a bleak
To the credit of humankind, less than half of future ahead of them, as NATO slowly ceased to
those contacted succumbed to temptation. The exist and defense budgets were slashed, then
ones who did were people who had already sold slashed again. The 21st century seemed to have
their souls in the name of power and expediency. little use for standing armies, and many soldiers
Given a choice to gain even more power, they felt themselves betrayed by the people and
leapt at it, and became Leviathan’s slaves. nations they had sworn to protect. When some
The second wave of Believers were recruited popular officers organized small clubs for
among the young and malcontent. Every society selected people in the services, they found ready
has people who feel (rightly or otherwise) that participants. The officers spoke of new glories
they are not getting a fair shake. The cult started and a new force that would sweep the world.
spreading through word of mouth. Little prayer Those looking for meaning, and easy answers,
cards were handed out in dance clubs and coffee were quickly convinced.
houses. “Pray to the Great One, and your When the time came, every country in Europe
prayers will be answered. No purchase had a well-organized and funded Fifth Column
necessary.” It became the new thing to do. Some of Believers, who had positions in all major
people prayed to Leviathan out of boredom, or services, from the police and fire departments to
for a lark. Others did so out of greed, and even the armed forces. In 2008, the total number of
desperation. And they all made contact with an Believers was probably less than ten percent of
alien and monstrous being. the population of the nations where they first
Most of those who made contact were surfaced, and perhaps about one percent of the
repulsed and horrified. Later, however, some world’s population. Similar movements began to
small wish or another was granted. People who appear in South and Central America, South East
had asked for promotions or good grades or Asia, and the Middle East.
lucky breaks started getting them. Often, people
got hurt as a consequence of the wish.
Promotions were garnered when their superiors The Process of Conquest
were injured or killed in freak accidents. Strict, In most areas, the conquest starts out violently,
uncompromising teachers suffered sudden and then simmers down as resistance is crushed
illnesses and died, only to be replaced by those and the conquered peoples are cowed into
with markedly favorable attitudes toward the submission. The process does not rely
praying students. Lucky breaks regularly exclusively on brute force, however. The CoR is
occurred at the expense of others. To many, the capable of using propaganda, bribery, and
situation was so horrible they never prayed to manipulation to bring new converts into the fold.
Leviathan again. Others either refused to see the The steps below echo the events that happened
connection or cared only for the results. They when the war started in 2011. For the most part,
prayed again and again, wishing for better and by 2016 the Conquered Territories are all in the
bigger things. And in doing so, the Taint spread. Consolidation or Implementation steps.
As the Believers grew in numbers, they started
infiltrating other groups. In Europe, the Church
absorbed several Neo-Nazi and nationalist
Seizure of Power
groups. Their members stopped chanting hate In the first step, internal chaos is created,
slogans and started acting like productive followed shortly by overt conquest. Believers
citizens. They had found something bigger than within the nation use their influence in the media to
any Aryan ideal or national identity could offer. discredit all local institutions, be they political,
The Church also became popular among religious, or private. Charges of corruption,
criminals. Robbers and burglars found that their criminal activity, or worse are leveled against 317
national leaders. Propaganda paints the CoR as a
Chapter Nine
liberating force, come to free the people from regulations to the local population. They are
pollution, greedy corporations, excessive taxes, first reassured that their lives and property are
overgrown government, or any other unpopular not in danger, and that a new golden age has
local situation (the propaganda is tailored to arrived. The announcers are all skilled and
pander to the resentments of the invaded nation). media-savvy, often local TV anchors who have
Saboteurs (often in the target nation’s own military) become Believers. Their lies are persuasive and
disrupt command and control, and generally articulate, meant to lull people into accepting the
undermine the country’s defense forces. Believers new order of things.
organized strikes and work slowdowns. Attempts The initial demands are strict but not overtly
to arrest local Believers are denounced as human harsh. Firearms must be turned over to the
rights violations, with tales of atrocities (often authorities; the weapons can be sold outright (at
unfounded or exaggerated) quickly spread. generous prices offered by the CoR), or the person
As the country is staggered by this Fifth can accept a receipt for the weapon, and redeem it
Column, the Revelationists strike directly from after the situation normalizes. Public gatherings of
outside the country. Elite units, armed with the more than six people require a license, which can
latest weapons and sometimes supplemented by be obtained from the police. Curfews are relaxed,
terrible creatures, occupy key transportation but usually prohibit unauthorized movement after
hubs, destroy or capture local military bases, 10 p.m. Travel is curtailed; people need special
seize hostile television and radio stations, or papers to leave their hometowns, and must prove
destroy hospitals and other basic facilities. an urgent need to do so.
Cities are largely spared unless armed opposition People live under those rules for about a
proves to be intense. After a number of warnings, month. During that time, many are visited by
the AoR deals with stubborn cities by mass Leviathan in their dreams, with the usual offer of
bombardment, using fuel-air explosives or power in return for worship. By the end of the
incendiary bombs. The resulting firestorm month, a good tenth of the non-Believers have
devastates most cities. In the wake of the converted or are on their way to converting.
firestorm, bands of alien Shaitan (see p. 333) The media is strictly controlled. Television
sweep in, killing many of the survivors and stations report only the news as edited and
spreading terror. After this happens to a couple of approved by the Believers. Outside radio and TV
recalcitrant towns, the will to resist usually breaks. stations are jammed, and satellite television is
In some particularly stubborn areas (mostly in outlawed. The Internet remains a link to the
some Muslim nations), the AoR simply kills as outside world, but Internet access is quickly
many as two thirds of the urban population— restricted. Most service providers are shut down,
death tolls comparable to a strategic nuclear strike. and the rest charge exorbitant fees and are
As much of the local military is subverted closely monitored.
beforehand, the military phase ends. During that As long as people keep to themselves, they are
time, civilians live under strict curfew, and public largely left alone during this stage. Resistance is
gathering places are shut down. Major political not tolerated, however. Demonstrators receive
and religious leaders are arrested. Some one warning, and then are fired upon with
reappear shortly afterwards, sporting the Mark automatic weapons, grenades, and poison gas.
of Leviathan; the rest are never seen again. Most Death tolls for suppressed demonstrations range
basic services (police, schools, hospitals and the from several dozen wounded or killed to the
like) are turned over to local Believers, at least at murder of every demonstrator (and any innocent
the upper echelon levels. Where not enough bystander) in the area. The local press reports on
native Believers are available, foreign Believers these massacres, and adds a warning that
are used, typically of an acceptable ethnic “terrorist” activities will not be condoned. Some
background and fluent in the native language. demonstrations, and the repression they
The process is quick and efficient. generate, have led to citywide riots. In that case,
the Believers evacuate the city of “desirables”
Consolidation (inasmuch as it is possible), and then shell it into
Shortly after an area has been secured rubble, sending the Shaitan in afterwards.
(typically less than a week after a city or province This period provides the best opportunity to
318 has been taken over), public announcements are establish a resistance network, because the
broadcast, explaining the new rules and Believers still do not have a thorough network of
Adversary
informants and sympathizers in place. This is the flaunt their deformities openly, uncaring of the
only chance for possible targets to go into hiding, opinion of non-Believers. Contact with the
too, because of the chaos and confusion of the outside world is severely restricted. Long-
process. After the Revelationists finish distance phone calls, Internet access, and travel
consolidating their power, they are able to keep a are denied to all who do not adopt the CoR.
close watch on the activities of their new subjects. Over a period of months, people are forced to
choose between becoming Believers or being
Implementation branded Infidels. The latter are rounded up and
A few weeks after people start getting used to taken to slave camps. Eventually, only the
the situation, the CoR starts imposing new rules. Believers remain, and the transformation process
The new social classes are revealed (see p. 320), begins in earnest. The Taint spreads, and starts
and a person’s status is redefined by their to affect not only people, but all living beings.
dedication to Leviathan. Obvious unbelievers The reports from spies and partisans in the
find themselves dispossessed, deprived of rights, Territories vary wildly and occasionally
and in some cases imprisoned or killed. Nobody contradict each other, but they include sightings
knows which friend, neighbor, or relative will of mutated animals and plants, of fields that
sport the Mark of Leviathan next. Informing on seem to come alive, trees that grow eyes and
one’s neighbor becomes a way of life for many; faces. The land itself becomes Tainted. Gifted
settling old scores can be as easy as placing a call observers have noted ambient Taint replacing the
to the Soul Police. Opposition is handled even Essence in the place. Additional reports claim
more ruthlessly, by night raids or military that the people in those areas start to change
weapons. To survive, resistance movements have even further, and engage in grotesque practices,
to be subtle, careful, and ruthless. from orgies and ritual torture to cannibalism,
With every passing day, refusing to worship sometimes perpetrated on Infidels, and
Leviathan brings about more hardships. The sometimes inflicted on each other. One
media focuses on the positive aspects of the new eyewitness account, largely dismissed by
world order: the awesome glory of the armed mundane intelligence services, speaks of one
forces, the dignity of the priesthood, the power village in a remote mountain region where the
and wealth awarded to the faithful. A growing entire population fused into an obscene flesh
number of people starts attending church services entity, and that the resulting creature is, even
regularly, most of them for expediency’s sake. now, singing to the skies in a prayer to its Master.
Thus, the corruption spreads.
During this stage, the CoR tries to hide the
most obvious effects of Taint. The most
Life in the
hideously deformed Believers are ordered to
conceal themselves, and Shaitan are not paraded
Conquered Territories
on the streets except during times of unrest. The Life as the conquered is nothing new in
media never admits the existence of monstrosities Europe. Although Western Europe had not
walking the streets, and people who do not experienced it in several decades, Eastern Europe
directly witness such events are thus less likely to was subjugated until a mere twenty years before
believe in them. the war. South and Central America had lived
under numerous dictatorships for a long time,
and neither Asia nor the Middle East were
Metamorphosis strangers to oppression. Nothing could prepare
This is the final stage of the Church’s plans. It the peoples of the Conquered Territories for the
has only happened in isolated towns and villages, grip of the Church of Revelations, however.
deep in the heart of the Conquered Territories, In some ways, life goes on. People needed to
and only in the last couple of years. work and make money, or they do not eat. The
At this point, the Believers outnumber the CoR closed many “unproductive” businesses,
Gentiles. The pressure to belong increases like stores and tourist attractions. Demand for
radically; people who refuse to attend Church workers, however, remained high. New factories
services are harassed and even assaulted, with no (many of them pre-existing factories retooled for
intervention from the authorities except when new purposes) worked around the clock to
the fights turn against the Believers. The Tainted supply the needs of the growing army.
319
Chapter Nine
Society True Believers: Those on whom the Mark of
Leviathan appears automatically become True
The people of the Conquered Territories are Believers. These are the only full citizens of the
divided into four broad social classes, each with Conquered Territories, with the most rights and
its own set of documentation and rights. The privileges. The True Believers remain a small
differences relate to a person’s spiritual status. minority in most areas, only about one tenth of
Infidels: Those who persist in worshipping any the total population. This number grows most,
deity other than Leviathan are branded Infidels at the expense of the Gentiles.
and lose all their rights. In effect, they are little
better than slaves. Infidels must dress in bright
yellow jumpsuits and shoes made of cheap The Church
materials, for ease of identification. Being caught
wearing any other clothing is a capital offense. of Revelations
They are also fitted with a hard plastic bracelet
In the space of a few years, the CoR has grown
with an electronic identification marker.
from a clandestine organization to a huge
Removing or destroying the bracelet is also a
organized body, with a bureaucracy large enough
capital offense. These people automatically forfeit
to handle the needs of over a billion people. The
their property, which is confiscated by the Church.
CoR oversees the government and the spiritual
They become Wards of the Church, and are put to
needs of the Conquered Territories. Under the
work in factories, on roads or at other menial
Dark Apostle is a network of archbishops,
physical labor. Many are sent to “work camps”
bishops and cardinals who rule with an iron fist.
from which few ever return.
The CoR has many advantages over most
Nobody becomes an Infidel voluntarily. They
other organizations. Its members are mystically
are usually discovered by the authorities or
linked through the Mark of Leviathan, which
denounced by their neighbors. Anybody found
also makes it almost impossible to infiltrate.
in possession of a religious symbol of any kind
Every member is a proven Believer, and they all
can be tried by the Ecclesiastical Courts and, if
share in the dream of bringing Leviathan to
found guilty, named an Infidel. In Consolidation
Earth. Beyond their fanaticism, members enjoy
and Implementation areas, Infidels number less
huge privileges, including almost absolute power
than two percent of the population. This is
over the lives of Gentiles and Infidels, as well as
growing, however, as the laws are applied more
all the luxuries and comforts money can buy.
rigidly.
The CoR makes no pretense that the Church
Gentiles: The vast majority of the conquered shuns material gain. It has total control over the
peoples are branded as Gentiles, those who do not economies of the conquered territories, and
worship Leviathan—yet. Their freedom of travel distributes the plunder among its members.
and assembly is greatly restricted, and they are
Even so, the CoR is an institution, and like all
taxed heavily. Still, they can keep their property
institutions it sees its share of infighting,
and are nominally protected by the law. In
competition, and petty politics. Church leaders
practice, they are only one accusation away from
actually encourage some of it, provided that the
becoming Infidels, and they live in dreadful fear
back stabbing and intrigue do not interfere with
and uncertainty. In the majority of areas, Gentiles
the primary goals of the organization. This
make up nearly seventy percent of the population.
competitiveness also helps weed out anybody
Probationary Members: Gentiles who agree to who gets too complacent or lazy; the Church has
attend at least one weekly Mass of Leviathan, and no tolerance for lack of devotion, and members
who can document this attendance for at least a are always trying to find such faults in others. In
month become Probationer Members. This status practice, of course, rivalries hamper some
results in lower taxes and greater opportunities, operations—Church leaders get entangled in turf
such as being allowed to serve in the armed forces fights and forgetting their primary duties.
(military service pays higher than most civilian
jobs). These people start being influenced by
Leviathan. The process is slow for some, while Organization
others become corrupted after only a few sessions. The CoR’s organization is a perverse mockery of
Probationary Members comprise some twenty the Catholic Church. The Conquered Territories
320 percent of the population. This number steadily are divided into dioceses and archdioceses, ruled
grows as the conquest process proceeds. by bishops and archbishops. The similarities aided
Adversary
consolidation of the initial conquests, and
appealed to the Dark Apostle’s whim.
The Faithful: They are the equivalent of novices,
Believers who wish to serve in a spiritual capacity.
The Priesthood: Priests and nuns are the “foot
soldiers” of the Church. They are in charge of
local parishes, and act both as spiritual advisors
and municipal administrators. A number of
priests are Adepts. Adepts are rarely assigned to
administrative posts, but work as AoR Chaplains
or Church troubleshooters. Other priests serve in
the Ecclesiastical Courts, or work as executive
assistants to higher-ranked Church members.
Knights: Knights are Adepts who act as agents
and assistants to the local Bishops and
Archbishops.
Holy Orders: The Orders are special societies
within the Church, each of which serves a special
purpose. Each Order has a Grand Master (leader
or commander), a number of Masters (sub-
commanders, in charge of an area or unit), and
the Brethren or Sisterhood (the rank-and-file).
Bishops: Bishops are in charge of a city or a
district. They combine the position of spiritual
leader with the office of city mayor. The Soul
Police Commander answers to the Bishop. All
Bishops are at least Adepts of the Second Circle.
Archbishops: The nominal rulers of an entire
country. They oversee the activities of the
Bishops and their political power is equivalent to
that of a premier or president. Archbishops are
at least Adepts of the Third Circle.
Cardinals: These Church agents have the same
rank as Bishops, but do not have administrative
duties. Instead, they are agents and inspectors,
ensuring the smooth functioning of the Church.
Some are also sent on important missions outside
the Conquered Territories. Cardinals are either
powerful Adepts, supernatural beings like
corrupted Seraphim, or Sheol Undead.
The Dark Apostle: Johann Goering remains
the head of the CoR, as well as the Supreme
Commander of the AoR. Everyone ultimately
answers to him.

The Ecclesiastical Courts


The legal system of the Conquered Territories
is controlled by the Church, and run through the
Ecclesiastical Courts. Secular lawyers can no
longer find work in the Territories; millions of
attorneys in Europe, Asia, and South America
have had to seek other ways to make a living. A
running joke in the U.S. goes that some good 321
Chapter Nine
with come of losing the war—the Church will higher than normal—their former brethren often
kill all the lawyers. The Ecclesiastical Courts’ make all-out efforts to destroy the traitors.
justice is swift, biased and cannot be appealed. The Undying Knights of Leviathan: This
Common crimes are punished swiftly. Order is composed exclusively of Sheol, undead
beings whose bodies and souls have been utterly
Major Orders of the Church corrupted by Leviathan (see p. 332). Several
famous Nazi soldiers and agents of World War II
The orders exist outside the regular Church have been revived and turned into undead
hierarchy. They are the equivalent of monastic or monsters. The chief agent of the Undying
knightly societies, each with its own ranks and Knights is the re-animated corpse of Otto
internal organization. Instead of a geographical Skorzeny, the premier SS troubleshooter of the
area of responsibility, the Orders are widespread, Nazi regime. They operate in small teams or as
with chapter houses everywhere in the Conquered single agents, and answer only to the Grand
Territories, and sometimes beyond them. Master of the Order, who in turn answers only to
The Brotherhood of Purity of Purpose: the Dark Apostle. Many are sent to the Free
Commonly known as the Brotherhood, the Monks World to work behind the scenes and oversee
of Leviathan, or simply the “dark monks,” this espionage, sabotage, and terrorism missions.
Order serves as the ecclesiastical arm of the Soul The rest are dedicated to counter-insurgency in
Police. Its members oversee the process of the Conquered Territories. These members
conversion and the elimination of Infidels. All are conduct their own operations, independent from
Adepts of diverse power, and their Masters are at both the AoR and the Soul Police. This has
least Adepts of the Fourth Circle. They are master caused members of both organizations to acquire
torturers and interrogators. a dislike for the “zombie knights,” and even
The Helping Hands of Leviathan: Also known stirred some destructive infighting.
as the Hands (and by their enemies, as the
Tentacles), this order comprises most of the
Army Chaplains who serve in the AoR. The The Soul Police
Hands provide medical and arcane support. The security army of the Cult of Leviathan is
About one third of them are Adepts, usually of the Soul Police. They hunt down dissidents and
relatively low levels. Another third are Gifted Infidels, and in general oversee the submission of
Believers, dominated by Seers and Magicians. the conquered peoples. Numbering over one
The rest are human doctors and nurses, all million agents worldwide, the Soul Police has
Believers, all inducted to the priesthood as well several armored divisions of their own, which
as trained in medicine. The Helping Hands work they use independently of the AoR. Its agents are
under local military command, and have superbly trained and equipped, and most of them
relatively little influence. Its members receive are Believers or, at best, Probationers well on
universal respect from the AoR, and are even their way to conversion.
liked for their healing services. The vehicles of
the Helping Hands are white, with a red Circle of
Leviathan painted on the sides. The white paint Organization
and the red symbol rarely stop freedom fighters The Soul Police is organized along paramilitary
from firing on their vehicles, however. In and police lines. The basic ranks include trooper,
fairness, the Red Cross or Crescent is not sergeant, lieutenant, captain, and colonel.
respected by the AoR, either. Colonels control a district. Over the Colonel
The Mendicant Knights of Leviathan: This stands a Director, who is in charge of an entire
order is made up of supernatural beings who diocese, and answers only to the local Archbishop.
have accepted Leviathan as their master. From The Soul Police is divided into three branches.
Vampyres to renegade Seraphim, they find a Each branch has its own specific duties and
home in this order. The superiors of the order missions. In a district, a captain or a lieutenant
are mostly Sheol or Adepts, with a few powerful oversees each branch.
and loyal supernaturals thrown in. The The Criminal Branch is in charge of investigating
Mendicants are often sent out to support Soul secular violations of the law. They perform all the
Police and AoR operations dealing with tasks of a normal police department. Ironically
322 supernatural enemies. The order is relatively enough, this is the least prestigious branch of the
small, however, and their casualties are always service, largely staffed by former police officers of the
Adversary
Conquered Territories. As a result, it has the largest
proportion of non-Believers in its ranks. Any
investigation launched by the Criminal Branch can
be taken over by any of the other branches whenever
any information it uncovers appears to involve
“important” affairs. Important affairs include
anything pertaining directly to the conversion and
pacification of the conquered peoples, the
suppression of rebellious elements, or the presence of
supernatural beings.
Many of the members of the Criminal Branch
are people trying to do their jobs in an impossible
situation. Crimes continue to be committed, but
when the perpetrator is a Believer and the victim
is a Gentile or Infidel, no charges are filed unless
the victim has a powerful Believer intervene on
his behalf. The department has minimal
resources for investigating most crimes, unless
the victim is a Believer with enough connections
to get justice done. Most other investigations are
handled in a direct and often brutal fashion.
Likely suspects are hauled in and interrogated,
and sent to prison after a perfunctory trial.
Many crimes go unreported because people have
no faith in the police.
The Ecclesiastic Branch is staffed only by
Believers. It is in charge of assisting the
Brotherhood of Purity of Purpose (see p. 322) in
converting the Gentiles and rooting out the
Infidels. Its mission has a lot more to do with
security than with religion, however, as the
Branch is also dedicated to discovering any
partisan or guerrilla movements in the Conquered
Territories. This department is usually the largest
in most districts, and the most prestigious.
Interrogation of suspected heretics or terrorists
almost always involves torture, drugs, or
supernatural means. A significant percentage of
the Believer members are Gifted and have a
number of paranormal powers, including Magic
and the Second Sight; many more are Adepts,
with the unique abilities granted by the Mark of
Leviathan (see p. 327).
The Special Branch is the equivalent of the
SWAT units, except much larger. It has its own
helicopters, armored vehicles, and even several
armored divisions (although largely equipped
with captured French tanks in the European
Territories, and similar lower-quality vehicles in
other parts of the world). Its soldiers wear dark
body armor and heavy military weapons. Their
job is counterinsurgency and general terror.
They are called whenever the enemy uses enough 323
weapons or raw power to be a real threat.
Chapter Nine
The Army of Revelations
The militant arm of the Church of Revelations
is the AoR. With over six million soldiers (and
growing at a terrifying rate despite tremendous
combat casualties), it is the largest army in the
world, and the most powerful. That the AoR is
committed to no less than five theaters of
operations has saved the U.S. from being
overrun, but every day, more troops and materiel
are shipped from Europe and North Africa to the
Americas, despite heavy losses inflicted by U.S.
submarines and aircraft. Every year, the AoR
grows stronger, as it digests the resources and
population of the Conquered Territories, and
recruits more converts into its ranks.
The AoR is unique in several respects, even
aside from its supernatural elements. First of all,
it is a truly multinational force, with soldiers
from dozens of countries fighting together. It has
a unified command, with a minimum of inter-
service rivalries to get in the way of conquest.
And it is highly motivated, staffed largely by
fanatics with military training.

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.

Adepts of the Fourth Circle


Adepts of the Sixth Circle
The Fourth Circle indicates a major turning
Only a few Sixth Circle Adepts exist. Their
330 point in the Adept’s life. Their bodies undergo a
powers are extreme, and they are Archbishops,
significant transformation, which may have
Cardinals, or Order Masters and Grand Masters.
Adversary
Taint Signs: 50% of all Adepts are no longer
even vaguely human. The rest all have major The Dark Apostle
deformities. Johann Goering, the Dark Apostle, is an
Bonuses: Triple both the character’s Life and enigmatic figure. On telecasts, he looks like a
Taint points once again (taking into account all normal human being, and a charismatic one at
bonuses), +1 to Taint Channeling level. that. He shows no visible signs of supernatural
powers or other qualities. But a video tape of the
Higher Adepts riots of 2009 shows Goering as he walked
Some Church Leaders are thought to belong to towards police barricades. Despite being shot
the Seventh or higher Circles. Through their link dozens, if not hundreds of times, he impassively
to Leviathan, these True Believers can perform reached the police officers and tore them apart
awesome supernatural feats. They command the with his bare hands. The Seraphim and the Old
elements, bend the rules of chance and fate, and Gods have tried to destroy him, and have failed.
raise the dead as mindless zombies. They summon So have multiple teams of assassins, freedom
monstrous beings known as the Shaitan. The fighters, and even high-level Adepts who tried to
greatest are a match for the most powerful Gifted take over the Church. None of these would-be
humans and supernatural beings. Add the high- killers survived.
tech armies and devices they command to the Except when making public appearances, the
equation, and they are daunting foes. location and movements of the Dark Apostle are
In the Far East, the Believers answer to the not commonly known. Sometimes, he appears
Lady of Jade, a child-like, inhuman creature. In with no warning near the front lines of Asia, the
the Middle East, the Church is governed by the Middle East, and America. Sometimes, he is
Dark Imam, a living mockery of the merciful accompanied by a small bodyguard of Adepts and
precepts of Islam. In Central America, El Shaitan; more often, he is completely alone. How
General dictates life and death for millions. The he can travel from place to place undetected and
Dark Imam, the Lady of Jade, and El General are quickly remains a mystery. Those surprise visits
all believed to be Eighth or Ninth Circle Adepts, have terrified and awed the soldiers of the AoR
although they look mostly human. What powers and augmented the legend around the man.
these beings wield, and how they are able to hide Occultists are not sure of exactly what or who
their Taint, remains a mystery. Some claim those Goering is. An orphan, raised first by a normal
leaders have fought off assassination attempts family and then by the Cult of Leviathan, he is
from Greater Seraphim. clearly more than human.

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

AoR Soldier Soul Police Agent


This is a common line soldier, who can also These are uniformed agents. Plainclothes
be used as a Soul Police SWAT trooper. About detectives add one to their Questioning Skill.
30% of all soldiers are Believers. The rest are About 60% of all agents are Believers.
normal humans, but highly motivated and
Str 3 Dex 3 Con 3 Int 2 Per 3 Will 3
loyal soldiers.
Life Points: 34
Str 3 Dex 3 Con 2 Int 2 Per 2 Will 2 Endurance Points: 32
Life Points: 30 Speed: 12
Endurance Points: 26 Essence Points: 17
Speed: 10 Qualities/Drawbacks: Cruel, Situational
Essence Points: 14 Awareness, Zealot
Qualities/Drawbacks: Zealot Skills: Dodge 3, Guns (Handgun) 4, Guns
Skills: Brawling 2, Dodge 2, Guns (Assault (SMG) 3, Hand Weapon (Knife) 3,
Rifle) 3, Hand Weapon (Bayonet) 1, Hand Intimidation 2, Martial Arts 3, Questioning 4
Weapon (Knife) 2 Special Powers: Non-Believers have none.
Special Powers: Non-Believers have none. Believers have Mark of Leviathan abilities.
Believers have Mark of Leviathan abilities. Equipment: P-61 machine-pistol, Class II
Equipment: G-22 Assault Rifle with Grenade Kevlar Vest (sewn into uniform), badge,
Launcher, L-11 Combat Armor, Knife- handcuffs, two stun grenades, dagger, radio.
bayonet, HUD Helmet Laser Sight, three hand
334 grenades.
Adversary
Shaitan Powers
For all their wide variety of forms and shapes,
the Shaitan have a number of common abilities.
Attributes: Shaitan Attributes range from four
to 10 for the Lesser forms, and from six to 18 for
the Greater ones.
Hideous Appearance: The monstrous shapes
of the Shaitan require a Fear Test at a -2 penalty
for unprepared or inexperienced soldiers. After
a few encounters with the Freaks, as they are
commonly called, most learn to deal with them.
Flight: About one fourth of all Shaitan
summoned have wings or other means of flight.
They tend to be slow, cumbersome fliers,
averaging less than 40 mph (60 kph) in speed,
although a few can exceed 100 mph (150 kph).
Natural Weaponry: Many Shaitan have sharp
teeth, claws, and horns that do slashing damage. Typical Lesser Shaitan
Resistant to Damage: The alien nature of the
Shaitan makes their flesh less easy to damage. Str 7 Dex 4 Con 5 Int 1 Per 2 Will 4
Special damage bonuses, like those from slashing Life Points: 140
weapons or hollow-point bullets, do not apply Endurance Points: n/a
against the Shaitan. Also, the Shaitan have rarely Speed: 18 (36 flying)
less than 60 Life Points, and many have 100 Life Taint: 60
Points or more. To figure Life Points, add their Armor Value: 10
Strength and Constitution, multiply the result by
10, and add either 20 (for Lesser Shaitan) or 50 Skills: All attacks treated as skill level 3
(for Greater Shaitan). If the creatures are Special Powers: All Shaitan Powers
reduced to -30 Life Points, they collapse and Damage: Claws: D6 x 7(21) slashing damage;
rapidly dissolve into a noxious substance. Teeth: D4 x 6 (12) slashing damage
Skin Armor: Most Shaitan are armored by
either hard skin or scales, or layers of blubbery
flesh. Typical AVs range from 5 to 40. The Typical Greater Shaitan
Greater Shaitan have an Armor Value of at least Str 15 Dex 5 Con 9 Int 2 Per 2 Will 6
20, and the largest ones have an armor of 60 to
100. This armor is immune to armor-piercing Life Points: 400
attacks, and protects against both physical and Endurance Points: n/a
Essence-based attacks. Speed: 28 (36 flying)
Taint: The Shaitan are beings of Taint, and Taint: 120
have a Taint Pool, usually equal to two-thirds Armor Value: 50
(rounded up) of their Life Points. If their Taint Skills: All attacks treated as skill level five.
Pool is reduced to -20 points through Essence- The creature can attack four times per Turn,
based attacks, they cease to exist. reaching targets up to 20 yards (meters) away.
Other Powers: Some Greater Shaitan have
Special Powers: All Shaitan Powers.
powers that affect an area. They include
emotion-altering abilities (treat as Fear Tests, Song of Taint: Mundanes have to pass a
with a -1 to -6 penalty, affecting an area of 10 to Simple Willpower Test or be paralyzed with
100 yards/meters), direct Taint attacks (inflicting terror for six minus Willpower Turns
D4 x 4(8) to D4 x 10(20) points to a similar large (minimum 1 Turn). The song affects a radius
area; this Taint damage cannot be absorbed by of 200 yards (meters), and can be used once
mundane armors), and even Adept Powers (these every minute.
Greater Shaitan are actually not physically larger, Damage: Tentacles: D8 x 15(60); Teeth: D6 x
and have the physical Attributes of Lesser 15(45), slashing damage
335
Shaitan, but normal human mental Attributes).
336
CHAPTER TEN:
CHRONICLES
337
Chapter Ten
They struck in the night, like thieves. That “Police! Freeze!” Guy said—screeched,
riled Guy Lowell, a two-year graduate from the rather. His voice seemed to have gotten seven
Police Academy, who still believed cops should years younger all of a sudden. Still, he was
order perpetrators out of their houses with squeezing the trigger as he said it. As it turned
loudspeakers, not launch surprise attacks like a out, that had been the right reaction. The first
bunch of ninjas crawling in to steal the three men out the door were shooting and
silverware. On the other hand, one of the other running. They had Uzis or MAC-10s or some
officers detailed to SWAT duty had mentioned sort of submachine guns. Guy’s first three shots
that this drug ring might have some Churchies went wide. While he corrected, Hiram cut all
among them. three men down with a long burst of his M-16.
Churchies made Guy nervous, although there Then the monster came out.
was no way he’d believe the weird-ass tales It was no Halloween costume. The thing was
people told about them. Parading a bunch of all tentacles and slime, and it sang . . . God it
guys in Halloween costumes in front of the sang. Guy’s blood ran cold, the gun slipped
Eurowimps the Churchies had conquered was through his deadened fingers, and a moan of
easy to do, and the War Department had issued helpless terror escaped.
a statement saying there was no proof that those Marcus leaped forward, dropping his gun.
monsters were in the field. Guy, who had Guy watched in total disbelief, while his fellow
celebrated his twenty-first year a few months officer grappled with the monster. Marcus
ago, felt nothing short of invincible, with his pulled, and two of the tentacles came off, a jet of
hardened Kevlar armor, full riot helmet with ichor streaming out of the wound. Then Hiram
low-light capability, and, best of all, a brand- stood up, and changed into a half-naked, golden
spanking-new HAR-18, a rifle-grenade launcher man, a metal statue that had no business moving
combo that could drop an elephant. or existing. A blast of pure light exploded from
Guy was young enough not to wonder why the his hands, and the monster collapsed into a
higher-ups issued elephant guns to their officers. burning, trashing heap, shrinking into nothing
The lieutenant gave the order. Guy and the after a few seconds.
officers with him—two tall and quiet mugs who Hiram leaned over Guy, and changed back to
went by the names August Hiram and Desmond normal. “Whuh, whuh . . . ?” Guy
Marcus—positioned themselves so they covered stammered, his eyes glazing over.
the back entrance of the building. The larger “It’s all over, Guy. We shot the three perps.
team would have the unenviable job of knocking You did okay, kid.”
the reinforced door of the building down and “I did?” Guy felt there was something else,
going in. The SWAT team had not been officially something important. It was on the tip of his
told to shoot first and ask questions later, but it tongue, but he couldn’t remember. He saw the
was clear there would be minimal hassles if that three men on the ground, and the flaming puddle
happened. The building was in a Safety Zone, a nearby. A patch of grease, ignited by a stray
lawless land where the people with the biggest round, probably, but something about it made
guns made the rules. him feel uneasy, so he stopped looking at it.
Guy waited. Then he heard it, the pounding of “Jeez,” he said. “So we shot them all?”
the battering ram against the door, the shouts of Marcus nodded. He was favoring a leg. “You
“Police!” hit?” Guy asked. He vaguely remembered being
The shouting was followed by gunshots, a worried about Marcus for a moment. Marcus
long, unending chatter of automatic fire. smiled with an embarrassed expression. “I
“Jesus, they’ve got a machine gun in there,” tripped and sprained a leg. Should be fine.”
whispered Guy. Neither Hiram nor Marcus said “Well, it’s all over, then,” Guy said. “This is
anything. Their eyes were on the back door. good. My first shoot-out, you know. I wonder
The shooting continued. Guy could hear if this is what war feels like? No, probably
screaming mixed with the gunfire. With a cold worse, isn’t it?” He wandered off, still babbling
shudder, he recognized Johnny Wang’s voice. to himself.
Johnny had been a year ahead of Guy in the “Will he be okay?” Marcus asked Hiram.
Academy. Now he was screaming in what had to “Yes. He wanted to forget it all, anyway. That
338 be unendurable agony. was a nasty one. You did good, Marcus.”
The back door slammed open. “Thanks, Dad.”
Chronicles
Stories quickly and bear anxious looks, the disturbing
graffiti about the end of the world, the bloated
After pages of background, history, character corpse of a dog at the mouth of an alley adding
creation, rules, equipment, powers, and enemies, to a general stench of decay. Make the characters
it is time to start running a game. So what’s next feel isolated even in a crowded setting, worried
for the Armageddon Chronicler? that they will find no help beyond their
Gather a Cast of characters, and prepare a resources. At that point, the monsters and
Story, of course. phantasms throw in their path will seem all the
The Chronicler’s job is to prepare the initial more terrifying.
setting, create the Supporting Cast and The Armageddon game is set in the near
Adversaries, and devise the initial plot that future, close enough to the present day that many
brings the characters together. The Chronicler’s things are the same. Use a place the players are
choices at this point may make the difference familiar with—the group’s home town, for
between a fun game and a boring evening. example—and give it some supernatural touches
Unlike a typical board game, roleplaying (if possible relying on local legends and lore).
sessions do not all start (or end) in the same way. There could be a nest of Believers operating in
Like any fictional tale, a game will be different the town, or some other supernatural being. If a
based on what themes, plot lines, and characters larger setting is preferred, pick a nearby city.
are used. The Chronicler decides what the initial What role do the diverse conspiracies of the
elements of the story are. This includes the game play in that city? Is any one group in
setting—a small Maine town, the slums of control of it?
Chicago, or a cross country trek running from The actual geographical location has a lot of
coast to coast, or whatever; the Supporting Cast— influence on the theme and mood of a Story.
a group of locals both colorful and mundane; and Running a game in conquered Europe, for
the initial themes and conflict—is the small town example, has very different available choices
haunted by an unspeakable entity, or the slums the than one run in North America. Described
battlefield between two rival Covenants? below are some possible major settings.

Setting The Free World


The lands not ruled by the Church of
When creating a setting for a Story, the
Revelations are collectively known as the Free
Chronicler needs to gather or create information.
World. They include most of North America,
The setting is where most of the Story takes
and parts of the Middle East, North Africa,
place. It can be as small as a single wood cabin
Australia, and Asia. In Europe, only Great
in the middle of a haunted forest, or as large as a
Britain, Norway, Sweden, and Finland have no
teeming city with a cast of millions. Little bits of
invaders in their territory. The Free World is not
information add local color; people, landmarks,
unscathed, however: all member nations have
and mood help make the setting come alive for
suffered a great deal, and face worse things in the
the players. Mapping out every corner of a
very near future.
setting may be helpful, but it is not really
The survivors of the initial onslaught owe their
necessary. Rather, the Chronicler should think of
freedom to many different factors. Guns, tanks,
interesting details. For example, all towns have
and soldiers have played a role, of course, as has
their own little landmarks, be they statues to
the determination of the population to resist. In
Civil War heroes or old buildings with a long
the case of Britain and Australia, the seas have
history. Mention and describe them, and
acted as a barrier against the invaders.
perhaps make them part of the Story—perhaps
Supernatural forces have also helped; the Old
the statue has a hidden compartment at its base
Gods, the Seraphim, and other entities have
containing important documents, or the old
thwarted the Believers on a number of fronts.
building has been used for a number of strange
While life in the Free World is certainly better
and disturbing rituals.
than under the yoke of the Church of
If the theme of the game is fear, for example,
Revelations, it is far from pleasant. Prices are
descriptions of the setting should focus on the
high. In some places, starvation is barely kept at
ominous—the closed-down shops and boarded- 339
bay, and bombing raids, terrorist actions, and
up buildings, the scared people who move
supernatural attacks are a constant burden for
Chapter Ten
those who live there. People are afraid, often such a group, or outside agents sent on raids or
lashing out against any suspect group or espionage missions. In this setting, the
organization. Some countries risk becoming as Adversary has the edge in numbers, firepower,
tyrannical as Believer-controlled lands. and supernatural ability. No matter how
The main themes of the Free World are hope, powerful the Cast Members are, they cannot
fear, and conflict. These nations are the last hope operate openly and hope to survive for long.
for the whole world, but their survival is in Subtlety and cunning are the key to survival.
doubt. They offer a sanctuary to those involved
in the war, a place where they can rest, however The Front Lines
briefly, before returning to the front lines. Still,
internal enemies exist—supernatural infiltration, These are the contested battlefields of the
religious fanatics, and political strife are constant world, where armies clash and ground is
dangers. Investigation, subtle dangers, and purchased with blood. Mexico, China, India,
horrifying discoveries are the order of the day. Eurasia, and the Middle East are the major
fronts, where every day troops fight and die. In
Games set in the Free World can focus on a
most cases, the fronts are relatively stable—two
number of things. Hunting any Fifth Columnists
opposing lines, launching offensives and pushing
(Believer undercover agents and sympathizers) is
each other back and forth. In others, parts of the
a major undertaking, one pursued both by the
Free World fall to a new offensive from the
local authorities and by members of secret
Believers, or (as in the case of Mexico) conquered
societies. They can also involve the plans and
areas are liberated by force.
machinations of said secret societies; the Free
World is the only place where they can afford the The front lines are largely the province of the
luxury of preparing their next move, or engaging military. Troops are mobilized, transported to
in petty infighting. Furthermore, there are the lines, and thrown into combat. Most soldiers
dangers besides those of the war. With do not fight at the front, but serve in the support
supernatural beings emerging, many entities, branches. Even there, safety is far from
some of them quite evil, have found refuge in the guaranteed, especially when the enemy can use
Free World. While those beings are not aligned supernatural powers and creatures to strike
with Leviathan, they can do a lot of mischief on deeper than mere artillery and aircraft can. The
their own, and must be stopped. real danger is at the sharp end, however. Men
and women die on the open ground between
trenches, or in rolling tanks and infantry fighting
The Conquered Territories vehicles, or in high-performance aircraft up in
From the Atlantic to Eurasia, Western and the skies.
Central Europe, South America, Turkey and Games set on the front lines tend to
much of Asia are in the grip of the Church of concentrate on two aspects: the military and the
Revelations. The Conquered Territories are paramilitary. Military games deal directly with
stark reminders of the fate of the rest of the the war, with the Cast Members, typically
world if the enemy wins. The war has decimated operating in uniform, openly battling the enemy.
the population of several countries, and many The scenarios consist of tactical mayhem and
cities were wrecked in the fighting. The epic slugfests, or involve more dramatic and
survivors live in constant fear—of the merciless thoughtful situations. Paramilitary games
conquerors, of their changing neighbors and involve groups not under military control but
relatives, of the temptation to give in and still fighting in the war. These groups range from
surrender to Leviathan. Most people have partisans or irregulars behind the front lines,
trouble coping with the situation even after years conducting guerrilla warfare operations, to
under the yoke of the Believers. For the most teams of supernatural beings such as Seraphim,
part, they try to survive and get along, despite the beholden to no human agency, attacking the
growing signs that soon they will not be allowed Adversary on their own terms. The horrors of
the luxury of being neutral. Resistance war, and the particular horrors of this war, are
movements fight on; the risks are great, but the the main elements of games in this setting.
stakes are worth the risks.
Games set in the Conquered Territories focus
340 on resistance movements fighting the Church of
Revelations. The characters can be members of
Chronicles
Supporting Cast characters might play a role in defeating the
Dark Apostle and saving the world). The
and Adversaries elements of the plot can be as personal as
confronting a character’s childhood fears come
Most games require a Supporting Cast, the to life or as cosmic as preventing the unraveling
Chronicler-controlled characters who interact of Reality.
with the Cast Members in the course of the
game. They range from suspicious store clerks
and librarians to other Association members. Themes
Try to make each character distinctive in some Although all kinds of Stories are possible in the
way. They do not all need to speak with exotic Armageddon setting, the following themes and
accents, but they should have some ideas play a major role in most settings.
distinguishing quality. Speech patterns and
habits are a good start—the street-bred magician
should probably use a lot of profanity, while the
War
bookish occultist may rely on obscure and The world is in the middle of a global war.
pedantic words. Describing their habits and Even America is not safe from the fighting. The
behavior will make the players remember who a characters can be part of an elite military unit,
character is. like the Special Operations Task Force (see p.
Adversaries are the characters who provide the 32), sent behind enemy units to observe or
conflict in the story. There may be several sabotage them. Or they can be grunts on the
Adversaries in a game, from the fellow front lines, fighting a deadly enemy. The Stories
Association member who is trying to outshine or that can be told in a war setting include tales of
discredit the Cast Members to the flesh-eating survival and heroism, of the horrors of war and
abomination living in the sewers. Sometimes, the the people who try to do what is right in the
Cast does not meet the Adversary until the end of middle of carnage. It can be dark and depressing
the story. In others, the Adversary turns out to like Platoon or dark but hopeful like many
be a character the group had come to trust. World War Two films.
Adversaries should be resourceful and
dangerous. In some cases, the Cast may not be The Hidden War
able to truly defeat or destroy them, and they While armies clash in the fields, a shadow
may come back in later Stories. conflict is being waged in cities behind the battle
The agents of the Church of Revelations make lines. Spies, guerrillas, terrorists, and saboteurs
for great Adversaries. An Adept (see p. 328) use means magical and mundane to disrupt their
operating incognito in the U.S. can be a enemies’ plan. Secret organizations like the
challenging enemy. Although he does not have Watchers and the Alliance fight against the agents
the full resources of the Church behind him, he of the Church of Revelations. This often involves
has a great deal of supernatural power, and may more intrigue and investigation than straight
be backed up by several fanatical followers, combat. The enemy’s goals must be discovered,
monstrous Shaitan, or other creatures. then hindered in some way (which may involve
simple attacks or executions), or friendly plans
Story Plot and Mood must be kept hidden from the enemy.
In the U.S., the Believers are at a disadvantage,
What is going to happen in the Story? To some which they offset by hiding in the largest cities
degree, nobody knows—that is part of what (often conducting their business in the so-called
makes roleplaying fun. Still, the Chronicler Safety Zones that are little more than giant
knows some of the important events and prison camps), or in the countryside, among
developments. He sets up the basic plot small bands of nomadic sympathizers. In the
elements, and helps shape the mood of the Story. Conquered Territories, the Believers have the
Plots in Armageddon tend to revolve around police and security agencies of the land at their
discovery (about oneself and the world at large), disposal. Characters operating there must be
conflict (between the Church of Revelations and careful and devious to avoid capture.
the rest of the world), horror (the world is being 341
conquered by monstrous entities), and hope (the
Chapter Ten
Ancient Conflicts Bringing the
Not all the diverse groups who should be Cast Members into the Story
aligned against the Dark Apostle have joined the
The best and most dramatic Story is useless if
struggle. Some have old scores to settle first.
the Cast Members are not interested in becoming
These Stories involve enemies other than the
involved. As the setting and the Supporting Cast
Church of Revelations. They could pit angels
are created, think about ways to involve the Cast
against demons or Pagan Gods. Some Immortals
in the Story. Sometimes, it is better to let the
may bear a centuries-old grudge against a
players create their characters first, and then
Nephilim character, and they may care more
weave the Story around them. Alternatively, the
about getting revenge than anything else.
Chronicler should tell the players a little about
In these Stories, there can be two possible
the Story, its themes, and its setting, allowing
resolutions. One involves playing out the
them to create characters that fit into the plot.
conflict until a clear winner emerges. The other
is to somehow convince both sides that to fight
each other is insane in the face of a greater
common enemy. And if the Church of
Story Ideas
Revelations is aware of these conflicts, its agents While not full adventures, the following ideas
will do their best to fan the flames. should give new and experienced Chroniclers a
start on creating Stories.

The Other Signs The Dead Prophets


The war is but one of the many changes that
are affecting the world. Supernatural predators Three young people have been savagely
unaligned to either side remain a threat. In some murdered in different parts of the U.S. The
places, reality seems to break down for no victims shared one thing in common: they were
reason, and alien entities, perhaps nearly as powerful Seers. Occult research reveals a legend
dangerous as Leviathan itself, are trying to break of a Prophet whose visions will help defeat a
into the world for their own dark purposes. “Great Beast.” The description of the Prophet
Some Stories might involve a danger that the seems to match all three victims. It seems that
Cast Members believe is part of the Church of agents of Leviathan are trying to eliminate the
Revelations’ plans, but which involves a third Prophet by killing every likely candidate.
force that must be stopped. The Plot: The character’s Association
discovers the legend of the Prophet, and sends
the characters looking for him (or her). Or

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

Primary Attributes Secondary Attributes

STRENGTH INTELLIGENCE LIFE POINTS


ENDURANCE POINTS
DEXTERITY PERCEPTION
SPEED
CONSTITUTION WILLPOWER ESSENCE POOL

Qualities Point Drawb ack s Point

Sk ill / Pow e r Level Power/Vulnerability Level

© 2003 Eden Studios, Inc. Permission granted to photocopy.


Weapons/Hand to Hand
Type Range Damage Cap EV
Sex

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

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