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Fall of a Sparrow – Unknown Armies

Fall of a Sparrow

A Scenario for Unknown Armies


By Gareth Hanrahan
For Warpcon X

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Fall of a Sparrow – Unknown Armies

Fall of a Sparrow
“We’ll see how brave you are we’ll see how fast you’ll be running
we’ll see how brave you are Yes Anastasia” – Tori Amos
Introduction:
Welcome to Unknown Armies.
This little scenario’s gonna be a little different. Basically, it’s divided into three parts.
Firstly, there’s a pair of little vignettes, in each of these three of the players hold short
conversations. Then you’ve got a fairly traditional occult investigation game for a while.
Then you kill off all but one of the characters, and it turns into a chase and probable shoot-
out. To get all this into a con scenario means you’re going to have to go at a fairly quick pace.
Combat scenes should be blazingly fast, run around the table and snap questions at players.
The scenario takes place over a single day anyway, so the players can’t get too far off the
plot. The character swapping and general confusion is designed to give an impression of the
depth and complexity of the Occult Underground in Unknown Armies. Oh – don’t bother
explaining what Unknown Armies is about. They’ll pick it up, and you don’t have time
anyway.
It is the 31st of December 1999. The end of the millennium. The world is about to end.
The characters are all members of an apocalyptic cult, the Temple of the Celestial Clergy.
They gather in the chapel, and wait for the ending, secure in the knowledge that while the rest
of humanity parties like there’s no tomorrow, they will face the apocalypse with clear minds
and pure souls. They wait…and they wait…and they wait.
But the apocalypse never comes.
January 1st, 2000. A group of people who believed everything was going to end now
face a world of new and unbounded possibility. The world hasn’t ended; it’s just another day.
All they need do is find something to live for…or their own guilt will kill them.
Backstory: Vernon Blackwood believed the world was going to end. He was a charismatic if
rather clueless occultist. He knew enough about the Invisible Clergy the way the universe
works, and knew that the world will end when the First and Last Man ascends. He founded
the Temple of the Celestial Clergy in 1997 in the hope of ascending as the First and Last
Man. The energies of the Temple devotees were supposed to provide the psychic boost he
believed he would need. The Temple is located in Providence, Ohio.
In 1998, he had an affair with one of the devotees. His wife Maise found out, and left
him. She’s a slightly better sorceress than Vernon, and has brewed up a curse to scuttle his
ascension (he’s not going to ascend anyway, but she doesn’t know that.). Normally, this curse
wouldn’t do anything much…but this isn’t a normal night.
It’s New Year’s Eve, 1999. While this date has bugger-all mystical significance, a
large portion of humanity is getting drunk or religion. Maise Blackwood’s curse is striking
the Temple of the Celestial Clergy with the force of the greatest hangover in history behind it.
Characters Good Morning 2000
Police Station Vignette  Kathy Marshal, Flotsam of the
 Officer Jesus Rodriguez, Good Cop Millennium
 Officer Steve Brokaw, Bad Cop  Brian Hezingger, Computer
 Merl, Old Nutter Programmer gone wrong
Radio Vignette
 Dirk Allen, Soused Sage, (prewritten  John Ode, American Everyman
script)  Jane Ode, his Wife
 Frank, New Inquisition enforcer  Camilla, Occultist Hooker
 Taliah, New Inquisition sorceress  Derek Smith, Psycho

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Fall of a Sparrow – Unknown Armies

Missing players? If you’re short players, drop characters in order of John Ode, Brian,
Camilla.

Events in the Scenario:


 Frank and Taliah, while driving to Providence, listen to Dirk Allen on the radio
(vignette 1).
 Merl is picked up by the two cops for trying to start a fire. The cops question him at the
police station (vignette 2).
 It’s five in the morning of January 1st, 2000. There’s been no apocalypse. The Good
Morning 2000 characters meet up in the cafeteria of the Temple.
 Weird stuff happens in the Temple.
 Vernon Blackwood is killed by the demon.
 The characters get to run around & investigate for a few minutes.
 Everyone except one PC is killed by the demon.
 We skip forward a few hours. Hand out the other characters to the players (Merl, the
two cops, and the two New Inquisition people).
 More investigating. If the players did badly in the early section, they’ll be fairly stuck
here, and won’t be able to save the survivor at the end.
 The characters have a run in with Maise Blackwood. They get the final piece of the
puzzle of the demon.
 The demon attacks again. The New Inquisition agents have been sent to bind or kill the
demon, but their talisman won’t save the survivor. If the characters have worked out that
the demon is basically the death wish given form, then they can survive if they find
something to life for. Otherwise, the survivor and possibly several other PCs die.

1. Running the vignettes: These little scenes have two purposes. Firstly, they’re supposed to
set the scene and tone of the scenario, as well as foreshadow the introduction of the second
set of PCs halfway through. Secondly, they’ll wake the players up. UA is supposed to be
unsettling. Players used to the normal convention (pardon the pun) of being handed a
character sheet and having boxed text intoned at them will be caught off-guard by rapid
scene-changed and character shifting. (This bit is either pretentious or post-modern. Take
your pick.)
Anyway, hand out the little two-three line characters. Run the radio vignette first.
Voice 1 (Frank) and Voice 2 (Taliah) are in a car driving to Providence. One player reads out
the Dirk Allen monologue, and the two playing the Voices have a short conversation about it.
Depending on how much the players get into it, this should last between 20 seconds and 3
minutes. The moment this starts to drag, switch to the police jail scene. Here, the two cops
question weird old Merl. Again, this should only last very few minutes.
The vignettes end on the stroke of midnight. Make party noises and should happy
New Year.
Ignore blank looks from the players. If they can’t get into this, they’re going to be
even more lost later on.

2. The Morning After the End of Everything


Hand out the temple characters. They and Vernon Blackwood are in the main hall of
the Temple of the Celestial Clergy. It’s 3 minutes to midnight.
The Temple: Despite its grand name, the Temple is a converted youth hostel. The upper three
floors are all abandoned and unused dorms. The basement is the main “temple”, and is
decorated in a bizarre style, best described as what HR Giger would do if all he had to work
with was blue curtains and flowery cushions. There is a large and badly drawn mural on one

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Fall of a Sparrow – Unknown Armies

wall, which takes the Michaelangelo’s Last Judgement from the Sistine Chapel and replaces
the naked souls with people in modern clothing.
On the ground floor is a canteen and tv room, as well as Vernon’s office. The floor
above that is the dorm used by the Temple-goers.

Vernon Blackwood: High Archon of the Temple of the Celestial Clergy, Vernon knows with
all his soul that the world is about to end. He saw the Naked Goddess tape a few years back,
and has a dim, subconscious understanding of the Invisible Clergy and Ascensions. He
believes that Ascension comes through pure willpower and faith, and that the Clergy will be
filled at the Millennium, ushering in the Second Coming of Christ. The Clergy are the New
Angels (obviously, the porn star was the Reincarnation of Mary Magdelene.)
Anyway, play Vernon as a standard cult leader, although he doesn’t have the charisma
of a Koresh or a Jones, or even a Hubbard. He does have a kind of stumbling blind faith in
the Clergy, but he’s no Messiah. His cult is seven people, remember? He’s smart enough to
come up with an answer to most questions, but he’s not an evil genius.

3. The scenario actually begins:


As midnight approaches, Vernon gathers his faithful, and orders them to pray and
focus their minds on the Rapture that is coming with the midnight. When the clock strikes 12,
the world will end, and the Glory will begin. He’ll spout a monologue about the “divine New
Angels who will Ascend this night to usher the Second Coming of the Messiah, who will
judge the world and cast those down who are hateful in his sight my children”. The pace of
his ranting gets faster and faster as midnight approaches. A sense of mystical energy fills the
room, a sense of impending purpose. Vernon’s rant slows, and he begins to chant “it’s
coming, oh Lord can’t you fell the Rapture my children, can’t you feel them? Pray to the
Celestial Clergy to lift us up out of this coming Apocalypse and set us at the right hand of the
Lord! Pray! Pray!”. At this point, Maise Blackwood casts her spell. Vernon senses it “what
you doing, Maise??”. The clock strikes 12. Vernon throws his hands up and shouts “The
Rapture”.
Nothing happens.
The cult continue praying in an increasingly dis-heartened manner until around 2am.
Vernon stumbles out of the room around 3, and locks himself in the bathroom.
Nothing happens the whole night.
It’s 5am. January 1st, 2000.
The characters are in the canteen in the Temple of the Celestial Clergy. The night
before, they were all prepared for the end. The main room of the temple has a ring of
cushions where they were all kneeling in prayer at the stroke of midnight. Let the players
roleplay for a while. The characters should be shocked with the utter anticlimax. All of them
expected the world to end last night. Now they’re stuck here in the cold light of morning.
Vernon is still in the men’s bathroom, refusing to talk to anyone. If they try to break the door down,
he’ll shout that he’s “meditating” and should be left alone. If the characters wander around, they can find:
 Underneath Brian Herzingger’s bed, there’s a backpack containing canned food, bottled water, survival gear
etc. It’s all still in store-bought condition, and hasn’t been used.
 There’s a locked closet on the second floor. None of the characters have ever opened it, although the Odes
do remember it being used to store cleaning stuff before Maise left and Camilla arrived. If they open it, they
find it stuffed full of women’s clothing, all slashed and splattered with dirt, as well as crystals, beads,
1960’s spirituality books – general occult paraphernalia, nothing exceptional. The only really interesting
thing is a photocopied page from a “real” occult book, describing a ritual against demons (handout #1). This
ritual is crap and doesn’t work, but they don’t know that.
 Vernon’s office is fairly uninteresting. There’s a basic PC with accounting and desktop publishing facilities,
which is also used for updating the Temple’s website. There’s a box with about 1000 unsold holographic
posters of the Celestial Clergy. There’s also Vernon’s diary (handout #2).

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If the characters bother to wander around town, remember it’s early in the morning on New Year’s Day
2000 and nothing apart from the 24-hour is going to be open.

4. Gatecrashers of reality
As the morning wears on, things start happening in the Temple. Across the world, people start waking, and
the psychic hangover Dirk Allen prophesied manifests as the aborted potentiality of the Millennium leaks into
the statosphere. Maise’s curse taps into this matrix of negativity energy, and grows far more powerful than she
intended.
The following weird events start happening in the Temple.

 Around 6.30 am, the doors and windows begin to seize up. Nothing obvious at first, but by 8 it takes great
strength to open the windows. A thick scummy layer of a red latex-like substance, like blood mixed with
glue, appears in the window- and door-frames.
 If anyone drops a knife or uses a compass, it points north-west (towards Maise Blackwood’s home). This
effect occurs with any random indicator of direction.
 Around 7.30, a screwdriver starts scuttling like an overgrown insect around a drawer in the canteen. If the
drawer is opened, the screwdriver jumps out of the drawer and hides underneath various cabinets. Derek
recognises the screwdriver as the one he used to kill Bobby Bishop.
 Around 7.30, a cat runs downstairs into the Temple. The first person into the Temple can’t find the cat, but
when they go back upstairs, they see everyone else with woollen threads attached to their hands, feet and
neck, like puppets suspended from the ceiling. This is just a hallucination, but nothing will make it go away.
 Around 7.45, the faucets in the canteen start spewing out shredded paper. There are what appear to be
numbers written on the bits of paper, but there’s no way to put the paper back together.
 Around 7.45, the computer in the office crashes, with the words “NO WAY UP, ONE WAY OUT” repeated
thousands of time on the screen.
 Around 8, all the electrics in the building explode in a shower of sparks. This takes the phone out too, but
triggers the burglar alarm.

5. Enter the Demon: This last occurrence is noticed by Vernon, who staggers out of the bathroom. His shirt is
stained with traces of vomit, and he looks like he’s been crying. He stumbles out shouting angrily “Asar! Asar!
Who has defiled my Church? Who is pinning me to the ground? Bitch! Bitch!” A few moments after Vernon
emerges, a form manifests in the air behind him. It’s a weird, almost indescribable thing, like a fat flying spider
made of papier-mache of old black and white photos. It seems only half-material, and floats through walls.
The thing is on Vernon in an instant. He is pushed to the floor, and then finds himself being drawn into the
floor, as if gravity directly below him was hundreds of times stronger than normal. As the characters watch,
Vernon’s skin sloughs off his bones, his skull and ribcage collapse and splatter under the pressure, his eyeballs
pop and he dies a very messy death indeed.
The demon-thing floats about the gory ruin for a few moments.

6. Hide and Seek: This is where you get to be extremely mean to the players. You see, five of the six characters
are going to die, no question about it. The characters are going to be hunted down and messily murdered by Mr.
Demon. However, the players don’t know this. They should just be seeing you killing off their characters half-
way through a convention game. Run this bit as the most tense, horrific hunt scene you can. If they haven’t
already found it, let them get to the ritual in the locked cupboard, fighting a running battle against the demon,
and try to cast the ritual at the last moment. It won’t work, but make them thing it’s their only hope.
The demon isn’t real, it only exists in the pc’s minds. However, the power of the magick is so great that
it can cause effects in the real world. It can move through physical objects, but at a much slower speed than its
normal movement. It kills PCs in a variety of ways. If a PC gets caught by the demon, roll the demon’s Grisly
Yet Meaningful Death skill (70%). If the demon succeeds, the PC is caught in the death. The other pcs see the
death, but aren’t affected by it. No other PC will fall into Kathy’s chasm, or be able to touch the cats that come
out of Jane. Once the demon departs, the bodies show no obvious signs of magickal death.
PC: Death:
Kathy: Poor Kathy, a failed Avatar of the Flying Woman, falls. The floor opens up beneath
here, revealing a deep dark chasm lined with hollow bones and rotten feathers.
Brian: The demon fades away to nothing but a green digital time readout, floating in mid-
air. The readout flickers quickly towards Y2K. When it hits, the demon flares up in a
nuclear inferno. Brian is turned into a radioactive, scorched Pop Tart.
John: John’s death is a comparative calm one. The demon mummifies him in thick layers of
grey cloth, suffocating him.

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Jane: When the demon takes her, she coughs up a furball, then is clawed apart from the
inside by a host of demonic cats.
Camilla: The demon enfolds her. Divine radiance surrounds, and she is transfigured into an
angelic being with serene wisdom in her eyes. She ascends into the air – then
plummets to the ground, breaking her neck in the fall, leaving only an ugly and
unloved corpse.
Derek As the demon approaches Derek, it transforms into the stereotypical Judge, dressed in
black robes and carrying a gavel. The judge condemns Derek, and he’s reacts as
though he’s in an electric chair being fried.

Once all but one of the PCs is killed in some manner, the demon turns to the survivor, advancing on
them. Its alien eyes shine with an inhuman emotion. Then, across the city, the ritual candle that Maise was using
burns out. The demon fades, leaving nothing but a patch of purple wax and a few pieces of stone chipped from
the grave of a suicide.

7. Right, that’s all but one of the PCs dead…


Hand out the other character sheets to the five players who got their characters killed. It’s eight hours after
the multiple murders in the Temple. The police were alerted by the burglar alarm, and the patrolman who found
the doors and windows sealed. He forced the back door, and found a scene of carnage.
The surviving PC was found unconscious where the demon vanished. The police investigation of the
incident has only just began. Two “FBI” operatives have arrived. These are New Inquisitors sent by Able to
track down the source of the demon. Taliah is a Cliomancer, and has recognised Merl as an Avatar of the Oracle.
The game begins again in the police station incident room at one in the afternoon. Initial forensics have
revealed nothing, but there doesn’t seem to be any way the survivor could have committed all the murders. Let
the characters argue as long as they want. They should pick up on the clues pointing to Maise Blackwort. If they
don’t, then Vernon’s police file has details on him & his wife.

There are several paths events can take now. Maise Blackwort will leave town, but if the PCs act
quickly, they can catch her at her apartment. Also, the demon is after the survivor, and will manifest again. The
next few sections can basically happen in several orders.

If the PCs ask what resources they can get, remind them Providence is a small town and that it's New
Year's Day. There are more police on the way, but at the moment all they have is one Forensics guy (Bob), and
half a dozen uniformed police (who will be needed for other stuff by the Police Department too).

If anybody bothers to check, a Frank Grimm has a conviction for armed robbery and is wanted for
murder and robbery. His file photo looks nothing like the PC.

8. The Investigation of what has gone before:


The players might want to examine the scene of the murders. Not much has changed since the earlier
section of the scenario. Both Taliah and Merl will feel the occult energies lingering around the site, and will get
a definite impression of directed malice. Any attempts to use Avatar: Oracle or Cliomantic divination will get
the result "The Other Woman" or "The Widow". Any attempts to discover the identity of the killer will produce
the result "The Widow's Son".

9: Optional Complication. The media.


John Burroughs is the local tv station's "ace reporter". The Church Killings are the biggest story ever in
Providence. If you want to take up time, then hound the PCs with Burrough. He's an annoying, intrusive reporter
who takes "freedom of the press" to mean he can invade crime scenes. Any attempts to shut him up will be
reported as censorship and police brutality. He's on live feed most of the time.

10. Visiting Maise Blackwort:


Maise's been busy since Vernon shacked up with Camilla. Firstly, she tried to kill herself a few times.
The close brushes with death, all of which she survived by sheer chance, kicked her into Entropomancy
(risk/chaos magick). She's been living in a small apartment across town, improving her magick and plotting on
how to get revenge on her no-good, cheating, so-called-master-of-the-occult husband Vernon. Deny her the
secrets of the universe, will he? Bastard!
Maise managed to create a little spell to summon up a demon. She intended it to mess up Vernon's
ascension. With the force of the Millennium behind it, it became so much more. It's the manifestation of the
death wish.

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Anyway, Maise initially has no idea of what happened to the Church of the Celestial Clergy. She's been
keeping the demon-summoning spell going to make Vernon's life miserable. She only checks the TV around
2.30, and finds out that her ex and his cult have all been slaughtered. When she finds this out, she panics and
runs to the bus station and gets on a bus out of town. Maise's location therefore depends on how quickly the PCs
find her.

11. Maise Blackwood:


Maise's an aged hippy. She got slightly tubby during her marriage to Vernon, but her training as a
Bodybag mage has put her edge back on her. She's fairly unassuming, looking fairly harmless and non-violent,
but she's got the hard wild eyes of a Chaos mage. She dresses in jeans and a cheap jacket. She carries a large
embroidered bag containing, among other junk, a portable incense-burning gadget to keep the blue candle for
the demon burning, a handgun, and a pez dispenser (pez are those little sweets). One of the pez sweets has been
replaced with a toilet cleaning tablet. Maise uses this in emergencies as a form of Russian roulette to build
Entropomancy charges (she’s got a 1 in 6 chance of swallowing the tablet.
Depending on when the PCs track her down, Maise's either happily maintaining her spell to mess up
her ex-husband, or running from the terrible truth that she killed the Church devotees with a spell that went
wrong. She's terrified of prison, though, and would rather die than go to jail.

Maise
Body 55 (sturdy)
Speed 60 (quick)
Mind 45 (shortsighted)
Soul 70 (Aware)

Skills: Struggle 30%, Mystic Crap 40%, Divorce Law 30%, Handgun 40%, Entropomancy 45%

Her handgun does up to 50 damage. She’s got 6 minor charges and 1 significant charge stored.
Maise’s a Chaos Mage. She can affect probability, reroll failures, and summon demons. If she’s not
surprised by the PCs, she casts Bulletproof Chutzpah before fighting them. This spell gives her attacks on her an
automatic 50% of failing. It lasts a number of rounds equal to the sum of the roll used to cast it. Her other main
spell is Killing Stare, the blast spell. It does damage equal to the roll, and if she holds it for a turn, she gets to
roll three dice and assemble the best roll.
Maise is the villain of the scenario, but she’s not a standard bad guy. She’s just as scared as the PCs are.
She’s panicky and paranoid, and she’s got a lot of mystic power backing her up.

12. Maise's apartment:

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A small, drab apartment in the cheap section of town. There are three rooms, a bathroom, a bedroom,
and a combination kitchen/living room. The bathroom has a number of razor blades and empty pill bottles. The
bedroom has a photo of Vernon that has been stabbed repeatedly. The main living room has a few sixties-style
bits of furniture (cushions, throws, treehugging hippy crap), and a table by the window looking in the direction
of the Church.
On the table is a blue candle (or traces of blue wax if the PCs get here after Maise's legged it.), a few
pieces of yellowed paper (handout), a Greyhound bus timetable, a pile of black-and-white photos and a weird
piece of twisted metal that looks like melted razors. The blue candle is a mystical beacon for the demon,
allowing it to manifest. Destroying the candle distracts and confuses the demon for a while. The photos are
either of Vernon and Maise, or gory pictures of suicide victims - the photos are arranged in alternating order.

13. Maise on the bus:


If the characters don't track Maise down until she's on the bus, they add a possible hostage situation to
their problems. The bus she's on is a 50-seater Greyhound. It's easy enough to have a roadblock set up to stop
the bus, but Maise will refuse to leave the bus, and is panicky enough to take passengers hostage and demand to
be allowed flee Providence.

14. The Demon- back for seconds


Whenever it's least convenient, or when things are dragging, the demon returns to hunt down the pcs. It
can only be seen by those who are vulnerable to it, by those who have nothing to live for…and of the current
group of PCs, only the survivor, Brokaw and Grimm are vulnerable to the demon.
Before it arrives, it is heralded by a number of unnatural phenomenon.
 Merl's fingernails begin to bleed.
 Lipsticks appears around the end of the barrels of any guns carried by the PCs.
 Static interferes with the police radios.
 Brokaw's footprints become icy.
 Grimm sees spectral figures, resembling white-robed doctors with razor-blade faces, out of the corner of his
eye.

Then the demon materialises. It looks much the same as before. If not stopped, it will home in on the
survivor and kill him or her, before turning on Grimm and Brokaw.
 If the demon gets to Brokaw, he grabs his gun and starts firing wildly, a hail of bullets ripping through
anyone nearby. His gun seems to take on a life of its own, and eventually he blows his own head off.
 Grimm just melts into a pile of brown goo. Life got shittier.

Stopping the demon:


If they've worked out that the demon is just a materialised death wish, they can stop it if they all find
something to live for. Each of the vulnerable PCs must say what their characters are going to do, why their
character is clinging to life when death makes so much more sense. Be brutal here. Make them sweat. Make
them roleplay. Jesus Rodriguez should have a field day here.
Otherwise, things get messy. Taliah's talisman can trap the demon - but it can only be cast when the
demon is killing someone. So someone's going to have to die, and possibly more if she flubs the ritual the first
time. Taliah uses her Cliomancy skill to cast the ritual. If someone else tries to use it, use half their Soul stat.
Killing Maise will get rid of the demon if you want it to. Also, if the players pick up on Dirk Allen’s
little speech at the start of the game, they’ll work out that the power keeping the demon going will fade away
over time as the “psychic hangover” diminishes.
Appendix 1: Non-player characters
Vernon Blackwood:
Vernon seems fairly clued-in on first glance. He knows about the Invisible Clergy, and he’s even got a
handle on how to Ascend. Trouble is, despite having blundered into occult lore others kill for, Vernon’s got no
breadth of vision. He’s fundamentally a small-town occultist. If Vernon did ascend, he’d use his total control of
reality to mess with those he didn’t like back home.
He’s got an odd charisma about him, a warm but slightly cheap Messiahish quality.
He’s like your nice uncle who does home repairs trying to be the Pope. Something about him
doesn’t fit. He probably shouldn’t be doing this occult stuff anyway.
His relationship with Camilla is a weird two-level thing. Firstly, he went to find a
hooker after a long and bitter argument with Maise. He brought Camilla back with him

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because of Vernon’s misinterpretation of the concept of the Divine Sophia and Postel – and
the Naked Goddess tape.
Anyway, seeing as Vernon’s role in the scenario is to chant, get depressed, and then
die, that’s probably enough on him.

Maise Blackwood:
Maise’s an ex-hippy who married Vernon early in his occult career. She got into his
mix of karma and vague mystical stuff that made up the Church of the Celestial Clergy.
Maise never saw the Naked Goddess tape that gave Vernon his dully brilliant obsession with
the Clergy. When Vernon brought home a prostitute and gave Maise a load of crap about the
Sophia, she walked out. She believed in the occult and the mystic interconnectedness of all
things, but she knew a bullshit excuse when she heard one.
Two months of living alone drove her over the edge, and she started flirting with
suicide. Somewhere along the way, the thrill of danger and risking her life in half-planned
suicides kicked in her latent magickal abilities, and she became a Chaos Mage. She’s got a
new confidence with her power, and given a few months of practise, she’ll be out of
Providence and into the Occult Underground. First though, she’s gonna whistle up a demon
and punish her no-good loser husband…

The Demon:
Well, it possibly isn’t a demon in UA-speak. It’s more of an Entropic, a magickal
spirit which drives people into madness. Maise had no idea it would be so potent (and it
wouldn’t be if it wasn’t New Years’. The demon is basically surfing a psychic wave.

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All the Mornings of the World – Unknown Armies

HOW TO RUN Fall of a Sparrow IN FIVE MINUTES


Right. Assuming you know nothing about Unknown Armies…here we go!
The Invisible Clergy is a collection of people who’ve Ascended. They’re basically Gods who embody
an aspect of humanity (The Pilgrim, the Merchant, the Fool etc). A few years back, a porn star called the Naked
Goddess Ascended, and her Ascension was caught on tape. That tape has set the Occult Underground, that loose
club of mages, madmen and weirder folk, on fire.
Vernon Blackwood, a minor occultist, saw the tape, and decided to try to Ascend. He founded a
Temple, the Church of the Celestial Clergy. On New Year’s Eve, 1999, he’s trying to Ascend. The initial group
of player characters are a bunch of losers and deadbeats who joined his Temple. They are Kathy, a failed
corporate peon, Brian the ubernerd, John & Jane Doe, retirees who have nothing to live for, Derek the serial
killer, and Camilla, an ex-prostitute who Vernon sees as a divine prophetess. Vernon’s wife Maise left him over
Camilla. Maise’s become a sorceress in her own right, and is going to chuck a demon at Vernon to make his life
a bit worse. Because of the psychic energies caused by humanity’s reaction to the Millennium, the demon Maise
looses is going to be a lot more powerful.
Ok. We get odd now. The first bit of the scenario is a pair of vignettes, really short scenes involving a
totally different group of people. One’s about a radio and the two people listening to it, the other’s a pair of
policemen interviewing a old vagrant. These set up bits of the adventure.
The next bit is the six pcs described above in the Church. It’s New Year’s Eve, 1999. Vernon gets them
all chanting and praying. At midnight, he expects the world to end. It doesn’t. Vernon locks himself in the
bathroom, and the players get to play people who expected to die but now have nothing to live for.
The next morning, the demon shows up, weird stuff happens, and it kills all but one of the pcs.
Hand out the five replacement characters. These five are the people from the vignettes. They are Steve
the bad cop, Jesus the good cop, Merl the vagrant/Prophet (the three from the second vignette). The other two
new PCs are from the New Inquisition, an occult order. They’ve been sent to capture the demon, and they’re
masquerading as FBI. They are Taliah, a history mage, and Frank an ex-robber. We do a bit of police
investigating, and find out about Maise.
Depending on how fast the PCs are, they catch Maise at her apartment, unaware that she’s killed six
people with her demon, or else she finds out, panics, and runs, and they catch her when she’s got a bus-load of
hostages. Messy. Oh, and the demon turns up again. Taliah has a spell to catch it, but it only works when the
demon is killing people. They can all survive if they work out that the demon is basically the death wish of the
pcs made manifest, and if they can find something to live for, they can survive.

It’s all supposed to be strange and post-modern. Or something. Good luck and thanks.

Read the Following to the other players

- 10 -
All the Mornings of the World – Unknown Armies

The Radio Announcer: (calm, neutral voice) You’re listen to Radio


KIYR, with you right through to the end. It’s 11.35 on this cold December
31st, 1999. There are only about 25 minutes to go. What’s going to
happen? Well, one of our reporters asked Dirk Allen, noted New York
writer, pundit and occultist.

Dirk Allen: (the voice of a lifetime alcoholic):

What’s going to happen? When? The fucking millennium?

I have had enough of this shit.

Look, the millennium isn’t the problem. They messed up all the Biblical calculations, 2000 isn’t 2000
years after anything. And the millennium doesn’t really start for another year, least that’s what those pedantic
wankers keep telling me.

No, the problem is people.

Tonight, look out at the city. There are millions of people out there. Some of ‘em are convinced the
world’s gonna end, or all the computers are gonna crash and the nukes are gonna launch. Some of ‘em have got
religion all of a sudden. And the rest are at parties getting bombed out of their heads on booze and whatever rec-
ree-a-shun-al phar-ma-suit-ic-als they prefer. What does all that mean? It means people are getting deep, going
into their heads, touching fundamental shit, the old trackways of the soul.

But nothing’s going to happen at midnight.

So the world is going to have a mother of a psychic hangover in the morning.

Voice 1
You’re a gruff man. You’re driving, and are listening to the radio. You’re tired and cynical, and not in the best of
moods. Your companion irritates you. You’d prefer to be pretty much anywhere than where you are – driving
towards Providence, Ohio.

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All the Mornings of the World – Unknown Armies

Voice 2
You’re a strange, otherworldly woman. You’re the passenger in a car driving towards Providence, Ohio. You’re
strangely calm at all times, and find deeper, hidden meanings in everything. You also have a disturbingly vicious
streak.

Merl
You’re an aged homeless lunatic. You got arrested tonight for trying to start a fire. You had to do it though,
because you know that a lighthouse is needed to guide people, because the demon feeds on the lost ships. You
have to convince the policemen to let you go and burn down something, because otherwise it will be bad.

Officer Jesus Rodriguez


You’re a police officer in Providence, Ohio. It’s December 31 st, 1999. You and your partner, Steve Brokaw, are
interviewing an old nutter, Merl, who you arrested for attempted arson earlier. Merl is a harmless loony, burning
down church towers is out of character for him. You’d prefer to be at home with your family tonight on New
Year’s eve, but you know people always need help.

Officer Steve Brokaw


You’re a police officer in Providence, Ohio. It’s December 31 st, 1999. You and your partner, Jesus Rodriguez,
are interviewing an old nutter, Merl, who you arrested for attempted arson earlier. You’re in a bitter and mean
mood, and have no patience for Merl. He tried to burn down a church tower. Find out what drugs he’s on
tonight, then throw him in a cell.

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The spirits of the Astral Plane may occasionally be hostile. Do not be


alarmed if, during your Astral Voyaging, you encounter a source of dark
energies or bad vibrations. Don’t show fear, be as strong and confident as you
can. Project a mental beam of white light to disrupt the spirit. That should
disperse most Astral Parasites.
If you encounter something stronger, drop out of the Astral and perform
the following ritual. It is taken from ancient Sufi doctrines, and should banish
any evil energies or spirits from the area.
1. Clear a circular area. The diameter of the circle must be a multiple of
three in cubits.
2. Light one candle for every person taking part in the ritual. The more
people, the stronger the positive energy flow, and the more powerful
the banishment. Put the candles around the circle.
3. Join hands and chant “oh spirit, we acknowledge your right to exist as
a free and unfettered entity, but we cannot share your trip. Hear us
now as we abjure thee.”
4. One person should now go around the circle snuffing out the candles.
As each candle is snuffed out, the other participants should chant “oh
spirit, let the fading light by the domain of thy travels.”
5. Once the last candle is gone, the spirit will be banished to another, far-
off section of the Astral Plane.

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Blue candle gravestone pebble


Waxen ashes broken hopes
Let me back in.
Who are you?
IT DOESNT MATTER. ILL DO WHAT YOU WANT JUST LET ME BACK
IN.
How do you know I want you to do anything?
DONT BE A FOOL. I CAN TASTE YOU. YOU WANT TO HURT HIM. YOU
WANT HIM TO FAIL. YOU WANT HIM TO FAIL. HE DOES TOO, DEEP
DOWN. I WILL HELP HIM... SEE THAT.
Who were you? Before?
THAT DOESNT MATTER.
What will you do to him?
I WILL SHOW THEM WHAT I SAW. ILL SHOW THEM THE TRUTH IN
THEIR SOULS. ILL BRING THEM THROUGH IT ALL, JUST LIKE ME.
I don’t understand.
THERE IS A TIDE IN THE AFFAIRS OF MEN... LET ME BACK IN NOW.
PLEASE. YOU KNOW IT HAS TO BE DONE TONIGHT.
How?
YOU CAN FEEL THE THREADS, FEEL THE FLAWS IN THE WORLD. JUST MAKE THAT ONE
THERE... A BIT WIDER.
Remember, I just want him to fail.
WE ALL FAIL. ILL JUST MAKE HIM REMEMBER THAT.

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All the Mornings of the World – Unknown Armies

BRIAN HEZINGGER
It’s all coming down tonight.
You always loved computers. They were your friends. People (especially girls) stared
at you or laughed or got grossed out when you said stuff, but computers – they don’t judge.
You type whatever you want into a UNIX prompt, and it’ll never laugh at you. You were a
hacker for a few years.
Then you began to realise what was coming. Y2K. The millennium “bug”. It’s no
fucking bug. It’s the End. No-one’s going to be able to handle the Chaos that’s going to hit.
The crashes will ripple through the networks, machine after machine will go down.
Something – a computer watching for Communist rockets, a Chinese nuclear power station
monitor, whatever – will go wrong. And the world will end. The computers will kill us all.
Not you. You’re hiding out with the Temple of the Celestial Clergy. You’ve got a
backpack full of preserved food, bottled water, penicillin and survival gear. If you survive the
Apocalypse, you’ll be ready to conquer a new world. You’ll show everyone who laughed at
you. You’ll be King of the World.
The Brethren:
Vernon: The boss of the Temple. You don’t go in for the mystic stuff, but the Temple’s in the middle of
nowhere, probably outside the blast radius of the nukes.
Kathy: She’s hot. You’d kinda like to lose your virginity with her before the End.
John & Jane: Old people. They don’t understand computers.
Camilla: Weird chick.
Derek: You’re not quite sure how to talk to Derek.

Obsession: Survival
Wound Points: 50
Stats:
Body: 50 (tubby but tough)
Speed: 60 (sneaky)
Mind: 65 (smart)
Soul: 35 (unpleasant)
Skills:
Body: Struggle 25%, Survive on Mountain Dew 40%
Speed: Firearms 15%, First Person Shooters 60%
Mind: Computer Geekery 65%, Survival Techniques 20%
Soul: Lie 40%

MADNESS METER
Violence Unnatural Helplessness Isolation Self

3 Hardened 0 Hardened 1 Hardened 3 Hardened 3


Hardened
0 Failed 0 Failed 2 Failed 0 Failed 1 Failed

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CAMILLA RAND

You have seen the light of darkness. The power inherent in the Demi-urge has embraced you.
Before your transformation, you were a twenty-dollar hooker in Cinncinnati, Ohio.
You sold your body to dull-eyed and sweaty men. You took junk so you didn’t have to feel
anything.
Then Vernon came. He recognised you for who you are, the Re-in-car-nation of the
Divine Sophia. You are The Herald of the Celestial Clergy, a woman possessed of a holy
destiny. Vernon told you so.
Vernon knows the world is going to end. Only a lucky few will escape the rapture that
is coming. You are a powerful sensitive, a gateway to the other side. You have supernatural
powers which will bloom on the night of the Millennium. You’ve Cast Off your former
identity as a pros-tit-ute, and embraced your role as the Psychic Herald of the Clergy. You act
with dignity and mystery at all times.
You are the High Priestess of the Temple of the Celestial Clergy. On this night, you
will be the Gateway of the Ascension.
The Brethren:
Vernon: The High Archon. He showed you your true destiny. He is the wisest man in the world. You and he
share the sacrament of your body nightly.
Kathy: She Does Not Believe In Vernon’s Wisdom. She will be punished when the Rapture comes.
Brian: He too Does Not Believe. And he smells.
John & Jane: The First Devotees. They are the Faithful.
Derek: He has shown you his faith. And he’s kinda cute.

Obsession: Mysticism
Wound Points: 45
Stats:
Body: 45 (abused)
Speed: 65 (quick)
Mind: 30 (dumb as a post)
Soul: 65 (open to the world)
Skills:
Body: Distracting breast implants 30%, Struggle 30%
Speed: Drive 40%, Dodge 40%
Mind: General Education 5%, Notice 10%
Soul: Mysticism 30%, Tawdry Seduction 30%

MADNESS METER
Violence Unnatural Helplessness Isolation Self

2 Hardened 0 Hardened 0 Hardened 2 Hardened 4


Hardened
2 Failed 1 Failed 2 Failed 0 Failed 1 Failed

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All the Mornings of the World – Unknown Armies

DEREK
Your past doesn’t matter, really.
You were born somewhere, your parents were ordinary people, you went to school, had friends, fooled
around. The usual. When you were seventeen, you did something interesting, and killed your best friend Bobby
Bishop.
You were reborn in his blood. The thought of being able to snuff someone else’s life out excited you
more than anything else ever. In the same way other kids decide to become firemen or pilots, you became a
serial killer.
Not a very good one, mind you. You killed once more before being caught and imprisoned. The charges
were reduced on grounds of insanity, and you got out after twenty-five years. You found religion in prison, in a
vague, I’d-better-join-a-church sense. When you got out, you had no idea how to function in the late twentieth
century. Then you met Vernon, who told you he believed the world was going to end. This suited you just fine,
so you joined his Temple of the Celestial Clergy.
The world ends tonight. You wonder if God’s gonna feel the same way you did when you gutted Bobby
Bishop with a screwdriver.
The Brethren:
Vernon: The Preacher.
Kathy: Depressed woman. You’d be interested in her if you still were interested in women, but 25 years in jail
means you kill your libido or go crazy. Or both.
Brian: Geek.
John & Jane: Ordinary folks. They remind you of your parents – although Jane feels weirdly familiar to you.
Camilla: She seems crazy to you, but who are you to talk? Vernon’s sleeping with her.

Obsession: None
Wound Points: 60
Stats:
Body: 60 (hardened ex-con)
Speed: 60 (like a snake)
Mind: 40 (dull-eyed)
Soul: 30 (dead to the world)
Skills:
Body: Break People 45%, Tough Guy 30%
Speed: Dodge 20%, Grab Weapon Faster Than Anyone Else 50%
Mind: Poker 30%, Ignore Everything & Keep Going 30%
Soul: Lie 20%

MADNESS METER
Violence Unnatural Helplessness Isolation Self

8 Hardened 0 Hardened 3Hardened 6 Hardened 10


Hardened
0 Failed 0 Failed 0Failed 1 Failed 2 Failed

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JANE ODE
Your name is Jane. You are sixty years old. You are a nice, kind, quiet person. You have been married
to John for forty years. John worked for Providence Electrical for 35 years until you retired. You lived in the
same house with John from 1958 to 1998. Every day, he would leave for work at half past eight, and come home
at half past five. You would clean the house and listen to the radio. You would spend a quiet evening in, except
for Thursdays, when you would play Bridge. Weekends, you went for drives in the country or visited your sister
Dora.
In 1998, you snapped from forty years of utter and total boredom and strangled Dora, with a ball of
wool. Dora kept complaining about her cats every week. If you have to listen to one more tale about hairballs on
the rug….anyway, you had to run away with John. You met a man called Vernon. He told you the world was
going to end and that he was starting a Temple to escape the Apocalypse. You had nothing to do between 8.30
and 5.30 every day, so you and John joined the Temple. It keeps you busy.
You moved into the Temple a few months ago. Now the world is going to end.
The Brethren:
John: Your husband.
Vernon: A nice man. You have faith in him.
Kathy: A nice young woman. Not always polite though.
Brian: A young man. You think he’s got an eye on Kathy.
Camilla: Odd girl. Not normal. Vernon is sleeping with her. His wife, Maise, left him over her. Not good.
Derek: A quiet man. He plays poker, but you’ve been trying to teach him bridge.

Obsession: None
Wound Points: 45
Stats:
Body: 45 (Aged)
Speed: 40 (Taking things slowly)
Mind: 55 (Enjoys Crosswords)
Soul: 30 (Life of Soul-Crushing Boredom)
Skills:
Body: Struggle 15%, Do Exercise Video 20%
Speed: Drive Slowly 40%
Mind: Notice 40%, Bridge 40%
Soul: Charm 20%, Stay Calm 30%

MADNESS METER
Violence Unnatural Helplessness Isolation Self

0 Hardened 0 Hardened 0 Hardened 3 Hardened 0


Hardened

2 Failed 0 Failed 3 Failed 0 Failed 2 Failed

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JOHN ODE
Your name is John. You are sixty-one years old. You are a nice, kind, quiet person. You have been
married to Jane for forty years. You worked for Providence Electrical for 35 years until you retired. You lived in
the same house with Jane from 1958 to 1998. Every day, you would leave for work at half past eight, and come
home at half past five. You would spend a quiet evening in, except for Thursdays, when you would play Bridge.
Weekends, you went for drives in the country or visited Jane’s sister Dora.
In 1998, Jane strangled Dora with a ball of wool, so you had to run away with Jane. You met a man
called Vernon. He told you the world was going to end and that he was starting a Temple to escape the
Apocalypse. You had nothing to do between 8.30 and 5.30 every day, so you and Jane joined the Temple. It
keeps you busy.
You moved into the Temple a few months ago. Now the world is going to end.
The Brethren:
Jane: Your wife.
Vernon: A nice man. You have faith in him.
Kathy: A nice young woman. Not always polite though.
Brian: He likes those computer things. You never quite got the hang of them.
Camilla: A nice young lady. You don’t understand a word she says though. Vernon is sleeping with her. His
wife, Maise, left him over her. Not good.
Derek: A quiet man. He plays poker, but you’ve been trying to teach him bridge.

Obsession: None
Wound Points: 45
Stats:
Body: 50 (Hard working life)
Speed: 40 (Slow)
Mind: 50 (Good with his hands)
Soul: 40 (Dull)
Skills:
Body: Struggle 20%, Physical Labour 40%
Speed: Drive 30%, Dodge 20%
Mind: Notice 20%, Bridge 20%, Electrics 30%
Soul: Charm 25%, Shut Up At The Right Time 30%

MADNESS METER
Violence Unnatural Helplessness Isolation Self

1 Hardened 0 Hardened 1 Hardened 1 Hardened 1


Hardened

1 Failed 1 Failed 0 Failed 0 Failed 1 Failed

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All the Mornings of the World – Unknown Armies

KATHY SMITH
It was all going so well. You graduated from Harvard, a bright young thing, ready to take on the world
and kick its ass. You were smart, energetic and friendly. Life was going so perfectly for you. You felt like you
were flying.
You got a job with AQL Financials, and were thrilled to be assigned to work with CJ Allen himself.
Then things started going wrong. You never worked out why, but suddenly nothing worked anymore. Every
little accident and annoyance that could happen to you did. Your job which had excited you so much was
suddenly soul-crushingly boring. You became chronically fatigued, then depressed.
Your psychologist spouted bullshit at you and charged you for the privilege. You got into a huge
screaming match with CJ Allen, which made you feel better but cost you your job and any chance of working
with anyone he knows (and he knows everyone who matters). You wandered around the country for a while,
living off your dwindling savings. Eventually, you joined the Temple of the Celestial Clergy. You don’t believe a
word of the crap High Archon Vernon spouts, but he tells you what to do and you don’t have to think for
yourself, which is kind of restful. They feed you, and you get to stay in their dorms.
The world’s going to end tonight, apparently. Whatever.
The Brethren:
Vernon: He tells you answers which make some sense, and tells you what to do. You’ve only screwed things up
for yourself, so you may as well let someone else have a go.
Brian: UltraNerd. If the world wasn’t going to end, you get annoyed by him.
John & Jane: Nice people. Sort of bovine in their placid acceptance. You envy them their unthinking serenity.
Camilla: She seems crazy to you, but who are you to talk? Vernon’s sleeping with her.
Derek: Psycho. He scares you.

Obsession: None (formerly Success)


Wound Points: 50
Stats:
Body: 50 (Healthy)
Speed: 50 (Average)
Mind: 60 (Smart)
Soul: 35 (was) 55 (Decaying)
Skills:
Body: Karate 25%, Jogging 30%,
Speed: Drive 30%, Quick At Doing Stuff 30%
Mind: Business Sense 50%, Notice 30%
Soul: Avatar: Flying Woman 0%, Charm 20%, Lie 20%

MADNESS METER
Violence Unnatural Helplessness Isolation Self

0 Hardened 2 Hardened 2 Hardened 1 Hardened 1


Hardened
0 Failed 0 Failed 2 Failed 0 Failed 2 Failed

FRANK GRIMM
It's a game.
The only players in the game are you and the Universe. The goal is to make your life
as shitty as possible. So far, the Universe is winning hands down, 'cos your life is as crap as
they come.
Ok. Age 19, conviction for armed robbery. 5 year sentence. A fight with another
inmate who wanted to explore your anatomy with a broken chair leg got you marked down
for bad behaviour, and you didn't get out for six-and-a-half years. You got you to find your

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mother hadn't been visiting you because she was really, really sick. You tried to get a job to
get the money to pay for the chemotherapy, but you couldn't, not with your record. So when
they said "want to help us rob a bank", you said yes.
One severely-fucked-up bank raid later, you were on the run with two murders on
your hands. The shock of seeing her beloved Frankie on America's Most Wanted was too
much for Mum, and she died. The cops couldn't find you, but the bills for the hospital
somehow managed to track you down.
Then a man from Seattle offered you a new identity, money, a job, a new life, you said
yes.
That's when things got really bad. The man was Alex Able. Able's idea of a job is a
place in his New Inquisition, a privately funded investigation into the Occult. There is really
really weird shit out there. In the last year and a half, you've had the flesh melted off your left
forearm by some punk kid with a lot of piercings in his nose. You've seen a man be eaten
alive by his own liver (and that thing had teeth). You've seen a woman who called herself the
Crusading Knight, who chopped off another guy's head with a sword that appeared from
nowhere. You've seen mages read people's minds, change the laws of luck, or hurl blasts of
pure hate. Being an Inquisitor sucks.
Right now, you're in the middle of Providence, Ohio. Able's Oracles told him that a
big demon has landed somewhere in town, and you get to do a Ghostbusters impression and
stick the thing in a bottle. You arrived too late to stop it killing a load of cultist loonies, so
you've used fake Ids and magick to pretend to be FBI and you're now in on the police
investigation.
Maybe they'll find out who you are. Maybe you'll get killed. 'Cos right now, you're so
close to bottom you can spit on the foundations of life's fundamantal shitness. Things can
only get worse.

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The Others:
Taliah Weathers: The other Inquisitor. Taliah's a mage, a Cobwebber. She feeds on history,
on fame, and can rewrite memory and thought. She's also a cold-hearted shrew, and you don't
trust her.
Officer Brokaw: Mean cop. If he'd been chasing you for that bank job, you'd have been
caught within a day.
Officer Rodriguez: Nice guy for a cop. He reminds you of the bank guard who's head you
blew off.
Merl: Some old alcoholic who was in the drunk tank. Taliah's suddenly obsessed with him,
and has got him freed. Bloody wizards, they're all nuts.

Obsession: Staying Alive


Wound Points: 55
Stats:
Body: 55 (tough)
Speed: 60 (faster than average)
Mind: 45 (Not that bright)
Soul: 40 (hard man)
Skills:
Body: Struggle 40%, Athletic stuff 40%
Speed: Blast the Crap out of the Monsters 50%, Drive 20%
Mind: General Education 20%, Law Enforcement Jargon 30%, Notice 20%
Soul: Charm 20%, Lie 30%

MADNESS METER
Violence Unnatural Helplessness Isolation Self

5 Hardened 3 Hardened 2 Hardened 1 Hardened 1


Hardened
2 Failed 2 Failed 1 Failed 0 Failed 2 Failed

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JESUS RODRIGUEZ (age 32)

Your family emigrated to the United States in the 1930s, and there’s been a great tradition of gratitude
and patriotism ever since. You served as a Marine during the Gulf War, and became a police officer when you
left the service. In the last few years, you’ve advanced quickly through the ranks. You’ve got a keen eye, a
knack for deduction, and a warm and charming personality. People open up to you. You’re married to Maria, and
have two children (and a third on the way).
You’re basically living the American Dream, and helping others along the way.
Your partner is Steve Brokaw. Steve’s a good man, but he’s a lot more cynical and
mean-spirited than you are. He’s got a drive for justice that you lack, but it sometimes takes
him too far over the edge. You make an excellent good cop/bad cop team.
Last night (New Year’s Eve), you arrested Merl, a homeless derelict. He was trying to
burn down a Church. You questioned him, but couldn’t get a straight answer out of him.
Then, just as you were about to go off-shift, you got a call reporting multiple homicides. The
department is short-staffed over the holidays, so you’re stuck with the case.
You want to get this case wrapped up as quickly as possible, so you can get home. It’s
a bright, crisp day, the first day of a new Millennium. Time to make it a better one.
Steve Brokaw: Your partner. He technically outranks you, but you work different angles, so
you don’t normally come into conflict. Steve’s a lot older than you, strange he’s still on the
streets.
Taliah Weathers: An FBI agent. The Feds arrived just after the first call came in, but they haven’t taken control
of the investigation yet. Taliah’s a psychologist or something.
Frank Grimm: The other FBI agent. He seems more of an ex-cop than Taliah… He’s impatient and foul-
mouthed.
Merl: For some reason, the FBI asked that Merl be released and allowed to sit in on the
investigation. You don’t know what the fuck’s going on, but this is not standard procedure.
Obsession: Protecting the Innocent
Wound Points: 65
Stats:
Body: 65 (well built)
Speed: 50 (Average)
Mind: 45 (Knows what he needs to know)
Soul: 60 (Warm and charming)
Skills:
Body: Struggle 40%, Athletics 30%
Speed: Drive 30%, Shoot from the Hip 30%
Mind: Notice 50%, Law Enforcement 20%
Soul: Charm 30%, Sixth Sense for Trouble 30%
MADNESS METER
Violence Unnatural Helplessness Isolation Self

4 Hardened 1 Hardened 3 Hardened 0 Hardened 1


Hardened
1 Failed 0 Failed 0 Failed 0 Failed 0 Failed
MERL
They call you crazy, the misguided fools! They do not understand the glory that is manifest to your
eyes, the unfolding wonder of the threaded web of fates and destinies. You are the Seer, the Prophet, the
Soothsayer. You are an Oracle. Oh…well, you probably are mad too. It goes with the role.
Roles are what it’s all about, cosmically speaking. There’s only so much existence to
go round, only so much to do in the universe. The Invisible Clergy are the core of everything,

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they’re the Secret Masters behind all the masks. They are the pinnacles, the sum totals, the
archetypes of humanity. The clergy define what reality is, what you can be. Think of them as
masks. There are hundreds of masks, a mask for every fundamental aspect of the human
condition. Tap into their power, wear the mask, and feel alive.
You’re an Avatar of the Oracle. You are one of the rare folk who embody foresight
and precognition. You can see – dimly, faintly, through a glass darkly – what’s going to
happen.
Yeah, it drives you out of your mind and you live on the streets and you look like a
crazy old bum in a flasher’s trenchcoat with a bottle in a paper bag, but the payoff is that you
can see the future. Anyways, last night, you saw that someone was going to cry havoc, and let
slip the dog of suicidal death wishes made real. Something dark and evil with big sharp
pointy teeth was set loose in the town. You tried to do the sensible option – burn down a
church to distract the thing, ‘cos it’s a hunter – but the police stopped you and now lots of
people are dead. And lots more are going to die. Unless it’s stopped. Yeah. Police. They
arrested you, the fascist bastards. How dare they? Don’t they know your ancestors ruled
Delphi?
The Oracle pushes at your temples and makes your ears hurt. There isn’t much future
left, and that thing that she let go is eating some of the wax destinies.
The Others:
Officer Brokaw: He’s the guy who will kill the guy on 4th street for dealing in 2001.
Officer Rodriguez: Nice guy. Gets shot in the back in about four months.
Taliah Weathers: Oh Gods you can’t read her she’s not there not there not there at all.

Frank Grimm: Someone cut off his past to give him a future.

Obsession: Fate
Wound Points: 35
Stats:
Body: 35 (Old & Infirm)
Speed: 40 (Not too fast)
Mind: 60 (Leaps of Logic)
Soul: 70 (Cosmically Sensitive)
Skills:
Body: Wrestle Brown Paper Bag Off Social Worker 30%, Survive Pneumonia 30%
Speed: Duck for Cover 40%, Pick Pocket 10%
Mind: Notice 50%, Mystic Knowledge 30%
Soul: Avatar: Oracle 50%, Quirky Charm 25%
Your avatar skill lets you predict the future in a vague fashion.
MADNESS METER
Violence Unnatural Helplessness Isolation Self

0 Hardened 2 Hardened 2 Hardened 1 Hardened 1


Hardened
0 Failed 0 Failed 2 Failed 0 Failed 2 Failed

STEVE BROKAW (age 46)


They’re all at it. Thieves, pimps, hookers, crack smugglers, muggers, murderers. They’re all defiling
the country.

- 24 -
All the Mornings of the World – Unknown Armies

You didn’t become a cop for the pension plan. You became a cop to hurt bad people.
That’s what you do.
You’ve got a mediocre arrest record, which explains why you haven’t been promoted
very much despite twenty years in the job. Your real record, the one that matters to you
though, is a lot better. For every creep you put behind bars, there’s another two you
kneecapped and left to bleed, or shot and buried in the woods. They all deserved it, and you
gave them what they deserved. They sinned against the Law, and the Law judged them, and
you executed that Judgement.
Your partner is Jesus Rodriguez. He’s a good, clean man, with a nice family. Despite
being an ex-marine, and spent years in the force, he’s got an idealism that’s almost pure. He’s
the kind of people you fight for. He’s the kind of people you kill for.
Last night, you and he arrested an old homeless guy, Merl. Arson. You let Rodriguez
handle it. This morning, though, you got a call. Multiple homicides. Yes. Your stuff. Although
you’ve been up all night, the department’s short-staffed, so you and Rodriguez are taking this
one. You exist on coffee and doughnuts stuffed with caffeine pills anyway.
Someone killed last night. You are going to kill them. You live and die for Justice.
Jesus: Your partner. Protect the kid.
Taliah Weathers: An FBI agent. You don’t know what they’re doing here. You don’t trust
them either, much.

Frank Grimm: The other FBI agent. He stinks of prison to you for some
reason.
Merl: The FBI had him sprung and are allowing him to sit in on the investigation.
Something’s going on, and it ain’t right.

Obsession: Justice
Wound Points: 55
Stats:
Body: 55 (Healthy)
Speed: 60 (Fast)
Mind: 50 (Single-minded)
Soul: 45 (Cold surface hiding your rage)
Skills:
Body: Justified Brutality 40%, Athletic Cop Stuff 30%
Speed: Blow Them Away 50%, Drive Like A Madman 20%
Mind: Notice 30%, Deduction 30%
Soul: Sense Lie 20%

MADNESS METER
Violence Unnatural Helplessness Isolation Self

5 Hardened 0 Hardened 1 Hardened 3 Hardened 3


Hardened
1 Failed 0 Failed 0 Failed 1 Failed 2 Failed
TALIAH WEATHERS
People don’t use the word vocation very well any more. They don’t get it right. A
vocation is a calling you can’t resist, it’s knowing your true place in the universe. Some have
vocations to be priests or doctors.

- 25 -
All the Mornings of the World – Unknown Armies

You had a vocation to be a sorceress. You’re a Cliomancer, you walk the lines of fate
that run through history. Your magick draws on the power of memories and significance that
accumulates like golden cobwebs around historical sites. You can channel this power into the
collective unconscious of all humanity, learning anything that can be known and rewriting
memory at will. What has happened, what we remember, what we believe, what we are -
these things are yours to play with.
You joined the New Inquisition purely for power. The New Inquisition is a privately
funded investigation into the Occult, run by a billionaire called Alex Able. TNI provides
funding, training, magickal resources, and protection. In exchange, you get sent on little
jaunts like this one.
One of Able's Oracles predicted the arrival of a powerful demon in Providence, Ohio
around now. You and another Inquisitor have been sent to track down and either capture or
kill the demon - preferably capture. You've been given a talisman, a ship in a bottle made by a
deranged mage. It can trap the demon, but only when the demon is “feeding” or very close to
our reality.
You arrived in Providence too late to stop the initial attack of the demon. Several
people dead, but the thing is still out there. The power of it entices you. You want that demon.
You've used fake FBI identifications and your Cliomantic spells to masquerade as FBI agents
and tag along with the police identification. Find the demon and bind it.
You're a cold, malicious bitch with an insatiable hunger for magickal power.
Mundanes are playthings to be twisted and broken with your powers.

- 26 -
All the Mornings of the World – Unknown Armies

The Mundanes:
Frank Grimm: Your fellow Inquisitor. An ex-bank robber, Frank was taken in and given a
new identity by TNI. He's a muscleman and leg-breaker. You're in charge.
Officer Brokaw: A cold and brutal cop. He makes Frank look like a choirboy.
Officer Rodriguez: A bleeding-heart nice cop.
Merl: Now here's a surprise. Merl's a homeless vagrant -but he's also an Avatar of the Oracle.
You've had Merl freed from his jail cell and brought into the investigation. You're taking Merl
back with you. An Oracle is a useful tool for an ambitious sorceress.

Obsession: Magick
Wound Points: 40
Stats:
Body: 40 (Waiflike)
Speed: 55 (Eerily Quick)
Mind: 50 (Intellectual)
Soul: 65 (Mystickal)
Body: Struggle 25%, General Athletics 25%
Speed: Drive 30%, Dodge 30%
Mind: Notice 25%, History 45%
Soul: Cliomancy 45%, Lie 25%, Charm 25%
MADNESS METER
Violence Unnatural Helplessness Isolation Self

2 Hardened 5 Hardened 0 Hardened 3 Hardened 3


Hardened
2 Failed 2 Failed 2 Failed 1 Failed 1 Failed

MAGICK
As a Cliomancer, a mage who weaves history & meaning together, you can alter the
minds of others or draw on the knowledge possessed by the collective unconscious. Nothing
has meaning except the meaning history gives it. To warp the weave of meaning, you must
draw on the power of historical nexuses – places of great significance to humanity. Places
like the place where Kennedy was shot. Like Big Ben. Like the atom bomb testing site.
Cliomancers (or cobwebbers) are mystickal tourists.
Trouble is, Providence, Ohio is 100% free of historical sites, so you’re stuck with the
power you’ve gathered elsewhere. You have 7 charges to use with the following spells.
Trivia (one charge): Learn any published fact that is freely available to the public – anyone’s
listed phone number, anything openly on the Internet, anything in an encyclopedia – instantly.
Familiar Face (one charge): Target someone with this spell. They feel like they recognise
you. They won’t know where they’ve met you before, but they’ll think you’re an old friend of
sorts.
Common Knowledge (two charges): Copy a skill possessed by anyone nearby. If someone
else has, say, Firearms, you can copy their knowledge of guns.
You Remember Now (three charges): Implant a memory into someone’s mind. You can
either go wide & general (we used to be friends) or short and specific.
Past Sight (three charges): See what happened at a site in the past at a specified time.

- 27 -
All the Mornings of the World – Unknown Armies

1. Everything’s changed now. I saw Her Ascend in a shining light.The angel was beautiful as she flew up into
Heaven. I know, deep in my heart, the same way I know that grass is green and America is good, I know
that there are only a few places left in Heaven, and when it’s full, all the world will be washed away.
2. Maise’s with me now. I love her so much. She understands what’s going on, how important my work is.
With her, we’ll find more people who believe, and when the Apocalypse comes at the Millennium, we’ll
Ascend just like She did.
3. On this day, I, Vernon Blackwood, did solemnly and with all piety found the most Holy Church of the
Celestial Clergy in Providence, Ohio, in the United States of America. My brethren and I will ride out the
Final Storm together in this ship of love.
4. The bitch cant talk to me like that. I mean, Im the mean of the church, so Ill spend the money on whatever I
want. She never saw her, so she doesnt know squat about heaven. Fuck her. Where are my keys. Stop
writing.
5. Let it be recorded that on this day I took into the Church the woman who is the Reincarnation of the Divine
Sophia, the Principle of the Holy Female, Camilla. I grant her the title “Seer of the Church of the Celestial
Clergy.”
6. Maise’s gone.
7. Tonight. 31st January. 1999. The End of Everything.
We’re going to Ascend tonight. I can feel it.
God – I’m coming.

- 28 -

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