Professional Documents
Culture Documents
ARMAGEDDON.
deel ioeleo |
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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?
e Detailed character creation rules ranging in power level from normal humans to
gods incarnate
e A brief overview of the types of weapons used in the ultimate war, from knives
to.
the Holy Fist tank
e Background information on the most powerful of the wattime bodies: The Alliance,
Heavenly Host, Infernal Legion, Lodge of the Undying, Pantheons, and Watchers
e A variety .of metaphysical arts including Magic, the Sight, Necromancy, Divine
Inspiration, and Spirit Patrons
ETER EE LE ke
@ 2003 Eden Studios, Inc.
Published under exclusive license. GAME SYSTEM
EER GE
9 I781RY1 1E II11
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C] CARELLA $
ARMAG Ë DA
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ARMAGEDDON
it
”
'
,
Writing and Game Design: C.J. Carella i '
Editing and Development: M. Alexander Jurkat | ii
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, Moo
Darren Hill, Brian Isikoff, J] Kirkland, Karsten Liegmann, Thom Matrion, Dave
Myers, i
John Polack, Craig C. Randall, Nathan Reed, Tracy Shaw, Wayne Shaw, Chris
Stansbury,
Eden Studios
6 Dogwood Lane, Loudonville, NY 12211
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.
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.
—(Carlos J. Martijena-Carellalla
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Table of Contents
Conventions
Roleplaying
Taint
A Time of Heroes
Attributes
Metaphysics
Possessions
Finishing Touches
Archetypes
Tests
Resisted Tasks/Tests
The Role of Luck
Encumbrance
Breaking Things
Injury
Recuperation
Vehicles
Experience
Vehicles
112
145
148
151
152
154
157
160
161
Heavenly Host
Infernal Legion
Watchers
Magic
Invocations
The Sight
Necromancy
Divine Inspiration
Spirit Patrons
Kerubim
Exiles
Nephilim
Primal Beings
Avatars
Incarnates
Inheritors
Aspects
Primal Powers
Servant Races
True Immortals
Atdantean Arcana
Taint
The Adepts
Creatures of Leviathan
Stories
Setting
Themes
Story Ideas
Glossary
Index
168
172
175
181
184
187
191
194
198
203
209
225
235
239
243
248
251
261
266
268
270
270
272
272
275
280
296
297
299
302
307
312
31$
317
319
320
324
326
328
331
332,
336
339
339
341
341
341
342
344
348
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CHAPTER ONE
A TASTE OF DOOMSDAY
—Revelations 6:2
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Chapter One
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Pie
T
A Taste of Doomsday
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Chapter One
“The Church of
Revelations worsbips an
entity they call Leviathan,
the Ancient Great One.
They think it is God, or a
god, or at least a force that
will reward them with power
for their services. They are wrong.
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Pie
T
A Taste of Doomsday
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Chapter One
Introduction
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MA i
AM
A Taste of Doomsday
Summary of Chapters
laid bare.
Conventions
@@@ 14 @@@
Chapter One
Dice Notations
die, respectively.
Gender
Measurements
Roleplaying
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A Taste of Doomsday
ONILLAS
ONA AALAVHOALAVHO
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se s7 s
er s7 s
er
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Chapter Two
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OE.”
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hr;
Setting
Introduction
The Known
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Chapter Two
The Hidden
their struggles.
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ad
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Setting
Cosmology
Disclaimer, Again
The Sephiroth
In the world of Armageddon, the physical
realm of Earth is but one of many worlds.
Mythical and legendary realms, thought to be
mere fantasies or allegofies, are real in this
setting. Heaven and Hell, the Courts of Faerie,
and the Abodes of the Gods compose the
Otherworlds, different planes of existence with
their own inhabitants, lands, and physical laws.
The Otherworlds are known by occultists as
Sephiroths, the Spheres of Reality.
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Chapter Two
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ME.
sr
ar
LP
hr;
Humankind
Setting
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Chapter Two
Armageddon Timeline
ad
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Setting
Immortals
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Chapter Two
Taint
Believers
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ad
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Setting
the Church.
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Chapter Two
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ad
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Setting
The War
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Chapter Two
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Er -
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Setting
Global Status
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Chapter Two
The United States
Government
In 2008, George J. Morrison (R) became the
forty-fourth president of the United States. A
moderate conservative, Morrison was elected on
a domestic agenda, including to-fight for the
repeal of the Security Ordinances. Evensbefore
his inauguration, however, Morrison was no
longer in control of events. He came to power
during a time of war and chaos, when America
desperately needed an extraordinary leader.
Unfortunately, the former Governor of Kansas
was not such a man.
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ad
MP
Setting
The Military
2014—Switzerland is overrun.
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ad
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Setting
The Americas
Asia
Much of Asia has been overrun by the AOoR.
Large areas of India, Southeast Asia, and China
have been conguered, and resistance elsewhere is
disorganized and primitive at best. Nothing
resembling a modern army remains on the
mainland; the AOR air power has seen to that.
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Chapter Two
Europe
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Setting
A Time of Heroes
ad
MP
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SATIOU
TAHL HALAVHO
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Chapter Three
Transition.
“Ok my God!”
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Roles
Introduction
How to
Create a Character
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Chapter Three
Archetypes
Character Concept
Common
Character Concepts
Avenger
@@@ 43 @@@
Roles
Character Elements
Daredevil
Ë
A
Ve
MM
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Chapter Three
Fanatic
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Roles
Forsaken
Fugitive
“They” are after you. 'They could be
anybody—the authorities, the Mafia, the
Combine, or the re-animated body of someone
you did wrong come back for beyond-the-grave
payback. Whoever They are, you know you do
not want Them to catch you. 'To avoid getting
caught, you may be on the run, never staying
anywhere for too long, or you could be in hiding,
maybe under a false identity—one you might
have used for years. You could be guilty of
whatever you are wanted for, and avoiding your
just punishment, or You are innocent and trying
to prove your innocence while staying one step
ahead of your pursuers.
walks of life.
Reluctant Hero
@@@ 46 @@@
Chapter Three
Scoundrel
Seeker of Knowledge
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TE.
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Roles
Student
Survivor
Professions: Any.
Wanderer
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Chapter Three
Warrior
Weird One
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Roles
Character Type
Pre-Heroic Characters
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Chapter Three
Potential Hero
Beginning Gifted
Creating New
Character Types
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j Roles
i `
ii)
] vy
b. .
j) K Race and Campaign Level
` In Armageddon, humans are not the only characters available. Celestials—angels
and
! N mythological gods—are also part of the conflict. Demigods, the hybrid offspring
of angels and
MA) humans, and True Immortals can be used. Not all these “races” are appropriate
for a given game,
IM. y 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
j! races are too expensive to use in all but Legendary or Mythical games. Outlined
below are some
j 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 lmmortals (Who use the
Gifted Character
Type), as well as inexperienced Kerubim, Seraphim, and Inheritors, are appropriate
to this level.
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.
The Gifted
Heroic Characters
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Chapter Three
Lesser Gifted
Mundane
Lesser Supernatural
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j Roles
N Legendary Characters
# eh Legendary characters are powerful and
ht ' experienced. If human, they are very powerful
Pydk sorcerers or psychics. They may not be leaders,
Va but they certainly are considered to be “major
“ by players,” people that others in their field speak
) i j about with respect or fear. These characters are
f j able to make a deep impression in world events,
It %. and their deeds, if they ever become public, may
“EE.
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MM
MM
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Chapter Three
Supernatural
Greater Gifted
Mythical Characters
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Roles
Greater Supernatural
Gifted Master
Associations
Alliance
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Chapter Three
Heavenly Host
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Es
Roles
Infernal Legion
Ouestionable Allies
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Chapter Three
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Roles
Lone Wolves
Pantheons
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Chapter Three
Watchers
Armageddon setting.ng.
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Roles
Attributes
Buying Attributes
Strength
Strength Table
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Chapter Three
Dexterity
Constitution
Intelligence
Perception
Willpower
Attribute Bonuses
@@@ 63 @@@
Roles
The following bonuses are added to Attributes after they are purchased, depending
on the character's race.
N The number in the parentheses is the racial maximum. These maximums cannot be
exceeded either during
dk character creation or by increasing Attributes through experience (see p. 146),
except where a special
f ty j ability allows'a character to. exceed her racial limits.
! Str Dex Con Int Per Wil
IM, Humans 0 (6) 0 (6) 0 (6) 0 (6) 0 (6) 0 (6)
j* True Immortals 1 (7) 1 (7) 11 (7) 0 (6) 0 (6) 0 (7)
ts Inheritors 43 (8) 0 (7) 43 (8) #1*(6) #1*(7) #1*(8)
Nephilim 42 (9) 42. (8) 42 (8) 1 (7) 11 (7) 11 (7)
Kerubim 13 (9) 42. (9) 13 (9) 0 (6) #1 (6) #1-(6)
Avatars 44 (10) 22 (8) 44 (8) #1 (6) #1 (6) #1 (6)
Lesser Serapbim 43 (10) 43 (9) 413 (10) 41 (8) 41 (8) 41 (8)
Seraphim 43 (12) *3(12) *3(12) 2) 42 (9) 42 (9)
Greater Seraphim 45 (18) 14 (12) 4 (15) 43 (10) 13 (10) 14 (10)
Incarnate 46 (20) *3(10) (15) 22 (12) 42 (12) 42 (12)
succumb to temptation.
TE.
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Chapter Three
@@@ 65 @@@
TE.
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Roles
Secondary Attributes
Life Points
Avatars
Greater Seraphim
Humans
Incarnates
Inheritors
Kerubim
Lesser Seraphim
Nephilim
Seraphim
True Immortals
(Strength 4 Constitution) x $ t 60
(Strength 4 Constitution) x $ t 150
(Strength 4 Constitution) x 4 # 10
(Strength 4 Constitution) x $ t 150
(Strength 3. Constitution) x $ t 40
(Strength 4 Constitution) x $ # 50
(Strength 4 Constitution) x $ t 50
(Strength # Constitution) x $ # 30
(Strength 4 Constitution) x $ # 100
(Strength 4 Constitution) x $ t 15
Avatars
@@@ 66 @@@
Chapter Three
Speed
Speed Formula
AM Races: (Constitution 4 Dexterity) x 2 (miles per
hour); Constitution 4 Dexterity (yards per second)
Essence Points
Avatars
Greater Seraphim
Humans
Incarnates
Inheritors
Kerubim
Lesser Seraphim
Nephilim
Seraphim
True Immortals
150
170
10
175
120
150
160
130
165
125125
@@@ 67 @@@
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Roles
Categories
@@@ 68 @@@
Chapter Three
Addiction (Type)
Variable Mental Drawback
values as desired.
1 point
2 points
3 points
4 points
$ points
6 pointsnts
@@@ 69 @@@
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Roles
or even higher).
@@@ 70 @@@
Chapter Three
Adversary (Type)
Variable Social Drawback
Attractiveness
Variable Physical Ouality or Drawback
@@@ 71 @@@
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MM
Roles
Charisma
Variable Mental Ouality or Drawback
Clown
1-point Mental Drawback
Contacts (Type)
Variable Social Ouality
Covetous (Type)
1- to 3-point Mental Drawback
@@@ 72 @@@
Chapter Three
Cowardly
1- to 3-point Mental Drawback
the process.
Cruel
1- or 3-point Mental Drawback
@@@ 73 @@@
) Roles
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MM
@@@ 74 @@@
Chapter Three
@@@ 75 @@@
He Hard to Kill
, M 1- to S-point Physical Ouality
S / Characters with this Ouality are extremely
& tough, and can withstand an amazing amount of
ve N damage before-going down. Even after being
f by severely -wounded, medical attention has a good
N ' chance of reviving them, scarred but alive. This
ë j Ouality is bought in levels. Level five is the highest
Me, I possible for human beings. Some non-human
d races may be allowed to have more than five levels
j! of Hard to Kill. This will be covered in individual
Honorable
1- to 3-point Mental Drawback
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@@@ 76 @@@
Chapter Three
Humorless
1-point Mental Drawback
Lazy
2-point Mental Drawback
Military Rank
Variable Social Ouality or Drawback
@@@ 77 @@@
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Roles
Multiple Identities
2 points/lIdentity Social Ouality
Natural Toughness
2-point Physical Ouality
Nerves of Steel
3-point Mental Ouality
Obligation (Type)
Variable Social Drawback
Obsession (Type)
2-point Mental Drawback
Paranoia
2-point Mental Drawback
Chapter Three
Photographic Memory
2-point Mental Ouality
Recklessness
2-point Mental Drawback
A reckless character is supremely
Recurring Nightmares
1-point Mental Drawback
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Roles
Resistance (Type)
1-point/level Physical Ouality
Resources
Variable Social Ouality or Drawback
(2 points/level, positive or negative)
Secret (Type)
Variable Social Drawback
@@@ 80 @@@
Chapter Three
Situational Awareness
2-point Mental Ouality
Status
Variable Social Ouality or Drawback
(1 point/level, positive or negative)
Talentless
2-point Mental Drawback
Zealot
3-point Mental Drawback
their beliefs.
@@@ 81 @@@
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Supernatural Oualities
and Drawbacks
Accursed
Variable Supernatural Drawback
Age
S-points/level Supernatural' Ouality
@@@ 82 @@@
Chapter Three
Avatar
30-point Supernatural Ouality
Beholden
3- or $-point Supernatural Drawback
Divine Inspiration
S-point Supernatural Ouality
Prereguisite: The Gift
@@@ 83 @@@
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Roles
Enlightened Human
Essence Channeling
Variable Supernatural Ouality
Chapter Three
Exile
20-, 30- or 45-point Supernatural Ouality
Exiles are Seraphim (Lesser, Common, or
Greater) who have forsaken their Celestial
heritage and become flesh permanently. Esxiles
are difficult to find through mystical means: their
diminished nature is much harder to perceive and
track down. The Celestials cannot use the Finder
Theophany (see p. 259) to locate them. On the
other hand, Exiles forsake most of their
powers—they can no longer wield Celestial Fire,
fly, or use any Theophanies. Only Seraphim can
become Esiles. 'The process, and the exact
Gift
S-point Supernatural Ouality
Good/Bad Luck
1 point/level Supernatural Ouality or Drawback
Incarnate
55-point Supernatural Ouality
@@@ 85 @@@
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Inheritor
20-point Supernatural Ouality
Nephilim
24-point Supernatural Ouality
Old Soul
4-points/level Supernatural Ouality
@@@ 86 @@@
Chapter Three
Seraphim
45-point Supernatural Ouality
Seraphim, Greater
6O-point Supernatural Ouality
Seraphim, Lesser
35-point Supernatural Ouality
Spirit Patron
Variable Supernatural Ouality
@@@ 87 @@@
j Roles
i `
NT
. ”) Character Creation Example
yy (Continued)
i A
Vr Jean goes over the Oualities and Drawbacks. First, Graelle is a Lesser Seraphim,
which costs 35
b points. Since that is a Supernatural Ouality, she can use points from the
Oualities and Metaphysics
N ) pools—and she is going to have to, because she only has 20 and 30 points,
respectively. She decides
To gain any more Oualities, she is going to have to get some Drawback Points. Jean
reads the list,
f t and decides Graelle is a Zealot (-3 points), has minor Delusions (Prejudice)
against humans in general
j (-1 point), and, due to her time alone, suffers from Emotional Problems (Fear of
Rejection) (1 point).
Considering her characters 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 Chronicdler 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 pointsl—
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 Oualities, Skills, Metaphysics, and even Aftributes.
Jen decides to spend some of points in Oualities. She gives her character Fast
Reaction Time (2
points), Attractiveness 41 (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.
GN
True Immortal
Buying Skills
15-point Supernatural Ouality
Skills
@@@ 88 @@@
Chapter Three
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. Jf 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 ftom Attributes (these subtractions can be taken from any
attribute).
Characters with supernatural longevity (see the Age Ouality, p. 79) get a flat five
point
bonus but no Attribute reductions, before adding in the bonuses granted by the Age
Ouality.
F ER MA
J
Pi.Pi.
@@@ 89 @@@
TE
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Roles
Special Skills
Skill Types
Skill Specialties
@@@ 90 @@@
Chapter Three
Skill List
Acrobatics (Special)
Acting
Beautician
Brawling
@@@ 91 @@@
Roles
Bureaucracy
Cheating
The skill of breaking the rules and tricking an
Climbing
Computer Hacking
Computer Programming
Computers
Craft (Type)
Dancing (Type)
Demolitions
@@@ 92 @@@
Chapter Three
Disguise
Dodge
Driving (Type)
The skill to control any land vehidle of the
specific Type. Most driving Tasks use Dexterity
and Driving.
Common 'Types of
Driving Skills
Electronic Surveillance
Electronics
This skill-allows a character to build and
Engineer (Type)
This skill reflects the general knowledge of
@@@ 93 @@@
Roles
Escapism
First Aid
Gambling
@@@ 94 @@@
Chapter Three
,
Guns (Type)
Haggling
Instruction
@@@ 95 @@@
TE
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Roles
Intimidation
Language (Type)
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.
s Complete mastery; the character can pass for a native without problems.
@@@ 96 @@@
Chapter Three
Magic Theory
Mechanic
Magic Bolt
Medicine (Special)
Skills.ls.
@@@ 97 @@@
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Notice
Pick Pocket
Piloting (Type)
Ouestioning
Research/Investigation
@@@ 98 @@@
Chapter Three
running down leads on a story, and guestioning
Contacts and sources of information (the latter
would incur some penalties; this aspect is best be
left to the Ouestioning Skill).
Riding (Type)
Rituals (Type)
Running (Type)
Sciences (Type)
Each science (biology, chemistry, astronomy,
mathematics, physics, etc.) counts as a separate
Science Skill Type. ln some games, the
Chronicler may just lump them. all into one
Category, depending on how big a rolethese skills
play in the course of a Story. Alternatively,
separation between Sciences Skill Types (and
even Specialties) may be important to the
storyline, and a variety of penalties may be
applied when trying to use a specific Type outside
its range. See the description of the Humanities
Skill for more information (see p. 92). Most
Sciences 'Tasks use Intelligence or Perception.
Seduction
Singing
Sleight of Hand
The ability to perform sleight of hand and
@@@ 99 @@@
Roles
Smooth 'Talking
Sport (Type)
Stealth
Storytelling
Streetwise
Surveillance
Survival (Type)
Swimming
Chapter Three
Throwing (Type)
Tracking
'Trance (Special)
Traps
This is the knowledge to detect, disarm, and
Veterinary Medicine
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Roles
Weight Lifting
Writing (Type)
Metaphysics
Divine Inspiration
Magical Invocations
Necromancy
Primal Powers
Chapter Three
Acrobatics 4 (8 points)
Brawling 4 (4 points)
Dancing 3 (3 points)
Interrogation 3 (3 points)
Intimidation 3 (3 points)
Notice 4 (4 points)
Singing 3 (3 points)
Smooth 'Talking 3 (3 points) I
/ t
Supernatural Attributes
Spirit Patrons
Theophanies
Possessions
Roles
Finishing Touches
the fun.
“EE.
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MM
SOLDIER
Military Rank
(Corporal) (-1)
Recurring
Nightmares (-1)
Climbing 2
Driving (Car) 3
Driving (Motorcycle) 3
Drivin
(Tracked Vehicle) 3
Guns (Rifle) 3
Guns (Machine Gun) 2
Guns (Rocket Launcher) 2
Language (Spanish) 2
Swimming 2
Me
7]
CO)
EE
UP
—)
se
te
di
N
ef VA VA
Attributes
Str 2 (2)
Dex 2 (2)
Con 2 (2)
Int 3 (3)
Per 3 (3)
Will 3 (3)
LPs 34
EPs 26
Speed 8
Essence 25
Adversary
(Church of Revelations) (-3)
Dodge 2
Driving (Car) 2
Magic Bolt 4
Notice 3
Stealch 2
Metaphysics
Spirit Patron (Seraphim)
Beholden (-3)
Background
mortals. We observed,
investigated, and
reported, and the
Seraphs did what was
needed. Things have
changed. We still
investigate, but now we often
take action as well. 1 hope
we are strong énough to do
what is needed.
something is afoot.”
Attributes
Str 3 (2 43 from Drawbacks)
Dex 3 (3)
Con 3 (3)
Int 2 (2)
Per 2 (1
from DE beoks
Will 4 (4)
LPs 40
EPs 35
Speed 12
Essence 64
Adversary
(Churc of Revelations) (-2)
Gift (5)
Honorable (-2)
Zealot (-3)
Skills
Brawling 4
Dodge 3
Driving (Car) 2
Humanities (Theology). 4
Guns (Handgun) 2
Guns (Rifle) 2
Notice 3
Occult Knowledge 1
Storytelling 4
Metaphysics
Background , id
Those who have ears, listen. The Kingdom of t $
"
the demons that threaten our way-of Vi,
life. Everything else must come i dy
righteous purpose.
ST G
e]
ed
FM
WET
AE va
P MA7
Ad
EEU
ST
Oe
Ee
]
“rr
TAPEPDEPD
organizations,” 1 was
Adversary (Army of
Revelations) (-3)
Skills
Dodge 3
Driving (Car) 3
Guns (Rifle) 4
Guns (Submachine Gun) 3 Ouote: “Five hundred
Guns (Machine Gun) 2 yards? Easy shot.”
Language (Spanish) 1
Language (Arabic) 1
Martial Arts 3
Notice 2
Smooth Talking 2
Attributes
Clown (-1)
NEO-PAGAN-WARRIOR
When I was in
college, somebody
murdered the one I
Revelations) (-2)
Charisma -2 (-2)
Skills
Dodge 3
Driving (Car) 3
Gun (Handgun) 2
battle.
Surveillance 2
Metaphysics
Spirit Patron (Thor)
Oath of Duty (-2)
Regeneration (Constitution
Points/Turn) (6)
Vigor (£$ Strength, 13 Dexterity, Ouote: “Thor, give me the strength to open a
45 Constitution) (13) can of whupass on these losers.”
ARCHSTVPS
Attractiveness 12 (2)
Charisma -1 (-1)
Resources
(Below Average) (-2)
Status (Homeless) (-5)
Skills
Intimidation 4
Occult Knowledge (Seraphim) 4
Rituals $
Symbols of Protection
Invocation 3 (6)
Ai
| ` he
wi
Attributes
LPs 120
EPs 135
Speed 26
Essence 103
Charisma 42 (2)
Cruel (-1)
Increased Essence Pool 415 (3)
Obligation.(Major) (-2)
Oliphonim (30)
Skills
Brawling 4
Bureaucracy 2,
Demolitions 3
Dodge 4
Driving (Car) 3
Guns (Rifle) 3
Piloting (Helicopter) 3
Seduction 3
Smooth Talking 3
Surveillance 2
Stealth 3
Traps 2
Metaphysics
Maleficia Skill 3 (6)
Concealer (5)
Background
jaded.
Things are different
now, though. This war
is not just humans
killing each other for
fun and profit. This
time, somebody is
going to win. Humans
are wonderful
weapons, and Pm the
guy to get them primed
and ready and aimed
at the right target. So
Pm still moving
around, using fake
credentials to get me
from place to place, and doing
a little wet work myself.
eggs, right?
Ouote:.“No
prisoners!”
@@@ 112 @@@
SORCERER
Character Concept: Seeker of Knowledge Things have changed a great deal. Fifteen
Association: Alliance years ago, when I was being initiated into the
Attributes ( secrets of magic, we skulked in the shadows and
Str 2 2)
powers. Not anymore.” For centuries, we
Essence Channeling 8 1
(25)
Honorable (-1)
Skills
Dodge3
Driving (Car) 3
Guns (Handgun) 3
Notice 4
Research 4
DEATH INHERITOR
Attributes
Per 4
Charisma -3 (-3)
Paranoia (-2)
Recklessness(-2)
Resources 2 (4)
Skills
Brawling 3
Dancing 3
Dodge 3
Driving (Motorcycle) 3
Driving (Car) 2
Intimidation 3
Singing 4
Smooth Talking 2
Streetwise 2,
Writing (Poetry) 3
Writing (Song-writing) 3
Metaphysics
Aspect: Death
Death Gaze ER (
Background
RULES
CHAPTER FOUR
Pe
EF
`
ds , d
RE
ee
sê
ME
s
Chapter Four
“Loader! Sabot”
“On the way!”
“Hit!”
“Loader, HEAT!”
The Holy Fist bad: been
the only heavy tank that had
made it to Brady's position.
The rest of the attackers
were a motley array of
funny-looking Brazilian
tankettes and APCs. High
explosive rounds would
smasb them easily; no need
to spend the more expensive
depleted uranium armot-
piercing rounds.
“Fire!”
up in a ball of flame.
“Oh, sbit.”
Winged sbapes floated over the battlefield.
Some looked like snakes with bat wings and
MOE. -
he.
DR?
Rules
Introduction
Running A Game
Dice
When to Roll
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).
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 guickly, 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
reguire him to
draw from the deck. This eliminates players using up low cards in meaningless
actions.
This optional rule reguires 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.
Chapter Four
Story-Driven Roleplaying
Task Resolution
Diceless Damage
Easy 1-2
Challenging 3-5
Difficult 6-8
Heroic 11-12
Impossible 13-15-15
MOE. -
he.
DR?
Rules
Tasks
Tests
is added.
Determining What
Attributes to Use
Chapter Four
Unskilled Attempts
Resisted Tasks/Tests
Rules
The Rule of 10
The Rule of 1
Chapter Four
Modifiers
Chronicler's Discretion
Encumbrance
lt is tempting to try and bring every item that
might be needed into dangerous situations,/Or
just carry it around in case things get nasty. This
is not possible due the deleterious effects of
encumbrance. The encumbrance of items is
measured by their Encumbrance Value (EV).
This includes weight, plus an additional factor to
represent bulk. EV is expressed in two numbers
separated by a slash: the first number is for those
using US measurements, the second for those
using the metric system.
ad
M.A i
PT
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 (Adeguate): The Task or Test got done. If an artistic endeavor,
it is just adeguate, and
critics/audiences are likely to give it "ho-hum" responses. A complex and involved
Task takes the
maximum reguired 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.
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 reguired time. Attempted maneuvers
are skillfully
accomplished. Social skills manage to gain some benefits for the character
(including a `r1 to further
attempts on the same people under similar situations).
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
reguired. Attempted
maneuvers are done with seeming effortlessness, apparently the result of great
skill. Social skills are not
only successful, the character receives a 42 on future attempts on the same people
(this is not cumulative
with subseguent high rolls—use the highest bonus only).
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 43 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 44, 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 45, as above.
Combat: Increase the damage rolled by three before applying the Multiplier.
244: Further Levels (Mind-boggling): For every 43 to the total above 23, increase
the Success Level by
one, and the Social skills future bonus by one.
Combat: Add 41 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: 42 damage bonus). Luigi's normal punch damage is D4 x 3. Given his Success
Levels, the damage
is modified to (D442) x 3, or 9 to 18 points. Even on a bad damage roll, the attack
inflicts a decent
amount of damage.
Effect
Shakes: All the character's actions suffer a -2 penalty for two Turns. Lose one
Essence Point.
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.
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.
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.
Faint: The shock and fear are so severe that the character collapses,
unconscious. A Difficult Constitution Test is reguired 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.
lt Gets Worse: Higher results are left to the Chronicler's imagination. They
may include life-threatening effects like heart attacks or comas, or a bout of
temporary insanity lasting hours, or worse...ng hours, or worse...
he.
DR?
Rules
Getting Scared
Fear Tests
Fear Modifiers
Time
Combat
Chapter Four
Turns
Turn Steps
Running Combats
Intentions
Rules
Surprise Attacks
Initiative
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
attacks or acts. If the "bad guys" outnumber the Cast Members and gain Initiative,
it could
prove very deadly.
Chapter Four
Performance
Multiple Actions
!
Ek
éM
# vy
t
hy
yk
hy
Rules
Close Combat
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 43 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 reguire 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 42 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
4
d —
KA i
AM
Chapter Four
Improvised Weapons
Ranged Combat
Tr.
KA i
DM
Rules
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.
Shotguns
For the most part, shotguns use two types of
missiles: shot (small pellets contained in a
Cartridge), and slugs (solid shot). Shot scatters,
creating a “cone” of bullets that spreads over
distance. lt is thus easier to hit a target with shot
than with a normal bullet. Characters using a
shotgun loaded with birdshot (the smallest
pellets) gain a.42 bonus to strike targets at any
range; those with buckshot (larger pellets) apply
a 41 bonus. Slugs are treated like normal bullets.
Shotgun damage is discussed later (see p. 153).
Chapter Four
firefight or melee.
E
dr
pi
Tr.
KA i
DM
Rules
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).
Arms/Legs: -2 to hit. Damage in excess of Life Points/3 cripples the limb; 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
Chapter Four
t
variable Multiplier.” Mosthand weapons, for
example, cause damage based on the Strength of
the wielder. A baseball bat wielded by a ten-
year-old does not inflict as much damage as the
same bat in the hands of a champion
weightlifter. 'To figure the bat damage; the base
damage (D8) uses the Strength of the wielder as
a Multiplier.
Poison
OM RD EE
F —E ME ME
Rules
Chapter Four
Disease
Rules
Breaking Things
Glass Bottle 1
Window 1
Dresser 3
Desk s
Personal Computer 4
Door $
Chapter Four
K ps R” ! - sr through and Lucas (Who was not wearing body
AE
Injury
Damage in the Unisystem is measured in Life
Points, representing the characters 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.
ad
KA i
MP
Rules
EF
below -30.
Recuperation
Regaining Consciousness
Chapter Four
Resuscitation
Medical Healing
1 per 10 minutes
D4(2) per minutes
D4(2) per Turn
"sd
% he he
Tr.
KA i
DM
Rules
Characters must get at least seven hours of
sleep in a 24-hour period. Anvything less and they
lose one Endurance Point per hour of missed
sleep. For example, if the character regularly
sleeps five hours a night she loses two points each
day—points. that reguire some extra sleep to
regain. Further, for each hour past 24 that a
character stays awake,' one more Endurance
Point is lost. So, a character who stays awake for
36 straight hours loses 19 Endurance Points.
Chapter Four
Vehicle Rules
Vehicle Attributes
MOE. -
he.
DR?
Rules
Vehicles In Action
Chapter Four
Air Combat
Tr.
KA i
DM
Rules
Experience
Awarding Experience
Chapter Four
Improving Characters
Improving Attributes
TEE.
P.E
Improvement
Attribute
Existing Skill
Existing Special. Skill
New Skill
New Specialty
New Special Skill
Ouality
Essence Channeling
Remove Drawback
New Invocation
Existing Invocations
Necromancy, Theophany
or Primal Skills
Inspired Miracles
New Theophany
or Primal Power
Point Cost
See text on p. 146
The cost of the next level (e.g., to go from level 3 to 4 costs 4 points)
The cost of the next level * 1 (e.g., to go from level 3 to 4 costs $ points)
Six points for first level
Six points
Four points per level until level five; seven points per level thereafter
Pay off the original value 'of the Drawback
Five points per level until level five; eight points per level thereafter
Six points per level
Five points per level until level five; eight points per level thereafter
Five points per level until level five; eight points per level thereafter
10 points per new Power
Six points per level until level five; 10 points per level thereafter
Chapter Five
0400 hours
Tools
Introduction
Chapter Five
* Causes Life Point damage, unless Endurance damage rules are used (see p. 139)
** Slashing/stabbing weapon
Ranged Weapons
Bullet Type
| Tools
N Shotguns
! sy Slugs are treated like normal bullets, with damage doubling when hitting flesh
(there are also hollow-
A point slugs, which causes triple damage, as above). Shot damage does not double,
and any armor worn
dk is doubly effective against it (even heavy clothing may afford some protection
against the lighter birdshot
ip) used. in hunting-shotguns). On the other hand, shot spreads over a wider area,
making it easier to hit
h by the target (see p. 131).
| is
'
(N. Ranged Weapon Table
' Weapon Range Damage Cap EV Cost
j Thrown Rock 3/7/10/13/20 1 x Strength n/a 1 n/a
id Thrown Knife 3/$(8/10/13 D4(2) x (Strength -1) n/a V1 $50
j Short Bow $/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 VI $400
.32 caliber D6é x 2(6) 6-9 1 $500
.38 caliber D6é x 3(9) 6-8 1 $600
9 mm D6 x 4(12) 10-15. V1 $500
10 mm D6 x S(15) 10-15 VI $1200
AS caliber D8 x 4(16) 7-10 “1 $1500
High-Velocity Handguns 4/15/30/90/180
357 magnum D8 x 4(16) 6-10 VI $1600
44 magnum D6é x 6(18) 6-10 $1800
Submachine Guns @ 3/15/30/100/200
9 mm D6 x 4(12) 20-40 63 $1400
Civilian Rifles* 10/50/150/600/1000
22 IR D4 x 4(8) 1-10 8/4 $1000
$.$6 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 $(20) 1-30 8/4 $1600
Shotguns (12 gauge) 8/4 $1000
Birdshot 10/30/50/75/100 D6 x S(15) 1-8
Buckshot 10/30/50/100/200 DS x 6(24) 1-8
Slug 5/$0/100/200/300 DS x $(20) 1-8
Assault Rifles@ 10/50/150/600/1000
$.$6 mm D8 x 4(16) 20-30 8/4 n/a
7.62 mm D8 x $(20) 20-30 10/$ n/a
Sniper Rifles
7.62 mm 15/75/225/900/1000 DS x $(20) 20 10/$ n/a
.$O caliber 15/75/250/1200/5000 D10 *6(30) 10 28/14 ' n/a
Machine Guns@
$.$6 mm 10/100/300/1000/3000 DS x4(16) 200 22/11# n/a
7.62 mm 10/150/300/1000/4000 DS x $(20) 100 24/12# n/a
.$O caliber 15/200/400/2000/6000 .. D10 x 6(30) 100 84/428c n/a
* Single shot or semi-automatic
@ capable of burst and automatic fire
# EV includes bipod (1/1) and ammo (6/3)
rm & EV includes tripod (40/20) making this exclusively a vehicle or stationary
weapon
k
l
k
he
AAN
AT 7.
Chapter Five
Explosives
Area of Effect
# Artillery and heavy self-propelled munitions weigh thousands of pounds. They are
towed by, or mounted
on, vehicles, or simply part of ground installations.
* Guided Missiles have a minimum range, instead of Point-Blank. This is the minimum
distance the missile
must travel before its guidance system works.
An
| Tools
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 guickly with distance. Those weapons are meant to
destroy specific
targets.
OF
he
AAN
AT 7.
Chapter Five
Setting-Specific Weapons
This section describes weapons specific to the
Armageddon setting.
Weapon Range
Hawkeye (Anti-Air)
Javelin SO0*/500/1000/1500/2000
TOW-3 6$/$00/1000/2500/3000
TOW-4 6O0*/500/000/2500/3000
20/100/500/1500/2000
1 40/20 n/a
D10 x20(1004 1 50/25 n/a
D10 x 30(1504 1 160/80 n/a
D10 x 40200 1 220/110 n/a
Varies 200 200/100 n/a
* Guided Missiles have a minimum range, instead of Point-Blank. This is the minimum
distance the missile
Chapter Five
Sguad Weaponry
An
An
Tools
The weapon also fires a heat-seeking, anti-
aircraft missile (anti-tank weapons are color-
coded red, anti-aircraft, blue).
Chapter Five
Armor
Armor Encumbrance
A 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 extra heavily encumbers a character when worn.
— Civilians have a hard time getting anything heavier than a Class INla vest
(anything beyond that level is
hard to conceal, and the authorities will certainly investigate people purchasing
heavy combat armor).
Tools
Armor Descriptions
Cloth Armor: Padded or dguilted layers of
cloth, designed to slow down or stop attacks.
Vehicles
The following examples present only a small
number of the potential combat vehicles active in
the war.
Stats
Height: 9 f (3 m)
Width: 12 f (4 m)
Toughness: 6
Handling: 3
Damage Capacity
Chapter Five
Armament
Shots: 40
HEAT Round
Anti-Aircraft Round
Shots: 2000
Armor-piercing Round
Accuracy: 3
Shots: 2000
Armor-piercing Round
M2 Bradley
Infantry Fighting Vehicle
Stats
Height: 9.8 f (3 m)
Width: 10 f (3 m)
Handling: 4
Damage Capacity
Sides: 80 4 250**
Armament
Armor-piercing Round
TOW-4
HEAT Round
Stats
Toughness: $
Handling: 4
Damage Capacity
Armament
Shots: 21
Armor-piercing Round
HEAT Round
Accuracy: 3
Shots: 1000
Armor-piercing Round
Accuracy: 3
Shots: 1000
Armor-piercing Round
HMMWYV (Hum-Vee)
Stats
Height: 6 f (2 m)
Width: 7 f (2.1m)
Toughness: $
Handling: 3
Damage Capacity
Total: 110
Armor Value
Normal: 4
W/ Combat Armor Package: 60
Armament
TOW-4 launchers.
Chapter Five
Stats
Armor Value
Tracks: 50 each
Armament
High-Explosive Round
Armor-piercing Round
Tools
Accuracy: 4
Shots: 100
AOmm Grenades
Accuracy: 4
Shots: 100
AOmm Grenades
Accuracy: 3
Shots: 2000
Armor-piercing Round
Holy Vessel
Infantry Fighting Vehicle
This troop carrier is roughly eguivalent to the
Bradley Infantry Fighting Vehicle (see p. 162),
except that it is somewhat larger, able to carry an
eight-man sguad, and more lightly armored.
Stats
Height: 10 f (3 m)
Width: 10 f (3 m)
Length: 30 f (10 m)
Toughness: 3
Handling: 4
Damage Capacity
Tracks: 40 each
Armament
Accuracy: 4
Shots: 300
Armor-piercing Round
TOW-4
HEAT Round
1-72 Tank
Chapter Five
Stats
Width: 12 f (4 m)
Handling: 2.
Damage Capacity
Total: $00
Turret: 250
Armor Value
Rear: 70
Top: 70
'Tracks: 25 each
Armament
Shots: $0
Armor-piercing Round
HEAT Round
Accuracy: 3
Shots: 2000
Armor-piercing Round
Accuracy: 3
Shots: 2000
Armor-piercing Round
Tactical Fighter
Stats
Width: 45 f (15 m)
Length: 60 f (20m)
Toughness: 4
Handling: 7
Crew: 1 (pilot)ot)
Tools
Damage Capacity
Total: 175
Armor Value
All: 20
Armament
Medium Bomb
Accuracy: 4; Shots: 2
Light AAM
Accuracy: 7; Shots: 2
Rate of Fire: 1
Missile
Accuracy: 7; Shots: 2
Rate of Fire: 1
Missile
20mm autocannon
Armor-piercing Round
Stats
Height: 16 f (5 m)
Width: 30 f (10 m)
Length: 50 f (16 m)
Toughness: 3
Handling: 4
Crew: 1 (pilot)
Damage Capacity
Total: 100
Armor Value
All: 10
Armament
Medium Bomb
Light AAM
Missile
Medium AAM
Mtissile
30mm autocannon
Armor-piercing Round
SNOLLVIOOSSV
'XIS HALAVHOVHO
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Chapter Six
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Associations
Chapter Six
Introduction
Alliance
History
Beliefs
Organization
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Giaper Six
OM
Associations
Heavenly Host
History
Chapter Six
Beliefs
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Associations
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 fiuctuating
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.
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 Seraphbim.
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.
Chapter Six
Organization
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We.
Associations
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. lt 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. Tt
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 Gabriels 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.
ee
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Associations
Infernal Legion
History
Beliefs
Chapter Six
Organization
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Associations
Chapter Six
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Associations
History
Beliefs
Chapter Six
Organization
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Associations
Pantheons
History
Beliefs
Chapter Six
Olympian Gods
Egyptian Pantheon
Chapter Six
Organization
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Associations
Watchers
History
Beliefs
Chapter Six
Organization
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Associations
OISKHAVLEN
'NIATS HILAVEDTS HILAVED
Thevan 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
#, barely slowing down.
“You camt go any faster, can you?” Jeanna asked idly from the passenger's seat.
Sato scowled at ber.
Jeanna seemed unfazed that their mission had failed, that the Soul Police were in
bot pursuit, and that
they were, in all likelikood, going to die—guickly if they were lucky, borribly and
at great length
otherwise.
“1 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.”
Right into a roadblock. Soul Police troopers started shooting as soon as the van
came into view. The
windsbield splintered, and Sato involuntarily recoiled when a bullet bounced off
bis energy Shield.
“This is going to burt,” Sato muttered gunning the engine to its limits.
“Hold on,” Jeanna whispered. She trust ber bands forward. A blast of light, as
bright as the sun or
a nuclear explosion, erupted from ber fingers. A Soul Police car exploded,
scattering bodies and debris
everywbere.
Sato held bis breath as the van darted past the smoke and flames. A Soul Policeman
did not get out
of the way fast enough. The van sbuddered as it ran bim over.
“That's worth fifty points,” Jeanna commented. “Seventy for officers, one bundred
for an Adept.”
“Dear lady,” Sato replied in a low voice. “1 am truly thankful, but must you speak
so much”
Sato pointed at the windsbield, where the blast of light had melted a perfectly
circular hole, about five
inchbes wide. “Can you only do that when you're “keyed up*.”
“Oh, thate” Jeanna made a sbow of studying ber fingernails. “A little something 1
picked from my
dad. This is the first time Dve used it for real.”
“1 wisk you had told me you could do that. I£ might have come in handy during the
ambush.”
“So you let me fight three armed men on my own because you didn't want to intrude.”
“Never mind. Can you do the same thing to the cars behind use”
“Saveit for later,” Sato said. “And'its all right if you want to chatter away.”
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Introduction
Humankind Rising
Essence and
Chapter. Seven
Reincarnation
and Life After Death
Essence
Magical Signatures
Sources of Power
MEE.
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Metaphysics
Essence Channeling
Rituals
Places of Power
Chapter. Seven
ME
Times of Power
'
'
Metaphysics 'G
Ik Symbols of Power
Many.symbols generate a great deal of power.
lt 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.
Items of Power
Chapter. Seven
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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
Chapter. Seven
weave! determines the final result. Each
Invocation helps the Magician to understand one
specific pattern or matrix.
Learning Invocations
Casting Invocations
Metaphysics
P
a force shaped by emotion and intent—negative
emotions produce negative conseguences.
Chapter. Seven
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
every 10 un-Dismissed Essence Points (round up). During this time all Perception
and Intelligence-
based Tasks suffer a -$ penalty.
"EF —
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ë- MP
Metaphysics
Neutralizing Essence
Group Magic
Sorcery is more effective when performed by a
group. One of the obvious reasons is that all the
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.
Chapter. Seven
3 45
$ 60
7 105
9 %
11 100
13 132
Conducting Group Magic
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Invocations
Attacking Invocations
Lesser Invocations
Greater Invocations
Invocation Descriptions
Chapter. Seven
Aura.of Confidence
2 Essence
Blessing
Blessing of Protection
2 Essence per 41 Bonus
Good Luck
3 Essence per 41 Bonus
Success Blessing
5 Essence
Cleansing
Metaphysics
Remove Curse
Variable Essence
Communion
Chapter. Seven
Elemental Air
Calm Wind
1 Essence per mph per minute
Gust of Wind
1 Essence per $ mph
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around, and inflict D4(2) points of damage on
people for every 10 mph of speed over 50 mph.
So, a 6O-mph wind does D4(2) points of damage;
a 100-mph gust inflicts D4 x $(10) points. The
wind can be created within 10 yards (meters) per
levelsof the Invocation. Thus, a character with
Elemental Air $ could trigger the wind up to $0
yards (meters) away. The wind gust only travels
10 feet (3 meters) per 10 mph (15 km) of base
speed (a 100 mph wind rushes forward for about
100 feet).
Lightning Bolt
1 Essence per D6
Steady Wind
1 Essence per 1 mph per minute
Stirring Air
1 Essence per Turn
Whirlwind
3 Essence per yard radius per minute
Elemental Earth
Crumble Stone
1 Essence per 5 (100) Ibs
Dust Devil
5 Essence
Earth Tremor
Variable Essence
Chapter. Seven
Shift Earth
3 Essence per cubic foot per Turn
Stone Attack
5 Essence
Weaken Metal
1 Essence per pound
Elemental Fire
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Extinguish Flame
3 Essence per yard radius
Fire Protection
1 Essence per Multiplier reduced per Turn
Flame
3 Essence per Turn
Flicker
1 Essence per Turn
Elemental Water
Cause Rain
Variable Essence
Chapter. Seven
Create Fog
1 Essence per cubic yard
Destroy Water
Variable Essence
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
Farsee
5 Essence
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Find Person
Variable Essence
Tnsight
AI Gifted are sensitive to supernatural activity.
Insight allows the Magician to further
Greater Healing
Chapter. Seven
Greater Ilusion
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Create an Hlusion
3 Essence per cubic foot
Hlusionary Disguise
54 Essence
Panorama
6 Essence per cubic-foot
Lesser GCurse
Essence is the force behind all things, including
Bad Luck
3 Essence per point
Lesser Healing
Chapter. Seven
Cure Disease
10 Essence
Heal Wounds
1 Essence per Life Point
Lesser THlusion
Auditory Hlusion
Variable Essence
Full Hlusion
5 Essence per cubic foot
Visual Tlusion
1 Essence per cubic foot
Shielding
Essence Shield
Variable Essence
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Physical Shield
Variable Essence
Soulfire
Soulfire Blast
Variable Essence
Chapter. Seven
Spirit Mastery
Bond
Variable Essence
difficult it is to bind.
Compact
2 Essence
Dismiss
Variable Essence
Summoning
Variable Essence
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Tap Emotions
Prereguisites: Affect the Psyche
Magicians with this Greater Invocation can
actually absorb the Essence of those around
them, provided the people involved are
experiencing strong, positive emotions. Normal
Gifted Magicians can only tap onto positive
emotions like love, glee 'or excitement. Black
Magic practitioners have an eguivalent
Invocation that allows them to absorb Essence
released by any emotion, including anger, hatred
Or” terror. Some of these sorcerers` become
hatemongers, inciting crowds into a frenzy to
feed on their dark emotions. . The main
drawback of this dark version of the magic is
that the negative emotions affect the Magician's
personality, turning her into a bitter creature,
unable to experience happiness.
Absorb Power
Variable Essence
Warding
Create Ward
104 Essence
Weather Lordship
Affect Weather
Variable Essence
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The Sight
Seer Powers
Chapter. Seven
Mindfire Power
Using Mindfire
Metaphysics
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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 Hlame, doing D6(3) points of damage per level of Mindfire Strength is
created.
Range is egual to Willpower and Mindfire Strength in yards (meters)
s A ball of fire doing D4(2) points of damage per level of Mindfire Strength can be
tossed.
Range is egual to (Willpower * Mindfire Strength) x 10 in yards (meters). Range
modifiers are as per handguns (see p. 153).
104 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.
Mindhands Power
Using Mindhands
Chapter. Seven
For heavier objects, determine the power level needed to lift the object, and
subtract it from the Multiplier for damage purposes.
Metaphysics
Mindheal Power
Using Mindheal
Strength Ability
1
Wounds are healed at the rate of one Life or Endurance Point per Mindheal Strength
level.
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.
104 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).
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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
Ouality (see p. 79).
Chapter Seven
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).
s 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.
10-4 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!
Mindkill Power
Using Mindkill
Mindrule Power
Metaphysics
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 “Donm't bother me.”
104 The Seer can replace the victims mind with her own, taking total control for 1
Turn.
During the Turn, the Seer completely dictates the words and actions of the victim.
Af
the end of the Turn, another Resisted Task is needed to maintain control.
Using Mindrule
Seers using Mindrule must be within line of
sight'of the target. The victim must also be able
to look into the psychic's eyes or hear her voice.
If eye contact is used, the psychic must Mindtalk
to communicate her desires telepathically;
otherwise, the orders or suggestions must be
spoken out loud.
Mindsight Power
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.
s 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.
154 Range increases to 20 miles (30 kilometers) for each level of Willpower plus
Mindsight
Strength.ength.
Chapter. Seven
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
Ad 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
Mindtalk Power
Using Mindtalk
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Using Mindtalk.Defensively
Mindtalk can be used to block any attempt to
communicate with or probe the Seer's mind. The
character basically throws up a wall of noise
around herself, disrupting any mental
Communications. When using Mindtalk in this
way, the psychic resists powers like Mindsight and
Mindrule, as well as Invocations like Affect the
Psyche (see p. 209). The Seer uses-her Willpower
and Mindtalk Strength (not Art) in such Resisted
Tasks. While the power is used in this way, other
uses of Mindtalk are impossible.
Mindtime Power
Using Mindtime
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.
s The visions are more detailed and last longer; the images make more sense and are
éasier
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.
104 Visions reach back up to one century per Mindtime Strength plus Perception
level.
Chapter. Seven
5 oo N
Mindview Power
Using Mindview
Metaphysics
Necromancy
The Speech of the Dead
Chapter. Seven
Death Lordship
Level 4—Dominion
As in level three above, but control lasts for an
entire day and night, at the cost of 20 Essence.
Death Mastery
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Level 5—Wishkill
Death Speech
Chapter. Seven
Death Vessel
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Divine Inspiration
Acdguiring Miracles
Miracles are not skills; they are learned
through mystical revelation by the Inspired. To
acguire Miracles, the character must first buy the
Divine Inspiration Ouality (Which has its own
Gift Ouality prereguisite, see p. 80). Miracles
cost five character points each during character
Creation, and 10 points apiece thereafter.
Additionally, the Inspired often have large
Essence Pools as a result of their connection to
the Creator. The Inspired may have Seer Powers,
although such combinations are rare. No
Inspired can acguire Necromantic or Magical
abilities. Even when such-powers are not
considered to be tools of Satan (as many Inspired
believe), they are seen contemptuously as
distractions from the righteous service to the
Deity.
Using Miracles
The Inspired use Miracles by channeling
Essence into the effects they desire. The Inspired
have no limits-as-to how much Essence they can
use. The Inspired can use up their entire Essence
Pool in one Miracle if it seems necessary. Essence
istegained at the rate of one point per Willpower
level every five minutes.
Chapter. Seven
The Denial
'Tests of Faith
Miracle Descriptions
Binding
Variable Essence
ar
F.
7
Ti
be;
Metaphysics
Call Ethereal
10 Essence
Divine Sight
5 Essence
Exorcism
5 Essence per Test
Chapter. Seven
Holy. Fire
20 Essence
Strength of Ten
15 Essence
Touch of Healing
Variable Essence
Visions
0 or $ Essence
ar
F.
7
Ti
be;
Metaphysics
Prayer
Spirit Patrons
Chapter. Seven
Spirit Patrons and
Supernatural Creatures
Combining Patrons
Gaining a Patron
k
K”
HA
HA
F.
7
Ti
be;
Metaphysics
Boons
Immortality
Life Touch
Magicks
Necromancy
Power
Chapter. Seven
Prophecy
Oualities
Spirit Speech
Vigor
Other Powers
Obligations
Beholden
ar
F.
7
Ti
be;
Metaphysics
Conditional Boons
Gifts of Kind
Gifts of Kin
Oath of Duty
Oath of Servitude
CHAPTER EIGHT
INHUMANS
OM EE ES N
UIER at di
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Chapter Eight
[nhumans
Introduction
The Celestials
Seraphim
The name “angel” comes from the Greek word
angelos, meaning “messenger.” The Seraphim are
the descendants of an order of Sephyr (see p. 22)
who carried out the will of the Creator during
the birth of the Universe. They were the Deity's
messengers and agents, and they carried the
Word of God, the Metatron.. Initially, they were
beings of energy and potentiality, whose actions
and thought processes moved at “cosmic”
speeds—that is, so slow that the birth of a galaxy
was to them a matter of mere “days.” These
messengers directed other Sephyr during the
process of Creation, and also helped guard
Reality from intrusions from Beyond, the alien
dimensions of the Mad Gods. Another task was
to curb the Naturas, living forces of reality who
were created as the Universe was born.
Divine Seraphim
The original angels of religious belief, the
Seraphim are beings of great power, although
they are neither the unstoppable avengers of
myth nor the utterly benevolent pseudo-humans
of recent folklore. During ancient times, the
Seraphim were indeed invincible, a single one of
them being able to kill dozens or even hundreds
of mortals with relative ease. Faced withguns,
jet aircraft and tanks, angels have been taught a
harsh lesson in humility. Although some appear
as soothing,-kind figures, most of those have
been the weaker, gentler Kerubim (see p. 261).
For the most part, Seraphim are warriors and
avengers, and many do not like humans much.
Chapter Eight
Infernal Seraphim
Seraphim Ranks
Pi
es?
ve he he
[nhumans
Celestial Fire
Flight
pterÉ
-
ight
Incarnation
[nhumans
Providence
Chapter Eight
1 in 10 3(0)
1 in 20 5(0)
1 in 100 10(0)
1 in 500 15)
1 in 1000 300)
1 in 10,000 50(3)
1 in 100,000 1004)
1 in a million 200(6)
1 in 10 million 500(8)
Odds Example
1 in 10 $5 lottowin
1 in a million
1 in 10 million
1 in 100 million
* 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.
[nhumans
Supernatural Attributes
Life Points
Lesser Seraphim: (Strength 4 Constitution)ix $ #
50
Seraphim: (Strength 4 Constitution) x 5 4 100
Chapter Eight
Endurance Points
Essence
Lesser Seraphim: Sum of Attributes 4 60
Serapbim: Sum of Attributes 4 65
Greater Seraphim: Sum of Attributes # 70
Supernatural Senses
Seraphim Theophanies
Using Theophanies
The Seraphim all have a 'Theophany Skil.
This skill is used to activate any. of these powers.
lt is used in conjunction with the characters
Attribute (usually Willpower or Perception).
Theophany costs two points per level until level
five, and five points per level thereafter, and is
purchased with Metaphysics Points:
Theophany Descriptions
Binder
6-point Power
'
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W
[nhumans
Destroyer
8-point Power
Eraser
5-point Power
Chapter Eight
Finder
5-point Power
'
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W
[nhumans
Healer
5-point Power
Traveler
7-point Power
Kerubim
Chapter Eight
Oliphonim
them fulfilled.
Humans In Hell
'
ie he
PS
PS
d ,
GR Incarnation
, M Kerubim once were human, and when on
2 Earth they assume the form they had while alive.
1 They appear in the prime of life (about 25-30
NT years of age), regardless of when the Kerubim's
' Mi, ' familiarity with the angel.” Although the shape
looks completely human, Kerubim are far more.
j' Incarnating on Earth from Binah takes some
Providence
OE
df
Ad
Ad
Chapter Eight
Supernatural Attributes
Supernatural Senses
Kerubim Theophanies
Battler
7-point Power
'
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W
[nhumans
Concealer
5-point Power
Dreamer
5-point Power
Eraser
5-point Power
Healer
4-point Power
Chapter Eight
Revealer
4-point Power
Exiles
Becoming an Exile
'
W'
W
Exile Powers
and Vulnerabilities
Profane Form
Other Powers
Chapter Eight
Nephilim
'
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W
[nhumans
Lack of Arts
Supernatural Attributes
Supernatural Senses
Primal Beings
Avatars
were killed.
Beholden
Resistances
Supernatural Attributes
Chapter Eight
Supernatural Senses
Incarnates
Ageless
Resistances
Supernatural Attributes
Incarnates receive the following Aftribute
bonuses: Strength 46, Dexterity 13, Constitution
44, Intelligence 42, Perception 42, Willpower 42.
The following formulae determine the
Incarnate's Secondary Attributes (Speed uses the
normal formula):
Supernatural Senses
Inheritors
'
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W
[nhumans
Chapter Eight
Ancient Inheritors
Not all the Inheritors,were born recently. Some
have lived on Earth since antiguity, escaping both
the wrath of the: Seraphim and the fear of the
mundane through cunning and caution. Most of
these -Inheritors had little interest in their
pantheons of origin, and chose to pursue their own
destiny. A few of these old and powerful demigods
became involved in world-spanning conspiracies
and the dealings of the Combine and the Watchers,
but the rest lived as long as they did by avoiding
such involvement,..Unfortunately, the war allows
for no indifference or neutrality, and these ancient
beings, wiser in many ways than the gods who
spawned them, have had to enter the fray,
sometimes helping their younger siblings, or
secretly aiding them.
and Vulnerabilities
Rapid Healing
Resistances
Supernatural Attributes
Supernatural Senses
Unaging
'
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[nhumans
Aspect Descriptions
Beast (Type)
Death
Chapter Eight
Element (Type)
Fertility
The gods and goddesses of fertility were
among the most popular in ancient cultures.
Every civilization that developed agriculture put
fertility goddess in a respected place. 'Their
favor meant good harvests and full bellies; their
anger could bring famine and death. Fertility
deities are also linked to the simple lusts of life.
Many goddesses of Love started out as fertility
deities whose passions were refined into more
complex emotions. Most fertility deities have
reputations as promiscuous lovers.Fertility is a
major trait of the Earth Mothers, the female
leaders of most pantheons. Fertility deities are
also often associated with the Life-Death cycle,
symbolized by the yearly seasons. 'Their
children tend to favor one of those Aspects over
the other, however.
Mandatory 'Traits: The character must have a
41 in either Attractiveness or Charisma, and at
least one level of Covetous (Lecherous).
'
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W
[nhumans
Forge
Justice
Moon
Sea
Sky
Strength
Sun
Trickster
Vengeance
'
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W
[nhumans
War
Wisdom
Chapter Eight
Primal Powers
Essence Channeling
and Primal Powers
Awe
Aura of Power
3-point Power
Emotion
Variable Power
VY
PS
PS
[nhumans
Animal Control
3-, $- or 10-point Power
Animal Shape
2-, 4- or 8-point Power
Animal Speech
1-, 2- or 5-point Power
Battle Rage
Berserk
5-point Power
Berserk Leader
5-point Power
Prereguisite: Berserk or Cold Fury
Chapter Eight
Cold Fary
10-point Power
Darkness
Dark Aura
4-point Power
Dark Vision
1-point Power
The character can see in Complete darkness,
and is never affected by any lighting penalties.
Tendrils of Darkness
5-point Power
Destruction
Bolt of Destruction
10-point Power
Decay
6-point Power
Discernment
Combat Wisdom
5-point Power
'
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W
Sagacity
Variable Power
Prereguisite: any other Discernment Power
Sense Truth
3-point Power
Soul Sight
6-point Power
Wise Choice
2-point Power
Sometimes, when someone is about to make a
mistake, an inner voice warns them just in time.
lt may take a while to figure out what the
character's instincts are saying, but once he does
he rarely faults his own judgment. 'The
Chronicler takes on the role of the character's
Dreamer
Dream Kill
8-point Power
Preredguisite: Dream 'Twister or Enter Dream
Realms
Dream 'Twister
3-point Power
Prereduisite: -Enter Dream or Enter Dream
Realms
Chapter Eight
(modified as above).
Enter Dream
2-point Power
8-point Power
3-point Power
4-point Power
Tree Shape
10-point Power
Prereguisite: Nature Growth
Fortune
Curse
6-point Power
Providence
6-point Power
This power is identical to the Providence
ability of the Seraphim (see p. 255).
'
W'
W
[nhumans
Stroke of Luck
6-point Power
Visions
6-point Power
Hlusion
Full Tlusion
3-point Power
Prereguisite: Minor Tfusion
Minor Tlusion
3-point Power
'Temporary Reality
15-point Power
Prereguisite: Minor Tlusion and Full Tlusion
This illusion is real enough to endure
damage—or inflict it. An illusory car can be
driven (if the Success Level was good enough),
and used to run over people (although the
damage inflicted may not be as devastating as the
real thing). 'These temporary creations have
Damage Points egual to 20 per cubic yard (meter)
in size, or the Damage Capacity of the real thing,
whichever is lower. Damage inflicted is egual to
D10(S) x Willpower. Essence can be spent to
raise the Multiplier, at the rate of 1 point per #1
to the Multiplier. The illusions'cost 15 Essence
per cubic yard (meter) in size, and last for 1
minute.
Judgment
Decision
5-point Power
3-point Power
Chapter Eight
Unbending Will
Variable Power
Life
Conception
2-point Power
Resurrection
15-point Power
Prereguisite: Touch of Life
Touch of Life
5-point Power
Light
Blinding Light
3-point Power
Prereguisite: Radiance
[nhumans
3-point Power
Prereguisite: Radiance
Light Bolt
12-point Power
Radiance
1-point Power
This ability increases the light level around the
Love
Beauty
Variable Power
Lust
2-point Power
Passion
4-point Power
Touch of Beauty
2-point Power
Magic
Arcane Knowledge
Variable Power
Dissolve Magic
5-point Power
Chapter Eight
Might
Bounding Leap
3-point Power
Enhanced Strength
Variable Power
Iron Muscles
Variable Power
Nimbleness
Combat Speed
5-, 10, 20-, or 35-point Power
Enhanced Dexterity
Variable Power
Primal Earth
Earth Incarnate
12-point Power
Earth Magic
10-point Power
Summon Elemental
6-point Power
'
W'
W
Primal Fire
Fire Magic
10-point Power
Flame Incarnate
14-point Power
Flame Projection
8-point Power
Flame Resistance
2-, 5- or 10-point Power
Summon Elemental
6-point Power
Primal Wind
Air Magic
10-point Power
Chapter Eight
Summon Elemental
6-point Power
Wind Incarnate
12-point Power
Wings of Air
5-point Power
Primal Water
Water Magic
10-point Power
Summon Elemental
6-point Power
Swimmer
4-point Power
Water Incarnate
8-point Power
'
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W
@@@ 293 @@@
[nhumans
Psyche
Gift of Tongues
4-point Power
Enhanced Intelligence
Variable Power
Prereguisite: any other Psyche Power
Prodigy
2-point Power
Send Thoughts
5-point Power
Shape-Shifting
Animal Shape
2-, 4- or 8-point Power
This is identical to the Beast Power of the same
name (see p. 218).
True Mimicry
12-point Power
Smith
Weapon of Power
8-point Power
Chapter Eight
Armor of Power
6-point Power
Enchanted Item
Variable Power
Storm
Lightning Bolt
8-point Power
Lightning Storm
15-point Power
The character can stir an electric storm in the
skies. This is particularly deadly against aircraft
or flying creatures, who find themselves caught
in a maze of lightning bolts jumping from cloud
to cloud. Assembling the necessary clouds takes
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
cloudless day). 'The power costs 20 Essence
Points and the lightning storm lasts for 1 minute
'
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W
[nhumans
Thunderbolt
15-point Power
Thunderclap
6-point Power
Weather Lordship
12-point Power
Thanathos
Death Gaze
10-point Power
Death Senses
2-point Power
Chapter Eight
Spirit Shape
8-point Power
Thievery
Shadow Movement
Variable Power
Silver Tongue
4-point Power
Unlock
Variable Power
6-point Power
'
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W
[nhumans
Torment
Agony
8-point Power
Clawed Chains
6-point Power
Curse
6-point Power
Vitality
Enhanced Constitution
Variable Power
The character can gain a bonus to the
Constitution Attribute, which is applied only
while this power is activate. 'This costs five
Essence Point per minute (which cannot be
regained for as long as the power is maintained).
The maximum bonus is egual to the characters
Life Force
Variable Power
Recovery
Variable Power
Weapon Mastery
Feat of Glory
8-point Power
* 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/bulle/thrown
weapon is being used,
each subseguent target takes two less points of damage from the attack's initial
result; if this reduces the
attack's damage to zero, the attack has spent all its energy.
Chapter Eight
Ways of War
8-point Power
Weapon Mastery
6-point Power
Aztec/Mayan Gods
Coatllicue: Fertility
Kukulcan/uetzacoatl: Life, Sun, Wisdom
Huitzilopochtli: Sky, War
Hunhau: Death
Egyptian Gods
[nhumans
Greek Gods
Ares: War
Hades: Death
Norse Gods
Freya: Fertility
Hel: Death
Loki: Trickster
Spirits
In the world of Armageddon, reality is made
up of many layers; the physical-world—what
mundanes refer to as the “real” world in their
ignorance—is but one of those layers. Some
oëcultists call these layers of reality Sephiroths.
Traveling from one Sephiroth to another is not
easy. Most beings from beyond the Earth find it
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
incorporeal ghosts of the dead to elementals and
demonic fiends. Most of them share some basic
powers, however Described below are some of
the basic abilities and limitations of spirit beings.
Two types of spirit entity involved in Celestial
politics, Angelic Ethereals and Fiends, are detailed
as well. More information about spirit entities
can be found in other Unisystem volumes.
Beings of Essence
Elementals
Spiritus: 3-64
Con 2-10-
Will 3-64
Chapter Eight
Evolution
Immaterial
Oathbound
Perceive Essence
Physical Manifestation
Spiritus
'
W'
W
“EE —
df
Ad
[nhumans
Ethereals
The term Ethereal is used by"occultists in the
world of Armageddon to describe a special order
of spirit. Ethereals are dedicated followers of
one of the great powers of the universe. Some of
them embody a single idea or concept, like Love
or Vengeance. The borders of the Death Realms,
for example, are patrolled by cloaked entities
known as the Grim Reapers, who serve Death
ltself. They are believed to be lesser creations of
the first Sephyrs, or perhaps fragments of long-
dead Sephyrs.. `Ethereals do not have self-
awareness and free will as higher orders of being
(like humans or the Seraphim) do. Their entire
existence'tevolves around their duty, the concept
they espouse, or the master they follow. This
makes them -incorruptible, relentless beings.
They cannot compromise, surrender, or tolerate
any deviation from their core beliefs any more
than a human being can give up breathing.
Many Ethereals are little more than mindless
automatons who carry out their tasks with the
same uncaring efficiency of a steamroller. Others
are slightly more sophisticated, but egually
single-minded. 'Their nature, in short, makes
them inappropriate for Cast Members; they are
best used as Supporting Cast and Adversaries.
Angelic Ethereals
Angelic Ethereals
Vital Essence: $0
Energy Essence: 70
Life Points (when manifested): 120
Speed: 12.
Spiritus: 5
Chapter Eight
Fiends
“EE —
df
Ad
[nhumans
Fiends
Str 2-104 Dex 3-74 Con 2-10-
Int 2-74 Per 3-74 Will 3-74
Spiritus: 3-64
Fiend Powers
Physical Manifestation: Fiends can materialize
physically, as long as they have an outside source
of Essence. 'This usually reguires Magic,
although on occasion a large release of Essence
allows one or more of these creatures to slip
through. Another possibility is to open a
Gateway leading to the creatures? native world.
Fiends who cross through a Gateway do not need
to spend Essence to remain on Earth. A few cults
would love to open huge gateways allowing
hordes of these creatures to pour through;
fortunately, such links between worlds are
extremely rare.
Chapter Eight
True Immortals
Being Immortal
Immortals, Death
and Reincarnation
'
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W
[nhumans
Atlantean Makers
Creating True
Immortal Characters
Immortals can use any of the Gifted Character
Types (although it will be difficult to muster the
necessary points as a Beginning Gifted). They do
not have to purchase the Gift, but must pay for
the Immortal Ouality (see p. 85), which costs 15
points. This Ouality grants them the common
True Immortal Powers. Those with the Immortal
Ouality may also purchase special abilities listed
later in this chapter.
Common True
Immortal Powers
Ancestral Memories
Immortality
Magic Resistance
Manipulate Essence
Regeneration
Special Restrictions
Supernatural Attributes
Supernatural Senses
'
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W
[nhumans
Unaging
Awareness
3-point Power
Battle Boost
5-point Power
Child
1-, 2-, or 3-point Vulnerability
Destiny Rider
1-point Valnerability
Chapter Eight
Gaze of Dominion
A4-point Power
Maker
6-point Power
Shetarri Warrior
17-point Power
Spirit Voice
4-point Power
'
W'
W
[nhumans
Thought Wall
2-point Power
right senses.
Atlantean Arcana
Adamant
4-point Power
Chapter Eight
Ambrosia
2-point Power
20-point Power
Prereguisites: Adamant, Energy Crystals,
Orikalk
'
W'
W
[nhumans
Chapter Eight
Crystal Skull
5-point Power
Prereguisite: Energy Crystals
Energy Crystals
4-point Power
Prereguisite: Orikalk
'
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W
[nhumans
Orikalk
4-point Power
drain instead.
CHAPTER NINE
ADVERSARYARY
Fa
Fy;
ad.
#
H
7
ë
j
Chapter Nine
MOE. -
he.
DR?
Adversary
Introduction
Church of Revelations
The Believers
Chapter Nine
SE
d
Adversary
Seizure of Power
Chapter Nine
Consolidation
MOE. -
he.
DR?
Adversary
Implementation
Metamorphosis
Life in the
Conguered Territories
Chapter Nine
Society
The Church
of Revelations
Organization
The COR's organization is a perverse mockery of
the Catholic Church. The Conguered 'Territories
are divided into dioceses and archdioceses, ruled
by bishops and archbishops. The similarities aidedded
| Adversary
ad
KA i
MP
Chapter Nine
Organization
ad
MA
AM
Adversary
Chapter Nine
ad?
EP AS
Organization
MOE. -
he.
DR?
Adversary
Training
Logistics
The AoR has had trouble with supply lines. A
six million man army is a huge monster that
needs to be fed and maintained. The First Army
has all the resources of Europe at its disposal, but
neither of the other four armies have enough of
an industrial base to maintain their operations.
Shipping supplies is possible but dangerous, as
the U.S. has the edge on the seas, even after the
loss of several aircraft carriers and submarines.
Technology
Supernatural Elements
Chapter Nine
Supernatural Adepts
'
Taint
Adversary
Effects of Taint
Chapter Nine
The Adepts
Becoming an Adept
MOE. -
he.
DR?
Adversary
by their connection to Leviathan. However they
are chosen, the symptoms are all the same.
Adept Circles
Chapter Nine
Bonuses: None.
Adversary
Higher Adepts
Chapter Nine
Greatures of Leviathan
Essence Points: $6
(Wealthy)
Sheol Powers
Adversary
Typical Arisen
Str3 Dex3 Con2 lInt2 Per2 Will2
Life Points: 60
Speed: 10
Essence Points: 0
The Shaitan
Chapter Nine
Endurance Points: 26
Speed: 10
Essence Points: 14
Oualities/Drawbacks: Zealot
Speed: 12.
Essence Points: 17
TEE.
M.A i
PT
Adversary
Shaitan Powers
Taint: 60
Armor Value: 10
Armor Value: 50
STOINOUHO
'NAL HALAVHOVHO
Chapter Ten
“Thanks, Dad.”
An
An
Chronidles
Stories
After pages of background, history, character
Creation, rules, eguipment, powers, and enemies,
it is time to start running a game. So what's next
for the Armageddon Chronicler?
Setting
Chapter Ten
Chronidles
Supporting Cast
and Adversaries
Themes
War
Chapter Ten
Ancient Conflicts
Bringing the
Cast Members into the Story
Story Ideas
Chronidles
Bad Omen
Deadly Politics
Chapter Ten
Glossary
Chronidles
Chapter Ten
Index
Abaddon 183
Adepts 328-331
Archangels 180
Archetypes 40, 102-111
Arisen 333
Armor 160-161
Army of Revelations 324-326, 334
Organization 324
Supernatural Elements 325
Technology 325
Training 325
Aspects 275-279
Beast 275
Death 275
Element 276
Fertility 276
Forge 277
Justice 277
Moon 277
Sky 278
Strength 278
Sun 278
Trickster 278
Vengeance 278
War 279
Wisdom 279
Associations 53-58, 172-193
Alliance $3, 172-175
Heavenly Host 54, 175-181
Infernal Legion $5, 181-184
Lodge of the Undying 56, 184-187
Lone Wolves 57
Pantheons $7, 187-191
Watchers $$8, 191-193
Atlantis 21
Atlantean Arcana 307-311
Adamant 307
Ambrosia 308
Atlantean Thought Ship 308
Crystal Skull 310
Energy Crystals 310
Energy Wand 311
Orikalk 311
Atlantean Secret Masters 185
Atlanteans see True Immortals
Attributes $9
Avatars 270-272
Basic Rule 119
Believers 24, 315-317
Breaking Things 137
Bullets 152
Cards 117
Character Concept 40-46
Avenger 40
Daredevil 41
Fanatic 42.
Forsaken 43
Chronidles
Reluctant Hero 43
Scoundrel 44
Seeker of Knowledge 44
Student 45
Survivor 45
Wanderer 45
Warrior 46
Weird One 46
Character Type 47-53
Beginning Gifted 48
Gifted 49
Gifted Master 53
Greater Gifted $2
Greater Supernatural 53
Heroic 49-50
Legendary 51-52
Lesser Gifted 50
Lesser Supernatural $0
Mythical S2-53
Mundane 50
Pre-Heroic 47-48
Potential Hero 48
Supernatural $2
Church of Revelations 24, 315-324,
328-331
Conguest 317-319
Courts 321-322
History 315
Orders 322
Organization 320
Close Combat Weapons 151
Combat 125-130
Cinematic Rules 132.
Close Combat 129
Improvised Weapons 130
Ranged Combat 130
Combine 176
Conguered Territories 319
Dark Apostle 331
Deities 296-297
Dice 116
Diceless Roleplaying 117
Disease 136
Divine Inspiration 99, 239-249
Binding 240
Call Ethereal 241
Denial 240
Divine Sight 241
Exorcism 241
Holy Fire 242
Miracles 239
Prayer 243-244
Strength of Ten 242
Touch of Healing 242
Visions 243
Drowning 136
Elementals 297
Encumbrance 122, 160
Endurance Point Loss 140
Essence 198-203
Defensive Use 202
Essence Channeling 199
Immortality 202
Items of Power 201
Magical Signatures 198
Places of Power 199
Rituals 199
Symbols of Power 201
Times of Power 200
Ethereals 299-300
Exiles 266-268
Experience 145-146
Explosives 154-157
Falls 136
Fiends 300-301
Fire 136
Flood 22, 175
Leviathan 23
Healing 140
Holland, Beatrice 30
Incarnates 272
Inheritors 272-275
Initiative 127
Injury 138
Invocations 209-224
Affect the Psyche 209
Blessing 210
Cleansing 210
Communion 211
Elemental Air 212
Elemental Earth 213
Elemental Fire 214
Elemental Water 214
Farsight 216
Insight 217
Greater Healing 217
Greater Tlusion 218
Greater Invocations 209
Lesser Curse 219
Lesser Healing 219
Lesser Ilusion 220
Lesser Invocations 209
Shielding 220
Soulfire 221
Spirit Mastery 222
Warding 223
Weather Lordship 224
Kerubim 261-266
Incarnation 263
Resistances 263
Theophanies 264-266
Mad Gods 23
Awe 280
Darkness 282
Destruction 282
Discernment 282.
Dreamer 283
Fortune 284
Tlusion 285
Judgment 285
Life 286
Light 286
Love 287
Magic 287
Might 288
Nimbleness 288
Psyche 291
Shape-shifting 291
Smith 291
Storm 292
Thanathos 293
Thievery 294
Torment 295
Vitality 295
Accursed 79
Acute Senses 66
348 Addiction 66
Adversary 68
Chapter Ten
Age 79
Artistic Talent 68
Attractiveness 68
Avatar 80
Bad Luck 82
Beholden 80
Charisma 69
Clown 69
Contacts 69
Covetous 69
Cowardly 70
Cruel 70
Delusions 71
Delusions of Grandeur 71
Depression 72.
Divine Inspiration 80
Emotional Dependency 72
Emotional Problems 72
Enlightened Human 82
Essence Channeling 81
Exile 82
Good Luck 82
Hard to Kill 73
Honorable 73
Humorless 74
Impaired Senses'66
Incarnate 82.
Kerubim 83
Lazy 74
Military Rank 74
Minority 74
Multiple Identities 75
Natural Toughness 75
Nephilim 83
Nerves of Steel 75
Obligation-75
Obsession 75
Old Soul 83
Paranoia 75
Phobia 71
Photographic Memory 76
Physical Disability 76
Prejudice-71
Oliphonim 83
Recklessness 76
Recurring Nightmare 76
Resistance 77
Resources 77
Secret 77
Seraphim 84
Showoff 77
Situational Awareness 78
Spirit Patron 84
Status 78 '
Talentless 78 /
True Immortal 85 i "
Weird Delusions 72
Zealot 78
Ranged Weapons 131, 152. VA. n
Shotguns 131, 153 1
Reckoning 18 | My
Resisted Tasks/Tests 120 IT %
Resuscitation 140 1 1
Rule of 1 121
Rule of 10121 %
Safety Ordinances 26 `
Secondary Attributes 63
Sephiroth 19-20 i
Binah 20, 177
Geburah 20
Kether 20
Netzach 20, 188
Yesod 20
Sephyr 22, 251
Seraphim 176, 251-261
Celestial Fire 253
Diaspora 176
Divine 252
Incarnation 254
Infernal 252
Providence 255
Ranks 252.
Spirit Travel 257
Theophanies 258-261
Setting-Specific Weapons 157-159
Shaitan 333-334
Sheol 332.
Sight 99, 225-234
Art 225
Gestalt 225
Mindfire 226
Mindhands 227
Mindheal 229
Mindkill 230
Mindrule 230
Mindsight 231
Mindtalk 232
Mindtime 233
Mindview 234
Strength 225
Skills 85-99
Acrobatics 88
Acting 88
Brawling 88
Bureaucracy 89
Cheating 89
Climbing 89
Computer Hacking 89
Computer Programming 89
Computers 89
Craft 89
Dancing 89
Demolitions 89
Disguise 90
Dodge 90
Driving 90
Electronic Surveillance 90
Electronics 90
Engineer. 90
Escapism 91
Fine Arts 91
First Aid 91
Gambling 91
Guns 92
TY; Haggling 92.
f Hand Weapon 92.
d Humanities 92
Instruction 92
Intimidation 93
Language 93
Lock Picking 94
Magic Theory 9%
Martial Arts 94
Mechanic 94
Magic Bolt 94
Medicine 94
Myth and Legend 95
Notice 95
Occult Knowledge 95
Optional Skill Point Generation
System 86
Pick Pocket-95
Piloting 95
Play Instrument 95
Ouestioning 95
Research/Investigation 95
Riding 96
Rituals 96
Running 96
Science 96
Seduction 96
Singing 96
Sleight of Hand 96
Smooth Talking 97
Special Skills 87
Specialties 87
Stealth 97
Streetwise 97
Surveillance 97
Survival 97
Swimming 97
Systems Operations 98
Throwing 98
Tracking 98
Trance 98
Traps 98
Types 87
Unconventional Medicine 98
Unskilled 120
Veterinary Medicine 98
. Weight Lifting 99
Chronidles
Writing 99
Slashing/Stabbing Weapons 151
Soul Police 322-324, 334
Spirits 297-298
Spiritus 298
Story-Driven Roleplaying 118
Special Operations Task Force
(SOTF) 32.
Beholden 246
Boons 245
Immortality 245
Magicks 245
Necromancy 245
Obligations 246
Power 245
Prophecy 246
Oualities 246
Vigor 246
Suffocation 136
Survival 139
Taint 326-328
Tasks 119
Tests 119
Theophanies 100, 258-261
Battler 264
Binder 258
Concealer 265
Destroyer 259
Dreamer 265
Finder 260
Revealer 266
Traveler 261
Thrown Weapons 132
Time 125
True Immortals 302-311
Arcana 307-311
Awareness 305
Child 305
ARMA
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Character History
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