Professional Documents
Culture Documents
Playtesters:
John Allison, Des Bartlett, Ray Beckmann, Jill Bell, Johnathan Brammall, James Brown, Mark Cazakoff, Adam Conway, Jackie
Cornell, Ryan Cornell, Melissa Cuerrier, Scott Cummings, Jenn Dixon, Jeff Elder, Chris Fedak, Eric Finley, Mary Flint, Scott Fox,
Deborah Fuhrmam, Cindy Gaffney, David Gaider, Ashwath Ganesan, Danielle Gauthier, Jordan Gray, Laura Hamilton, Mitch
Hammer, Steph Height, Alan Hiebert, Lorne Hopkins, Quinn Jones, Donette Kingyens, Carla Ko, Levi Kornelsen, Jason Kooyman,
Quinn Kurenda, Kim Lam, Wade Lahoda, Mike Lang, Chris Leahy, Rhea Lonsdale, Jake Lysecki, Rob Maa, Hal Martin, Cori May,
Gray Myrfield, Layne Myhre, Todd Myhre, Jen Nesvold, Star Newman, Andrew Pearson, Alina Pete, Greg Posein, Andrew Postnikoff,
Spike Postnikoff, Kim Quintin, Mikey Raine, Ian Racine, Shani Russell, Darren Rudyk, Aidan Scanlan, Joey Simon, Nikolai Smith,
Wayne Strembitsky, Jay Watamaniuk, Cristeen Whalen, Brad Wickert & Emmanuel Zervakis
Special Thanks:
To Jill Bell & Cori May for the exhaustive editing. To Jill Bell, Johnathan Brammall , Mark Cazakoff , Jackie Cornell & Wade
Lahoda for being my rules sounding boards. To Quinn Kurenda for coming through in a pinch. And to Stephanie Height for her endless
support.
Warning:
This is a mature game for mature players. There are adult themes in this book and only you can decide whether you are mature enough
to handle them. Vicious Circle Games cannot be held responsible for anybody who plays this game in an unsafe manner and causes
harm to themselves or others. Remember, this is just a game.
http://www.viciouscirclegames.com
SETTING Page 12
CODEX Page 35
EMBODIMENTS Page 53
Introduction
Broken Wings
Sarabel's grin had a hint of playful maliciousness at the edges as she leaned in to kiss his lips. He met her mouth with
his and he slid his hand up to her hair, catching a handful; he tightened his grip. She let her head pull back, moaning at
the feel of the gentle tugging. He loved to look at her when she was like that. So helpless and willing in his hands.
She fought back by sliding a hand down under the sheets; he began to moan.
"Oh, Micah," he said.
chapter i: Introduction
Sarim woke to the sounds of light rain on his window. His dream vivid and flashing across his mind, leaving its echo
on his rigid body.
He struggled against the desire to stay in bed and weep. Instead, he turned the emotions to something else. Pain turns
so easily into anger.
Sarabel was dead. She was killed by the Infernal just before the Last Crusade. That was just over ten years ago and he
still could never let it go. Or rather, he could never let it go that he had been unable to exact his revenge on the Infernal.
They all needed to die. Or at least, that was what it was like before.
It was all so simple before. He was part of the good guys and they fought the bad guys. It was real simple. It was real
clean. A perfect little war.
Since then, Heaven and Hell opened their doors and sent angels and devils after all the Fallen. And with that, a truce
was called and an alliance formed. But part of that meant that everybody had to put aside their differences. It was the
only way to survive the slaughter. Sarim knew that he would have been dead had he not joined. But sometimes he
wondered if that wouldn't be better.
Now, they were surviving. But only just. They weren't any closer to winning this new war. They were just holding the
line, day after day. How do you fight Heaven and Hell with clipped wings?
2
He listened to the Symphony and felt the stoic sturdy chords that told him that the dove was from his Choir mate. He
was relieved, and yet surprised to find himself disappointed that it wasn't from Micah.
Since the Last Crusade, he had been forced to fight alongside the Infernal too many times for his taste. Some of them
remained the monsters he had known before the Codex. But others... surprised him. Fallen like Micah. She wasn't evil.
She had tried really hard to be a good person, but after her Reckoning, when given a choice, she gave into the bitter
chapter i: Introduction
anger that had built up from a lifetime of enduring roughness and pain.
When Sarim found that out, learned about the men who had hurt Micah, it brought a lot of his beliefs into question.
Men had once hurt Sarabel like that. She found Sarim first after her Reckoning and had naturally been persuaded to
become Divine. But that was before the Last Crusade. Before there was even much of a choice which Conviction you
would join. Before, you joined the Conviction that found you first. Or you died.
Micah had opened his eyes. It wasn't as black and white as he had allowed himself to believe. At Census, he had seen
her openly argue against other Infernal. During a battle with an angel, she and he had fought back to back - and he
realized at that moment that he trusted her as he would a member of his Choir.
But the event that had changed everything was during the last Deistical Christmas party. Most of the Deistical and
Infernal who had attended were pretty smashed, Micah was no exception. They fought and partied hard. Sarim only
came because Delilah, the Deistical Prelate, was a good friend by this point. He brought her a bottle of wine - a drop of
water in the ocean of alcohol that was being consumed - but it was well received.
He remembered seeing Micah. And there was something different about her. The booze had made her much more
relaxed, but that wasn't it. He listened to her tune in the Symphony and discovered that there was a chord of Lust to her
otherwise Envious Embodiment.
Lord, Oh Lord
convinced, and at some point in the evening, Micah had brazenly approached him
and given him a wet and passionate kiss. Their kiss received cat calls from the Deistical
watching. And I’ve been waiting for this moment
all my life, Oh Lord.”
He was shocked and disgusted with himself that he did not push her off immediately
3
Those were the words he kept to comfort him in his death when Purgatory
took him. Three days in that nightmare; he relived every memory of both
her and Sarabel. And when he was spat out into the world, he wept. Hadriel
had collected him; the old warhorse hadn't even considered the tears to
arrive of guilt. It was just natural that after you returned from Purgatory,
you were an emotional wreck.
chapter i: Introduction
That was over a month ago. And Micah was again trying to avoid him.
Except now she was in his dreams, in a way he had never expected.
He looked at his haggard reflection and knew what the old Sarim would
have told him.
"She’s messing with you. An Envy with a bit of Lust? She's falsifying these
feelings. She wants what you used to have for Sarabel. She's found a way to
get into your dreams even. She's a snake and the enemy."
That is exactly what he would have told himself. But right now, he couldn't
deny that attraction and desire he had felt for Micah. He wanted her in
a bad way. And so he wanted his old self
not to be right about her. But he couldn't
“Oh, can’t anybody see,
reconcile it all. She could be manipulating
Portishead: Roads
The note was simple. The Kings had just
located a devil in the Civitas. The Knights
were called to attend the Black Queen
tonight. Be prepared to fight.
Sarim just laughed and crumpled the note with angelic script on it before
tossing it away. He was a Knight and the Black Knight was Raum. Raum
was one of the Infernal who had stayed a monster. Sarim hated working
with him because the man couldn't listen to instruction.
And of course, Micah was part of Raum's Murder. So one way or another,
he was going to see her. He just hoped that the dreams he was having
could be chased away by the time he saw her.
4
Welcome cannot say, but others have strong opinions on this.
I have been told that we have been granted free will
First, believe me when I tell you I’m sorry you had to and thus we are blessed, for all angels must obey the
awaken like this. Your Reckoning was abrupt. I hope you Symphony, the will of the Creator. We retain some power
can forgive me. and a fraction of our memories of the divine. We have an
chapter i: Introduction
I’m sure you have a thousand questions, but none more inkling of knowledge of what really goes on in this world.
significant than what happened back there. I am not I have also been told that we are cursed, that having free
one to mince words, so I will tell you plainly: you were will grants us only the burden of guilt and sorrow for our
attacked by demons. They must have sensed what you actions. As I said, angels are in tune with the Symphony,
really were, and thus you were a target of their assault. It subject and sensitive to its music. Emotions beyond love
was only fortune that allowed me to be in the area at the and joy play no part of that. But then, could Gabriel and
right time. Michael have destroyed Sodom and Gomorrah if they had
I know that you think this must all be madness. But felt any remorse, any guilt?
the seed inside you has opened, and with it comes the
instinctual knowledge that what you were attacked by was
a horde of demons. Despite having never met me, you
know that we are brethren. You realize, perhaps with a
The Fall
sudden sinking feeling, that the world you thought you Angels exist within regiments known as legions. Our
knew so well five minutes ago was a lie. legion was the Grigori. After the war in Heaven and after
I will endeavor to explain what you are, what I am, and mankind gave up paradise, there was a dark period of time.
the truth of what’s going on. It’s a long story. It will make Mankind was largely ignorant and in danger of facing its
sense only if you listen, only if you accept. Please become own destruction. Don’t doubt for a moment that with
comfortable. This won’t be easy. free will comes the responsibility of survival.
About now you’re wondering what that growing sense of Do you recall the Grigori from your studies? Few people
loss and anguish is: you’re beginning to remember what do. In the book of Enoch, they were called the Watchers.
we all lost. You’re beginning to remember Heaven. The Grigori were sent by the Creator to watch and, to a
much lesser extent, guide mankind. In that mission, the
most important in our service to the Creator, we failed.
Fallen Angel We were instructed to guide mankind; we were to try to
show them a righteous path when they stood in naught
We are not human. I know we appear human, and we but darkness. It was our charge to make sure they were
have the strengths and limitations of mankind. But we aware that there are good choices to be made and that
are so much more - and in some ways, so much less. The they are responsible for their actions. We grew arrogant
world - this world - of flesh and bone is known as the world and believed that if we took a more active role, we could
of Clay. We were once angels, you see... proud servants of teach mankind many wonderful, beneficial things.
the Creator. We were creatures of fire and spirit, who took Hindsight, they say, is twenty-twenty. You can only see
the bodies of Clay only when it was necessary. clearly once you have already made the mistake. Mankind
So what are we now? We are the Fallen. We are not could only exist in paradise without knowledge. Once
devils, not angels, not human, but something in between. they tasted its fruit, they had made their choice, and they
Our fire and spirit is trapped in a prison of flesh, blood, chose knowledge, and with it, separation from the Creator.
and bone. We lost many of our inherent abilities, such as It was, in fact, the first act of free will.
moving at the speed of thought, or the power to destroy Mankind chose understanding, but they were stripped
cities, but for whatever reason we have yet some of our of the knowledge granted by the Tree. It was the Creator’s
angelic gifts at our command. will that if mankind wanted wisdom, they would have to
We also seem to have free will. Is this a gift or curse? I earn it. It was one gift that wouldn’t be granted.
5
In our folly, we forgot this. For reasons lost to us, we The Reckoning
moved from the role of guides to that of teachers. We
began to teach humans all manner of things. We gave None can say for certain how or why the Reckoning
them freely the knowledge they had been charged to learn occurs, nor what prompts it. What awakens one Fallen
on their own. We didn’t realize the gravity of our error. may not affect another. As best as it can be understood,
Punishment was inevitable. the Reckoning is an emotional experience, most often
chapter i: Introduction
Even teaching them, working with them, wasn’t enough a life-altering change. A human can experience this and
to satisfy our growing interest in humans. As we watched, carry on, but a Fallen will usually be awakened to our
we saw something attractive, something tempting. It heritage.
is said that Faith is the first virtue and that Envy is the All angels are not equal. There are tiers to a legion. The
first sin; when we stood in bodies of clay, in the roles highest Tier could not be contained by the mind of Clay
of teachers, we touched upon that first sin, and we felt for long, and so they had their Reckoning after only a
the stirring of something deep inside ourselves... free will few lifetimes. The middle Tier were trapped for many
was intoxicating, perhaps infectious. To add insult to lifetimes, but I’ve heard the suggestion that they have all
injury, we fools allowed ourselves to succumb yet further, been freed for centuries.
particularly to Lust. Many Grigori fornicated with humans,
We are of the lowest Tier. We have lived countless
not comprehending what a great sacrilege it was to do so.
lifetimes trapped in the mind of Clay. The longer we live
The Creator punished our crimes, and the punishment as a human, the more numb society grows, the harder it
should always fit the crime. Lucifer wanted to rule seems for us to have our Reckoning.
Heaven, so he was given command over Hell. We wanted
When we see someone commit a sin, we accept it because
to influence mankind, and so we were banished to earth,
it’s common. It’s trivial. When someone is virtuous, we
trapped in these bodies of clay.
assume they are hiding a dark secret, and we want to know
That is our past. So you must be asking yourself: “how what it is, or perhaps we quickly grow jealous instead of
can I have no memory of this?” You have only a budding joyous in their presence.
realization that my words ring an undeniable truth within
Regardless, the apathy of modern life seems to have
you.
contributed to a numbing of moral senses. An ignorant
Fallen is hard-pressed to experience the Reckoning any
longer. We are a dying and dwindling breed and yet many
The Cycle of our brethren remain asleep.
Nobody knows how long the lowest Tier have been having
Part of our punishment, it would seem, was that we their Reckonings, but I’ve told there are many more of us
would live our lives thinking we were human. We would waiting to remember. Which is a shame, because we really
have no memory of our divine origin. We are born to could use all the help we can get.
human parents and live a human life, unaware of the
Truth. We grow old, die and the cycle repeats itself all You see, now we’re locked in a war.
over again.
As one small consolation, you have countless lifetimes of
experience. You can’t remember much of them, but you War
get flashes from time to time of skills and experiences you
used to possess. It can be helpful. Yesterday, you read your newspaper and it spoke of
conflict abroad and government actions and the local
We call it being trapped in a mind of Clay. Trapped until
weather. You watched your TV and were informed on all
our Reckoning. You are what is called Quiescent.
the latest car crashes, recent crimes, sports triumphs and
failures, and so forth. The media failed to mention that
the world is in the beginning of the final war, announced
to us as the Last Crusade.
6
Heaven and Hell have opened their doors; their legions It has its limits. We can casually erase any memory of the
have arrived in the world with a single agenda: to wipe out supernatural, but we, as humans, are still remembered.
the Fallen and our progeny. Thus, a human might remember that she saw two people
Ridiculous? No such extraordinary event could come to fighting with weapons in an alley, but not that one was a
pass without it being devastatingly obvious? You would demon and that the other’s sword was wreathed in fire.
chapter i: Introduction
have seen angels and devils battling in the streets, would If you are as inquisitive as you look, then you must be
you not? Except that before you were blind to it all. asking yourself: if the Nimbus washes away memories of
I’ll get back to that in a moment. the supernatural, and the Nimbus is certainly supernatural,
how did any drawings of the halo, let alone an angel, come
We are in a state of war. With the Last Crusade, we are to exist?
at war with Heaven and Hell. They will stop at nothing
to destroy us. They do not entertain peace. They do not There are humans who are more resistant to the effects
speak to us, unless it is to manipulate us into a trap. of the divine glow. It is a far from perfect solution.
Fortunately, the few who do recount the existence of
For our survival, we have put aside our many differences angels are mocked and often ignored. It is better that we
to stand together, to defend ourselves. It’s put us into a bit work in secret.
of a stalemate, but angels and devils aren’t exactly known
to give up because we put up an fight.
Sadly, we are unsure of exactly what is occurring. We
understand our past transgressions against the Creator, but Powers
it’s been thousands of years. Why now? What changed?
I have told you about the Nimbus. However, it is just
I’m afraid I’ve no answers. Nobody seems to. one of the powers that we possess. It seems that while we
There is a rumor that this is not the path that the Creator are trapped in these bodies of clay, we still have some of
intended. It’s been suggested that the Last Crusade is our celestial powers available. We call these Techniques.
under the mandate of someone, or something, other They allow us to perform miraculous feats. We have limits,
than the Creator. But then that raises even more uneasy however. No Fallen can raze a city or move with but a
questions. thought... still, we are far from helpless.
The enemies against whom we battle seem to have their
limits as well. History teaches us that a single angel was
Ignorance able to destroy a city, yet these angels we face do not, or
perhaps cannot. We are uncertain why.
I should return to a question that I left unanswered. We have a large range of powers at our call. Some of us
Why doesn’t anybody know about us? Why aren’t we on can call the holy flame while others may toy with emotions.
the seven o’clock news? Why do only the tabloids write Some may read thoughts while others can command the
of us? wills of those around them.
We look human, but some of our powers and abilities We all have some Techniques that come to us naturally.
are obvious enough that even a blind human could figure But for me to be more clear, I must explain the concept
us out. of Embodiments.
But that’s the rub. One of our innate powers allows us
to wash away the memory of anything supernatural in the
human mind.
Embodiments
You have seen the pictures of angels drawn with a halo
surrounding their head? An artistic interpretation to be Originally, there were seven Virtues. These were the
certain, but the Nimbus, the halo, is what causes this original Embodiments. Every angel was the representation
effect. It’s more of an inner light or, in the case of devils, of but one Embodiment.
an inner darkness. After the war in Heaven, the disgraced angels discovered
7
that to every Virtue there was a Sin. The opposite side of life. Now, they are displaced. They do their best to remain
the same coin, in essence. neutral and enjoy life amidst the war, but they need the
The disgraced angels become devils and each became Divine and the Infernal for their own survival.
the counterpart Sin to their original Virtue. In truth, we need each other to survive. It was the
This is one area where we have no choice. We have one Deistical who figured out how to fight enemies as
seemingly insurmountable as angels and devils; it was they
chapter i: Introduction
8
Codex to war, but they have one other special duty. They are the
only person allowed to challenge a King for the throne,
It is no secret that there is an ocean of tension between should they feel the King unfit for duty.
us all. There are centuries of war between the Divine and Then there are the rest of the Fallen. We serve and obey
Infernal. Before the Deistical brought us all together, our the Codex. Never call us pawns.
bickering could only have led us to our doom. So the
chapter i: Introduction
Deistical forged the Codex.
There are three parts to the Codex. The Hierarchy:
our structure; the Alliance: our peace treaty; and the
The Host and the Horde
Commandments: our rules. The Last Crusade is comprised of angels, devils, and
The Alliance is fairly straightforward. Everyone polices demons.
themselves; we put the war aside for the sake of our The Host are angels. They are a terrible foe, for they are
survival. Old traditions, like duels, allow us to take out our brethren. Although our memory of Heaven and our
our grievances against each other. The Deistical hold sway true heritage is faded and tarnished, we know deep in our
over our duels, just to keep everybody honest. souls that these were once our comrades and kin. Now we
The Commandments are our rules. There are ten of are forced to battle them.
them. It seemed fitting. A single Angel is often as strong as an entire Choir or
The most important thing to note about the Murder; their typical soldiers are called Archangels. Most
Commandments is this: we must pledge ourselves to the often, angels travel in their own Choirs, of between three
leaders. We have discovered that there is power in that to six.
pledge and so it’s important. However, the pledge does Both devils and demons comprise the Horde. There seem
commit us to lay down our lives if required. I should also to be fewer devils than angels. Or perhaps it is just that
note that only the Divine and Infernal make the pledge. they do not get along very well. They seem to prefer to
The Deistical remain neutral. act independently, but we’ve encountered them in pairs.
Finally there is the Hierarchy. We must govern In these cases, most often one is a brute while the other
ourselves in some fashion. Given the dualistic nature of serves as the mastermind.
our Embodiments, we have chosen to create a dualistic Devils bolster their ranks by using demons. Demons are
society. incorporeal beings who must possess a human to have a
As Grigori, an incarnation of the game that would body here. A devil often summons 20 or more of these
become Chess was one of the things we taught mankind. monsters from Hell.
Our game was of course more about the cosmic forces of A single demon would rarely be an equal to us; they
light and darkness, but it evolved. move in groups that they call Swarms. A Swarm can be
We modeled ourselves by the modern day Chess pieces. deadly, so do not discount them.
We have a White King who must be Divine and a Black One thing that eludes us: we know that our ranks have
King who must be Infernal. A single King has power and been composed of higher Tier Fallen. It is natural to
is to be respected, but alone does not rule. Only together presume that there are angels and devils of the highest
do they rule. We take this very seriously. Tier out there, but we rarely encounter them. We know
There are the Queens - Ministers for the male Fallen not why, but if they were more common, hope would
who prefer it the original name of the piece they represent. quickly die.
They are generals to lead us into battle.
Then you have Rooks to protect their Kings and Bishops
to advise their Kings.
Finally, you have the Knight. The Knight is special in
that they are the only ones who may remain as Prelate of
a Congregation. The Knights lead their Choir or Murder
9
On Death Demons are the devil’s minions. They are little more
than conjurations, dispatched through combat, although
We cannot say that our fighting prowess and tactics they do leave behind human remains.
alone have kept us alive for such a long time. We seem
to possess a unique and under-appreciated boon: we can
travel to Purgatory and yet escape, dying and returning to
Affections
chapter i: Introduction
life repeatedly.
Unless there is great passion in our dying moment, we I spoke of Nimbus but another universal and cherished
die a false death. Called the Hollow Death, our bodies power is called Hallow. It is through Hallow that we are
are taken by mysterious shadows and we spend three able to banish angels and devils. But this does not seem
days within Purgatory before being spat back out into the to be its primary purpose.
world, weak and helpless for a time. Through the act of Hallowing, we can bind an object,
We come out full of venom for the person who did us in. a location or even a person to our use. The three most
See, there is a reason why the Divine and Infernal fought important Affections to us are our companion, our
each other for centuries: we are so very hard to kill. weapon and our Domus.
Naturally, angels and devils are skilled in the art of killing Our companion is a human Affection who just seems to
us, of giving us the True Death. But thankfully, they are understand us. We invest a part of our soul into them and
not perfect; we may yet live even if we lose a conflict with they are the stronger for it. Like all our core Affections, we
them. are drawn to them as they are drawn to us.
Some call our affinity with Purgatory a curse because Every Fallen has a hallowed weapon. It is typically a
it’s a painful and terrible three-day nightmare. We don’t mundane melee weapon that also just seems to call to
remember much, but we get a glimpse of the horror, and the Fallen. Once chosen, it is chosen for life. A hallowed
that stays with us. It is particularly brutal for a Fallen to die weapon has a special blessing upon it that allows us to
the Hollow Death repeatedly in a short period of time. summon it from our Domus as needed.
Consequently, angels and devils cannot be killed, at The Domus is a special location where we live. The act of
least not in the conventional sense. Their bodies of Clay living in a place seems to turn it into our Affection. When
are merely guises, temporary creations. It takes merely a Purgatory spits us out after a Hollow Death, it sends us to
number of days before they may weave a new one. our Domus. If our Domus is destroyed before we return
Instead, we must banish them. Only the moral can from Purgatory, we are sent out instead to some random
banish a devil and only the immoral can banish an angel place in the world.
- at least without suffering repercussions. I should note that your weapon will call to you. You
One more thing: although we are hard to kill, a long will find it, seemingly by accident but it will not be
time ago we discovered that a rite of Crucifixion - properly coincidence. You were meant to find it. Likewise, you and
performed - holds considerable power. I’ve been told that your companion will find each other. Some find such a
it somehow grounds us to the world of Clay. Regardless, person quickly, others take a few years but you will find
when Crucified, we become human again. We have somebody who fits your life. But you are not compelled
no Techniques, no Embodiment; we slowly forget the to accept a companion. Indeed, I know many Fallen who
fragments of Heaven, and we can die as easily as any deny themselves a companion because they do not want
human can. somebody so spiritual close to them.
Angels and devils have no need of something this
elaborate - and no one has ever tried to use it on them
- so far as I know. This is a weapon that we use against
each other. All Kings are to be taught this rite, but it is a
jealously guarded secret.
10
Of Technology are born appearing human and most stay that way. But
they have a way of... changing, of becoming something
The one thing that will always set us apart in this world inhuman, when they have to.
is that, for whatever reason, technology rejects us. You It is because of Nephilim that you have heard stories of
will never be able to drive a car again. You will never talk supernatural creatures, of monsters in the night.
to somebody over the phone. You will never be able to
chapter i: Introduction
Nephilim have a fraction of our power and no affinity
fire a gun properly. You can watch TV or see a movie
with Purgatory. I will admit that they can be helpful to us,
because it’s passive, but I wouldn’t try touch it or even
but as often as they are helpful, they are also dangerous.
use a remote.
They have been known to go berserk, to seek the blood
Simply put, Technology hates us. It either breaks, if it’s of their Fallen parent. I know not what to think about
complex; or we are beset with crippling pain, nosebleeds them, but know that we are forbidden by one of the
or headaches, if it’s a simple mechanism. You’ll have to Commandments to create them. Best to leave that
get used to the idea that every time you flick a lightswitch Pandora’s box closed.
you’ll get a 5 minute headache.
This is why we value human Affections so much - for
example, you can’t live in a city and not drive. So we bring
humans into our lives and in turn, they help us live in the
Do not go gently
modern age. I have told you much and you must be overwhelmed
by all these things, so I will bring this speech to a close.
Our existence is one of eternal struggle; no one has
Sins of the Father all the answers. We live, we breathe, we suffer.
We are engaged in a war for our very survival.
One of the great sins we committed as Grigori was to That war has brought us together with our
procreate with humans. Little has changed, it seems. A brethren and former enemies, and our ranks
male Fallen, angel or devil can procreate with a female find dilution of the Embodiments so that
human, while female Fallen, it would seem, have no active we might survive. The tragedy of it all is
womb. that, as we see our doom, we want to live
life with the reckless passion of a thousand
The child of such a union, when there is one, is called a
lifetimes. We seek love and affection, even
Nephilim. Nephilim are a double-edged sword. They are
on the battlefield.
one part angel, one part human and in neither world do
they fit. They can be used as allies, as weapons against the Can we win this war? That is the
forces against us - but they can turn on us, as well, with the story we are here to tell.
fury of angry children.
The world seems to reject Nephilim, even more than it
hates us. Even though the majority of them look human,
humans sense something wrong and subconsciously hate
or fear Nephilim.
When the world is hellbent on destroying you slowly and
subtly, it’s impossible not to let that affect you. Nephilim
11
chapter i: Introduction
12
12
Setting
chapter ii
“And there was great “And thou knowest “And heal the earth which the “When all their sons shall have
wickedness and much everything before it comes to Grigori have defiled, and slain one another, and they shall
fornication, and they pass, and thou knowest this announce the healing of the have seen the destruction of their
sinned, and all their and their circumstances, and earth that I will heal it, and beloved ones, bind them under
ways were corrupt.” yet thou dost not speak to that not all the sons of men the hills of the earth for seventy
us. What shall we therefore shall be destroyed through the generations, till the day of their
Book of Enoch 8:2 do in regard to this?” mystery of all the things which judgment and of their end, till
Kingdom Come offers an opportunity for characters to play a part in the greatest struggle of all time. Players take the
role of the Fallen, angels trapped on earth and pressed into a war between Heaven and Hell.
Kingdom Come is a fictional story about this struggle. It is a mythology centered around the Judeo-Christian concept
of angels, although some concepts are taken from other religions and mythologies. Angels were chosen as a vessel for
their part in our society’s legends and their potential as storytelling devices.
Throughout Kingdom Come, the higher being is always referred to as the Creator; the pronoun used to describe the
Creator switches between male and female. This was a deliberate choice.
Ultimately, it is a work of fiction and is not meant to cause offence to any religious body or faith.
13
What is Role-playing?
We all have a desire for entertainment. One of the most
powerful forms of entertainment is the story. Whether
through television, movies, novels or plays, we often seek
out stories to entertain us, inspire us or teach us. Stories
are universal; they transcend the ages. Even primitive man
told stories through wall paintings, and ever since then, also have safe ways to deal with the action. Players should
humans have enjoyed both the telling and learning of never be at risk, even if their characters will often be.
chapter ii: Setting
stories. Gun fights, swordplay and car crashes can all be handled
But stories are not interactive. A person can become within the rules.
deeply and emotionally involved in the characters in Every game needs rules. Rules are a way for players to
a good story, but there is no way to change what the govern the strengths and weaknesses of their characters.
characters do, how the author writes the characters, or It becomes important to set limitations on characters,
how the story ends. otherwise they might be tempted to claim that their
There is a hobby that allows people to interact with the character should be allowed to perform otherwise
story. This hobby allows a participant to take on the role unrealistic acts. It is even more important for players to
of a character within the story. It is similar to what an understand what happens when their characters come
actor does in a play or movie, but an actor is limited by the into conflict with each other. Can one character mentally
script. It is an actor’s job to make a strong, believable and browbeat another character? Can one character beat up
entertaining character out of the lines that were written another? The rules govern these types of conflict.
for their part. A live role-playing game is different from the more
The participants of this hobby, on the other hand, act traditional RPGs, which are usually referred to as tabletop
without the confines of a script, and usually may tailor their games. Tabletop RPGs are played most often with a
character to suit their own tastes. It may be unrehearsed small group of players in a personal setting, with or
and ad lib, but it is a role that they control. without a table (despite the nickname). Tabletop games
are a great deal of fun, dealing intimately with the lives
If one has ever watched a show or read a book and
of a few characters. There are alternate rules to handle
wanted to have been a character in that story, or if they’ve
tabletop Kingdom Come with no change to the characters
ever thought that they would have made smarter choices
themselves.
than a particular character, then role-playing might be for
them. Live games are often played out with larger groups of
players; as many as 10 to 100 players could participate.
A role-playing game is about creating a story. All the people
In this respect, it is often easier to think of live games as
involved, usually known as players, have a responsibility
similar to television soap operas. A myriad of characters
to be a part of the story. One or more players step out
are introduced and it may be very difficult to distinguish
to act as Storyguides, who play roles akin to authors and
who is the lead character; in fact, there may not be a lead
directors. As authors, it is from the Storyguides that the
character at all. Most, if not all, characters in a live game
story concept begins and flows. As directors, they gather
can be lead characters, as they will all be a part of the story
all the players and set the times and places where the story
and are each able to influence it in many ways.
will unfold.
The Storyguide is also the bridge to the fictional world
that occurs between a story and the characters. Every
supporting cast member, every bit part, needs to be cast
or temporarily played by the Storyguide.
In movies, television or plays, any action scene must be
faked or at least heavily choreographed; role-playing games
14
Introduction
The world of Kingdom Come is, on the surface, much
like our world. Good and evil no longer seem to have a
place. Black and white have been crushed to the ground
under the tremendous weight of infinite shades of gray. Kingdom Come is a game about this hidden world.
Without clear definition of what is right and wrong, A world no one would believe exists. A world that runs
people have lost their ability to discern the truth; most parallel to the daily human struggle, hiding in plain sight.
no longer seek it. After years of anticipation of something Kingdom Come is a game about the struggles of the
15
The Fallen
The Fallen are the central characters of Kingdom Come.
They are an anomaly, part angel but part human. It is in
their humanity that their story becomes interesting.
Fallen have lived thousands of years of past lives; a player The Creator
Religion
can draw upon any of these for inspiration. Fallen are,
above all things, emotional creatures, filled with love,
hate, confusion and turmoil. They never know their place
chapter ii: Setting
in the world. They are not allowed into Heaven, Hell does For Fallen, the search for the Creator is as much a mystery,
not want them and without being able to use technology, as much a journey, as it is for most humans. Certainly, by
they cannot fully integrate themselves into the human their very existence, the Creator must also exist. Beyond
world. this, however, very little is known.
Thus, they turn to each other. On some level they’ve Despite once living as angels, no Fallen can summon up
always known this. The Divine and Infernal war began a specific memory of the Creator. The Creator does not
out of necessity; they needed to lash out at something. speak to any Fallen. Although anybody can claim that they
Yet in a twist of fate, this last war brought the Convictions see the Creator’s hand in events, there is no evidence of
together, from their distant such.
tribal roots.
“Hey God, why are you doing this
Fallen are not necessarily religious in the strict sense
In the hour of their of the word. They know that they were once agents of
to me?
doom, the Fallen are the Creator; this does not mean that they worship this
Am I not living up to what I’m
fragile creatures, living in Creator.
ignorance. Their memories
supposed to be? are echoes of Heaven. Although they do not have answers as to the purpose of
Hey God, I think you owe me a time they serve only to tease This is not to say
16
Past
The Grigori This seemed to be the final straw, for the Creator
summoned the Grigori back to Heaven. The Creator
The Fallen were once members of a legion of angels was outraged at the Grigori for reasons they didn’t
known as the Grigori. Referred to as “the Watchers” in entirely comprehend. Obviously they had failed in their
the Book of Enoch, they were assigned to the human race duties, surpassing their original purpose upon earth;
shortly after its expulsion from Eden. As was made evident it was apparent that they had added insult to injury by
by the war in Heaven that preceded this expulsion, angels spawning the Nephilim. Yet there was often thought to
did not know quite what to think about these humans. be something more subtle, some greater crime for which
It is presumed that it was both a great honor and a dire they were responsible. If this is true, the facts continue to
her scream
the lure of free will.
Whatever the truth,
The Punishment
Holy devil in the flesh some might the reasons are lost. The punishment of the Fallen is like many things in the
believe The Grigori began world, simple on the surface but quite intricate in the
17
race and ethnicity, both as male and female. The last body Embodiment
they will know is the one that they are born into before
their Reckoning. Embodiments are dualistic but they are not absolute.
Virtue does not inherently mean good, just as Sin does
not always represent evil.
Reckoning Virtues are strengths and ideals, often lofty, that a person
can choose to live up to. However, history has shown
The only way out of the Mortal Coil is the Reckoning. repeatedly that anything can be harmful if done in excess.
It is different for every Quiescent Fallen but it is always a Virtues are not incorruptible concepts.
chapter ii: Setting
deeply emotional moment that shatters their concept of Likewise, Sins are weaknesses and flaws, but it is a lie to
the world, even for just a moment. In that moment, they say that a human can exist without them. Sins are natural
remember a fraction of Heaven and once that happens, and powerful. A person can accept their Sins and learn to
their lives are no longer the same. make the best of them. In fact, it could be argued that true
Every Fallen is different, but most enter into a state strength lies in the ideal that a person uses their flaws to
of shock that they don’t soon leave. Most immediately make the world a better place.
abandon their human lives as they see them as a sort of It should be noted
illusion. Within days, technology starts to turn against
“I believed I don’t belong here
that all angels of the
them. Host are Virtuous
Then they start to hear the music, what they will later and should they I don’t need to get my head kicked in
and I don’t need to be another lost
learn as the Symphony. Once at this stage, they will hardly ever fall to Sin,
18
It is now customary to give a new Fallen three months the city of Babylon. They gathered to discuss what had
to make their decision. They are encouraged to live for happened, to find answers. By and large confusion ran
a month with each of the three Convictions. For many rampant, but a line of thinking formed that it had to be
Fallen, the decision is obvious and quick. a mistake. The Creator could not hear them from this
If a Fallen cannot or will not choose a Conviction, they world, so they would build a tower so great that they could
are considered a Bygone. They have no rights in Fallen reach Heaven itself and shout to have it open its doors.
society, but are still expected to follow all the rules or risk The Tower of Babel was too large a project for even the
punishment. Being a Bygone is nothing to take lightly; Primeval Fallen, so they recruited humans and convinced
most live a very short lifespan. them that this would be appropriate penance for the sins
19
interaction with humanity. All Fallen who understood Under the Deistical rule, there was power that could be
and wanted redemption would become wanderers and felt within the Five Cities. Power that was channelled and
hermits. controlled. Under Infernal rule, however, this power was
The Sinful Fallen clearly did not have any interest in that reckless and unleashed. The Infernal intended to turn the
path, instead choosing to forge their own. They would Five Cities into their hell on earth.
do as they pleased, but at first they did not wish their Rumors abounded that the Infernal had managed to
brethren any ill will. contact Hell and that the Five Cities, under the Infernal’s
Although there were no formal declarations, three paths care, would turn it into a gate to Hell. Indeed it is known
formed that a Fallen might take. To be a Virtuous Fallen that demons were beginning to appear in the Cities.
chapter ii: Setting
who would seclude herself from human society. To be The Virtuous wanderers had seen enough of this.
a Sinful Fallen who chose to interfere with humanity, They gathered and discussed all they had seen, but they
taking power as desired. Or to be a Fallen, of Virtue or hesitated to act. The Sinful power mongers had always left
Sin, content to live with the humans in peace. them alone and in turn, expected the same treatment. It
was an unwritten rule that Fallen would not fight other
Fallen - even if the Infernal had already broken this rule.
The decision was taken out of their hands. This time,
two Seraphim descended upon the Five Cities. Within
days, Sodom and Gomorrah were wiped from the earth.
This worked for a very long time. The Fallen of the first To the Virtuous, this was Heaven’s sign; for once it was
two paths would generally stay away from each other, clear what Heaven wanted. They would join the angels
while those of the third path would band together. There and destroy their Sinful brethren and, in doing so, would
were some small conflicts, but they lived in relative peace, atone for their sins. It was all so clear to the newly-formed
at least with each other. Divine.
It was the third path that chose both to name themselves Before the Infernal could process what had happened,
and announce their set of beliefs. The Deistical, as they the Divine invaded Admah, Zeboim and Zoar. Thus began
wanted to be called, had decided that they would enjoy the division and war between the Divine and Infernal.
every pleasure that life could have. They invited all Fallen
to come and visit their utopia: the Five Cities on the
Plains, named Admah, Gomorrah, Sodom, Zeboim and
Zoar.
Decadent to the extreme, the Five Cities immediately
repulsed the Virtuous wanderers; however, the Sinful The Infernal could understand Heaven’s reaction; some
power mongers were shocked and awed by what the were even elated that they had gotten Heaven to notice
Deistical had created. They had never worked together and respond to them. But they felt bitterly betrayed that
successfully to create such a utopia of their own. their own brethren would turn on them.
The Sinful power mongers gathered for the first time After the razing of the final three cities, the Divine
and forged their own alliances, naming themselves the found that they were no closer to Heaven - and had made
Infernal. They accepted the open invitation to the Five an eternal enemy out of the Infernal.
Cities, and set to work at taking the reins away from the
Deistical. Less a secret, and more a topic rarely spoken, the Infernal
have in the past revealed that they were, in fact, working
Although outraged, the Deistical knew that they could in conjunction with Hell for a time.
not win and abandoned their hedonistic utopia. Many
within the Infernal were warmongers, ready to fight for The Five Cities on the Plains were to be a massive gate
the Five Cities; while the Deistical had grown soft with to be opened into Hell. For their monumental efforts, the
the pleasures they had embraced. Infernal Fallen would be given the right to enter Hell as
they pleased.
20
With the destruction of the Five Cities, the plan failed. The end result was disastrous for both sides. The Infernal
The Infernal were forced to flee or die at the hands of the had expected to be allowed entry to Hell, but instead,
Divine. They choked down their rage at their brethren and hundreds of demons and devils burst from the gate to
turned their efforts to contacting Hell. It took years, but butcher the Infernal. Once again, for survival, the Infernal
communication resumed. The Infernal were instructed fled, content at least that the devils and Divine would
to make another gate, albeit much smaller this time. It immediately clash. Despite massive losses, the Divine
wouldn’t allow the devils to pour into the world of Clay as performed their part admirably, managing to destroy the
desired, but it would still be useful to both sides. gate and most of the devils.
Despite being hounded by the Divine, the Infernal Since those days, the Infernal have been eager to fight
Present
The Last Crusade personal war, hunting each other in small Choirs and
Murders, and were no more prepared for the onslaught.
Little is known about the motives of the angels and
devils who threaten the survival of the Fallen. The angels, The Divine tried to approach and open a dialogue with
known as the Host, act aggressively, without mercy or the angels, to no avail. The Infernal, knowing well the
hesitation. They seem to take no pleasure in their duties, treachery of devils and being no friend to angels, were
yet they do not lax in them. The devils are known as the quick to hide.
Horde because, although they are fewer in number than Scattered and confused, the Host and Horde seemed
the angels, they have the power to summon forth small unstoppable. In their darkest hour, the Fallen were
armies of demons. summoned to several huge Deistical gatherings, where
The goal of the Last Crusade seems obvious. All Fallen are they were offered a hope of survival: fight together or die
to be exterminated. alone.
But the reasons Years of watching their brethren’s war from the outside
“I’m an angel. I kill newborns while behind this remain a had honed their observational skills, so they examined
their mamas watch. I turn cities into
mystery to the Fallen, individual successes against an angel or devil. The ability
even years after it
salt. And occasionally, when I feel like
to banish hadn’t caught on, but it was the one weapon the
began. Deistical could bring to their proposed unification.
it, I tear little girls apart. And from When angels and The Deistical came well prepared, with a treaty drafted.
now till kingdom come... the only thing
devils first appeared, This would eventually become the Codex. Of course, the
21
Codex at least supposed to. With a government comes politics,
whether they are desired or not.
Since its inception, the Fallen have banded together in The Commandments are the basic rules by which all
their individual cities, called Civitas by the Codex. They Fallen are expected to abide and the Kings are expected
fight a defensive war against the Host and Horde, taking to enforce. However the Deistical managed it, all Civitas
advantage of the observation that angels and devils never throughout the world have accepted the Commandments;
seem to enter a city at the same time. none have yet changed them. That being said, they are
The Alliance serves to bind all Fallen to seeking the greater loose enough that interpretations do flourish.
good. This means accepting the Hierarchy and ceasing the The Deistical have little official control under the Codex.
chapter ii: Setting
previous war between the Divine and Infernal. The only power they can invoke is in the governing of the
It is often tested. The vast majority of Fallen have never Alliance, which allows them to settle disputes. Otherwise,
even read the Alliance, but all must understand its basic they have no say in how the Civitas conducts itself; they
function: working together to survive is more important need only to pay lip service to the Commandments.
than being ruled by personal disagreements. They are not even obligated to commit their forces to the
war efforts, although this is not to say that they do not
The Hierarchy provides a system of government to the
volunteer when it suits them.
Fallen. The White and Black Court work together, or are
Convictions
Nothing about the Last Crusade feels right to the Fallen. More than that, the ritual of Affirmation - in which
No angel or devil has ever offered any reason for this war the Divine and Infernal pledge themselves to the Kings
other than the unspecified crimes of the Fallen. through the first Commandment - has evolved into
They have been pushed into cities, often unable to something greater than they could have guessed.
roam outside for fear of being hunted down alone. They After years of
“I won’t back down
have been driven to accepting their enemies as allies, too Affirmation, a new
22
Divine
The Divine were formed for the cause of redemption. It
is their fundamental ideal that has never changed. They
Ideals
hope that some day they can appease the Creator for their
past crimes and perhaps be invited back to Heaven.
As the centuries passed, it has become less of an
aspiration and more of a creed. Although there are no hard and fast rules, the Divine try
to follow the following ideals:
The ancient Divine might argue that the formation
of the Divine was built upon a mistake. That attacking 1) Honor - The Divine Fallen have always fought to be
honorable. Selfless and relentless efforts to further the
Angel: Angel
virtually impossible
for the Divine to
stand for this. They
cry out to act against
the Infernal. The Infernal seem all too pleased to taunt
the Divine with the rules that bind them to peace.
The Divine suffer and they struggle. They hate allying
with their enemies and they hate that Heaven has turned
upon them. But because they hold themselves to a higher
standard of morality than they can often personally attain,
they refuse to give up.
23
Infernal
At the core of the Infernal belief lies betrayal. They feel Ideals
that they have been betrayed by everybody around them, 1) Betrayal - The Infernal were betrayed by Heaven
that they are merely taking revenge for these injustices. (the Creator), by Hell (devils) and by their brethren (the
They justify their actions, regardless how depraved or Divine). Each betrayal took a piece from the Infernal,
damaging, with the three betrayals: first by Heaven in but each one has been a hurdle that has left the Infernal
their original punishment, then by the Divine in their stronger. They believe that the Infernal must remain
declaration of war at the Five Cities, and finally by Hell, in fiercely loyal to themselves because they will never trust
chapter ii: Setting
the treachery at the gate they had opened in good faith. any other group again.
Over the years, they have discovered their assumed 2) Ruination - A universal truth is that everybody wants
destiny; they will play the part of the adversary, the something that they cannot have. The Divine want
ruiner, the corruptor. Not unlike the Divine, it does not redemption, the Deistical want to be left alone, Hell wants
matter whether or not they can live up to their promise of the world and Heaven wants everybody to stop mucking
destroying the world. Giving up is not an option. about in some forgotten celestial plan. So the Infernal
The Infernal would like to claim that all their efforts have have taken a goal: to wreck everything for everybody. The
corrupted the world to the point where it’s at today, but world of Clay is clearly the focal point of Creation, so
they know this is simply not true. They can do their best bringing about its ruin is the only act of power that the
to nudge and push, but humankind is not as malleable a Fallen can ever truly achieve.
species as fiction often presents. Manipulating a person is 3) Games - A great man once said: The whole world is a
easy, but manipulating people is not. Committing acts of stage and everybody just plays their parts. Everybody else
evil seems often instead to inspire people to rally against has convinced themselves of their parts in this great play,
that evil. but the Infernal know that it’s all just a game. They refuse
Still, they have left the world in a worse state than it was to conform to the rules. Be difficult. Don’t play well
before, even if their changes have been slow and subtle. with others. Cause
24
Deistical
Ideals
things: give up or enjoy all that life has to offer. It’s not in
the Fallen to give up.
The Deistical
“Fuck damnation, man! Fuck
have always tried to 1) Balance - This is the core belief of the Deistical. They
25
People
The Remnant Deistical, just to ensure that both sides are generally aware
The Remnant exist outside the boundaries of the rest of what’s happening.
of the Fallen and are both dangerous allies and potent Despite their arrogance, they do possess obscure
adversaries. knowledge about a great many things that elude the Fallen.
They are Grigori who refuse to be addressed as Fallen. In their more active days they claimed to be exploring the
They do not perceive themselves as a Conviction because world of Clay for all its secrets. As such, on rare occasion
they do not hold to a set system of ideals. Their primary the Deistical will contact the Remnant, who may or may
goal is not unlike the rest of the Fallen: self preservation. not provide help. The Remnant do not like to give secrets
freely; they will usually only offer information or help
Membership in the Remnant is exclusive to the middle
chapter ii: Setting
26
human for their entire existence, but if they need, if they of the Fallen have had key members executed by the
desire it, they can mutate into something inhuman. This Shrouds, so Fallen existence remains a secret.
process can take merely days or even hours.
Because of the ability to self-evolve, the Nephilim have Distinctive Humans
gained a level of notoriety among the Fallen. Their changes This is the human that a Fallen must grow to respect if
are almost entirely responsible for the legends and myths not fear. A Distinctive human stands out in a crowd. They
of creatures and monsters throughout the history of the are unusually charged, zealous for their cause and often
world. well skilled.
Nephilim are also notorious for not being able to handle Distinctive humans do not always react to the Nimbus
27
Fallen find people who they can convince, manipulate If a human Affection desires it, they can slowly cease to
or coerce into becoming an Affection. Once this happens, be an Affection. It takes months for this to happen, and
the human’s life is irrevocably altered. the Begetter can sense it happening over time.
As an Affection, the human becomes more aware of what There is a special connection that a Fallen can make
is going on around them. The Nimbus no longer affects with one of their human Affections, making them a core
them, so their memories remain their own, and so they Affection. This is known as having a Companion. This
will inevitably witness strange things. A human Affection intimate bond mirrors their bond with their Domus
must be loyal to the Fallen; otherwise, they are a risk. and Weapon; although some would argue that Fallen
Fallen tend to have a symbiotic relationship with their do not need a Companion as they need their other core
chapter ii: Setting
Affections. Both get something out of the relationship. Affections. That being said, each core Affection fills a
place that isn’t otherwise filled. A Companion fills a hole
A Fallen will often live with their Affections or at least in the soul that can be ignored but always felt.
live very close to them.
Like other core Affections, a Companion is stronger the
A Fallen can track down their human Affection with more ranks a Fallen has in their Hallow Technique.
a little effort, which allows them to recover kidnapped
Affections - or those who attempt to flee the service of a
Fallen.
Places
Domus Firmament
A location that is turned into an Affection becomes a The Firmament is an infinite space between the places
Domus. A Fallen may only possess one Domus at a time. of Creation. The Fallen only know about it because it is
Creating a Domus takes more time than other Affections. possible, through the Inner Silence Technique, to fade
A Fallen must live in a location and use their Hallow on into the Firmament, at least temporarily.
it over the course of a few weeks. After that, it becomes Entering the Firmament means leaving the world of Clay.
their Domus. In theory, the Firmament would allow a person to travel
A Fallen must live in their Domus for it to remain their to another place in Creation, such as Heaven or Hell, but
own. There is no set minimum time that a Fallen must it seems impossible for the Fallen to find their way.
spend there. Simply put, it must be their home and it However, the Firmament that Fallen can get to seems
must be the one place where they spend the majority of to exist just outside the world. Being so close, it allows
their time. Without those qualities, the Domus will fade. the Fallen to perceive a muddied and mirrored version of
A group of Fallen can create a Domus together, as the world. Conversations can be overheard, events can be
Congregations often do. Fallen who do this must have watched. However, it is possible, although very difficult,
some sort of connection to each other, a Congregation to sense if somebody is in the Firmament.
being the most obvious connection. A Court could make A Fallen can move around in the Firmament but they
a Domus if they desired to live together. Lovers could as cannot interact with it. They also seem to be trapped by
well. physical boundaries, so they cannot pass through objects.
As before, if one member stops living there, their portion Finally, it seems forbidden to step into or from the
of the Domus fades. Firmament while being perceived, so a Fallen must wait
When a Fallen dies the True Death, their Domus (and until no one can view them, before being able to slip in
all their Affections) immediately cease. or out.
28
Predomination Purgatory
Fallen recognized that humans in groups have much Fallen possess only a rudimentary understanding of
more potential than any one individual might realize. Purgatory, but it’s more concrete than what humans
When humans sought to achieve something together, understand.
their power was always stronger. The sum seems to be When humans die, their souls pass into Purgatory. Once
greater than the parts. there, that soul reviews and judges their life. There is
Fallen discovered that, with no small effort on their undeniable truth in Purgatory. A soul cannot lie to itself.
part, they could slowly mold a group of humans into A soul will then decide whether it can go to Heaven, fall
something that agreed with both their personal morality to Hell or return to the Mortal Coil and try again.
29
Things
Ageless Emotions
Fallen stop aging once they have their Reckoning. With the Reckoning, many Fallen have found that they
Their body will remain as it appeared for the rest of their cannot deal with the flood of emotions which plague
existence. Nephilim age but slowly. A Nephilim can grow them. The Reckoning can break down or cement the
as old as 500 years, but like a human, as they age, they get strongest walls that guard a Fallen’s heart.
physically weaker. All too often, Fallen are emotional train wrecks.
Animals Intention
Because Fallen have no normal language barriers, they Many humans dismiss intention because they simply
chapter ii: Setting
are able to communicate even with animals. Animals are unaware that there is a deep meaning in intentions.
understand instincts and simple concepts, such as ‘guard’ Intention comes into play in many subtle ways.
or ‘sit’.
Intention is an important but subtle part of KC. Drama
However, true communication is not possible. At best points, for example, require the Storyguide to know not
the Fallen can discover the wants and needs of the animal. only what the player wants to do but why they want to
It’s rarely anything a good animal trainer couldn’t have do it. The downtime system as well has the difficulty of
figured out, but at least it’s much faster for Fallen. actions based not on how hard they are to do in the real
The only animal that is of great use to the Fallen are world but what impact they make upon the story.
pigeons and doves, and solely as messengers.
For whatever reason, Fallen seem to be able to imprint Office
the aspect of a person who they have sensed through the It has been rumored that on rare occasions, a Fallen may
True Voice onto the bird. The bird will then seek to find gain some form of authority over an aspect of the world of
that person, somehow looking through the Symphony for Clay. This is known as an Office, and it is suggested that
them - and can eventually home in on the Domus of that Techniques are merely minor miracles, whereas possessing
Fallen. Attaching a letter to the bird allows Fallen to have an Office represents a greater miracle.
their own means of communication.
It should be noted that intention plays a heavy role in this
Object Affections
area. For example, a Fallen who uses a messenger bird, but The majority of Affections that are objects are kept
attempts to send a disease through the bird or the letter, because they are of sentimental value to a Fallen.
is diluting their intention. The bird is a messenger, yet However, a side benefit to creating such an Affection is
the Fallen is seeking to inflict harm against the target of that it allows a Fallen to invoke it, which means that they
the message. The Fallen’s intention confuses the bird and can pull the Affection from their Domus to themselves,
the message is not sent properly. This is because the True provided that it is small enough to hold in the palm of
Voice reveals the intention behind the Fallen’s actions. their hand.
Invoking a small object Affection in this way only works
Angelic Script if the object is not in view elsewhere at the time, and if it
There is a script which the Grigori brought to mankind resides at their Domus.
a very long time ago. It has been lost, recovered and
obscured countless times. Fallen can read angelic script Techniques
and recognize it when they see it. The Core and Embodiment Techniques come naturally
They use Angelic Script when they have to Brand Fallen to a Fallen. Beyond these, Fallen can learn the Techniques
for crimes. It is an exhaustive language in which a single of other Embodiments but it is somewhat more difficult.
symbol can communicate a great deal. They need no teacher; all it takes is the desire to accept
a part of that other Embodiment into their core. This
is to say that a Judicious Fallen who develops a Faithful
Technique didn’t just pick up a new skill. Part of them
30
became Faithful. Powerful things, such as middle or higher Tier beings
The only restriction is that a Fallen cannot normally have equally powerful songs that cannot be easily ignored.
learn the powers of their counterpart. Faith cannot learn Even a Fallen who is not open to the Symphony will
Pride powers with one exception: there is a state of being immediately feel the presence of a middle or higher Tier
known as a Withering Embodiment. Like a coin balanced being.
on its edge, the Fallen seems to be able to draw power
from either side, but will never be able to fully master the Technology
Techniques of either side. It can be speculated that because the great sin of the
Fallen was to teach mankind forbidden secrets, they
Angels can only possess Virtuous Techniques. Devils and
Under pressure.”
care and caution. Attempts at violence through modern technology cause
It is a cacophony
Queen: Under Pressure
extreme and quick confusion. Guns, bombs and such
of endless songs modern weapons invite bewilderment very quickly.
that crash into each
other. But if one can
learn to tune out the
inconsequential music, they can gain insight into a large
amount of information.
Things of importance have a more meaningful song. It is
because of this that, through the True Voice, a Fallen can
sense what is human, angel, demon and so forth. They
can also sense them well beyond the range of their human
senses.
Normally, a Fallen tunes out all the music of the
Symphony, as it’s too confusing to constantly focus one’s
attention on it. By default, a Fallen must open themselves
to the Symphony before they hear anything in it.
31
GAME TERMS
Advantage: Each Advantage a character has over another gives a +1 to the Test (Die roll). There are 3 types of Advantages:
Prowess, Inspired and Transcendent. A player can only acquire one of each.
Challenge: The entire process to see if the character succeeds in an action. Some Challenges are Contested (meaning a random
element will decide) and some are Comparable (meaning you succeed if you’re not at a Disadvantage).
Characteristic/Trait: Characteristics are all of the descriptive elements that make up a character’s statistics. Traits are a subset of
Characteristics; Traits can be spent or exhausted, while other Characteristics cannot.
Disadvantage: Largely the opposite of an Advantage. A player will gain a -1 to a Test (Die roll).
chapter ii: Setting
Drama Points: Used to edit a rule to make the game more dramatic. Is considered a Characteristic and a Trait.
Exhaust/Spend: Some situations will force a player to Exhaust or Spend a Trait. Spending results in a benefit. Exhausting will take
longer to get that Trait back and is typically done as a consequence or cost of some other mechanic.
Inspirations: An Inspiration can be used to give your character an Inspired Advantage on a Challenge. Is considered a Characteristic
and a Trait.
Maneuvers: Used in combat to increase damage (Offensive), decrease damage (Defensive) or to perform unique moves (Dramatic).
Is considered a Characteristic and a Trait.
Prowesses: Individual and detailed Characteristics. Seven in total. There are nine ranks for every Prowess, with rank 1 being the
lowest and rank 9 being the highest.
Ranks: Professions and Techniques are governed by Ranks, from 1 to 3, while Prowesses (above) are have Ranks 1 to 9. Is considered
a Characteristic and a Trait.
Test: In a challenge, a test is a random factor (a single d6). It can be modified in a character’s favor should their Prowess be greater
than their opponent’s. Optionally, some groups may choose to use cards instead of dice.
IN-CHARACTER TERMS
Affection: A person, object or location that can be bound to a Celestial being, via a Technique. The character who does this is
known as the begetter. There are three core Affections: Companion (human), Domus (location) and Hallowed weapon
(object).
Alliance: One of three parts of the Codex. The Alliance is the coming together of the three factions of the Fallen: Divine, Infernal
and Deistical.
Banishment: The term used when Fallen use Hallow to remove angels and devils from the world of Clay permanently.
Bishop: Advisor to the throne. They are expected to keep their King abreast of information, both within Fallen society and outside,
especially with the details of the Last Crusade.
Bygone: A Fallen who is rejected by all Convictions. They are alone and lost. Any Grigori who does not follow the Codex is a Bygone
(so the Remnant would also be considered Bygones).
Census: A Gathering of the Fallen where the Kings may address the city and learn of any problems or concerns.
Civitas: One of the few terms left from the Primeval Fallen that continues to be used. A Civitas is the official term used for a city
inhabited by Fallen who follow the Codex.
Clay: The Fallen refer to the human world (and all things within) as clay. Anything that is not a spiritual presence must inhabit a
body of clay. When the Fallen are trapped within the mortal coil, they say that they are also trapped in a mind of
clay, which means that they believe that they are human, unaware of their countless lives before and unaware of their
celestial nature.
32
Codex: The Codex is the system which forms the Fallen society, comprised of the Alliance, Commandments and Hierarchy. It serves
to unite the Fallen against the Host and Horde and avoid disputes between themselves.
Commandments: The Commandments make up the structure of social interactions between the Fallen. They are guidelines used to
help the Fallen from dissolving into chaos and war.
Congregation: A group of Fallen who live and fight together. Divine and Infernal Fallen typically make these packs of three to six
Fallen. Deistical Fallen usually pool together, comprised of all within the Civitas. Divine Fallen create congregations
known as Choirs. Infernal Fallen make a Murder. The Deistical form the Brood.
Conviction (faction): Every Fallen has different beliefs. There are three main convictions; however, these factions are general and
prone to wide differences in actual beliefs.
33
Knight: A warrior, the Knight is one of the few Echelons that is allowed to remain a member of their congregation. They must
typically be the Prelate of their congregation so that they may lead their congregation into battle. They do most of the
fighting in the Last Crusade. A Knight is the only Fallen who may challenge the King.
Last Crusade: The last war before the Apocalypse, so called by the Fallen. It is comprised of a weak alliance between the Host and
the Horde, who seem to be under instructions to destroy all Fallen.
Mandate (decree): The decision and order of the Kings. Disobedience is worthy of punishment.
Mortal Coil: The period in which a Fallen remains locked in a ‘mind of clay’. Which is to say, the time during which a Fallen is
unaware of their Celestial origin in the endless cycle of life, death and rebirth. A Fallen can spend countless lives in this
cycle before a Reckoning ‘awakens’ them to their divinity. Fallen during this period are known as Quiescent Fallen.
chapter ii: Setting
Nephilim: These are the children of male Fallen and a female human. Most Nephilim are rejected by the Fallen. Many become
enemies to those who spawned them. They universally feel like outsiders and constantly search for meaning in their
lives.
Office: A Core Office is a simple power that comes with one’s angelic Order and Tier. A Titled Office gives a Celestial being both
power and responsibilities over an aspect of Creation. Angels and devils have their Core Office, but Fallen have
forgotten theirs.
Path (embodiment): Used in conjunction with their Embodiment, a Fallen either walks a virtuous path or a sinful path. Note that
one’s path does not necessarily mean that one is good or evil. Morality can be different from one’s Path.
Preceptor: The few Remnant who act as Emissaries to the other Convictions.
Prelate: The leader of a Congregation.
Primeval: The term used for the oldest known Fallen. This term was originally given to the Fallen who awoke just after the Flood;
however, it has also been bestowed upon the Fallen who saw the origins of the Divine-Infernal conflict. They are the
most powerful Fallen. All known Primeval Fallen are part of the Remnant or the Shrouds.
Queen/Minister: The second most powerful Echelon, given two names (female and male). It is the Kings’ right to command and
make the plans. It is the Queen or Minister who must ensure that those plans are carried out and, as such, are often
considered the war leaders. They, in unison with the Bishop, possess some political clout at rare times. All Knights,
regardless of Conviction, are expected to follow a Queen’s instructions in battle.
Quiescent Fallen: A Fallen who is unaware of their divinity and remains trapped in the mortal coil. Sometimes they can be sensed
through the True Voice.
Reckoning: The moment, often traumatic but always emotional, where an ignorant Fallen becomes aware of their divine origin.
Remnant: A ‘Conviction’ existing outside the Codex (and thus are Bygones). They are comprised almost exclusively of 2nd Tier Fallen
who turned their backs upon the Fallen. The Codex considers them Bygones, but they are not at war with the Fallen.
Rook: The bodyguard of the Kings. They protect both from within and without the Fallen society.
Shrouds: Mysterious Primeval Fallen who follow no known Conviction. They clean up the mistakes of supernatural beings without
any reason or request.
Supernatural: A general term for anything that is beyond human. It includes angels, devils, demons, Fallen and Nephilim. Each of
these types have their own distinguishable song in the Symphony.
Symphony: The voice, music and will of the Creator, typically impossible to hear for those who possess free will. Many Techniques,
such as the True Voice, are linked to the Symphony.
Technique: The supernatural powers of celestial beings on earth. Essentially, a minor miracle.
34
chapter iii
Codex
“Now, brothers, if I come to you and speak in tongues, what good will I be to you, unless I bring you some
revelation or knowledge or prophecy or word of instruction?”
Corinthians 14: 6
This section provides a greater detail to the elements of the Codex, including details about the Courts, duels and the
Commandments.
chapter iii: Codex
Alliance
Initially, the most important thing to create was a truce
between the Divine and the Infernal. Without some nearest Deistical playground. Thus, duels were born.
form of peace between them, the Commandments and One could argue that during those times, honor was
Hierarchy would be all but ignored. prized greatly, so challenges were readily accepted. The
The Alliance is a simple body of text that explains that best Fallen would win, both Congregations would walk
the Divine and Infernal Convictions have a truce and shall away and the pitched battles would begin again the next
work together to defend themselves from the Host and day.
Horde. Further, they shall fight together to destroy the Duels are an accepted practice as part of the Alliance.
Host and Horde. The truce is to remain until the threat They also represent the one area where the Deistical
of the Last Crusade is gone. Prelate, and not the Kings, has absolute authority. It was
Because this is just a truce, the war between the two arranged this way because the Deistical could foresee too
Convictions is not resolved, but simply put on hold. The many situations where Kings would confuse the situation
Alliance also states that there is a general truce between with their own reservations and emotions.
all Fallen. The Deistical Prelate has several rules to which she must
Although the Alliance was accepted because it was adhere. A duel must be announced and accepted. A time,
necessary, words on paper cannot erase the emotions location and terms must be negotiated before the duel
between the Convictions. The Divine grow frustrated takes place.
that the whole of the Codex fails to present instructions
on how humans should be treated. Many Infernal enjoy The Challenge
abusing humans and the old hatreds flare up. This is the simple part: one Fallen takes offense to
another Fallen’s actions and demands a duel. Any Fallen
Duels may issue or be issued a challenge, including a member of
the Court, although there are special conditions involved
Duels are a time-honored tradition that the Fallen have in such Challenges.
engaged in throughout the centuries. During the Divine/
Infernal war, Crucifixion was a rare skill and many of the It is bad form for a Fallen not to accept a challenge, but
battles ended in Hollow Death. As personal grudges began there is no official punishment (see Roughhousing later).
and animosities grew, eventually this led to Fallen calling If the challenged is part of a Congregation, they may
each other out for one-on-one battles. These personal request a champion to fight in their stead. This does not
fights were held on the only neutral ground available: the always satisfy the challenger, however. It is the responsibility
36
of the Deistical Prelate to negotiate a duel that will satisfy >> Blooded – If the challenged requests a Champion but the
the challenger and the challenged. challenger refuses, the Deistical Prelate is within his right
A Fallen without a Congregation cannot have a to change the terms to Blooded. The winner of the Duel is
champion. They must face all battles themselves. the first to score a hit on their opponent.
>> Death – For exceptional grievances, the Deistical may
The Court is a special exception. It is considered bad agree to the Term of Death. However, denying this Term
form for a member of the Court - other than the Knight is the only true authority that a Prelate may exert. Death
or the Rook - to fight. In fact, excluding the Knight, when usually means to the Hollow Death but if True Death
a member of the Court issues a challenge or is issued a occurs, it cannot be punished.
challenge, the Rook is always considered the champion
unless negotiated otherwise. The King is forbidden to Roughhousing
take part in any challenge to the Death. Duels are an official and, hopefully, clean method of
Terms
The Challenger must issue the Terms of the battle. The
Deistical Prelate is free to help negotiate Terms if they do
not fit the grievance, or if Death is chosen.
>> Satisfaction (default) – Both fighters battle to the best of
their ability without cheating. Neither side is to attempt
to cause the death of the other. If Hollow Death occurs, it
cannot be punished, but the Fallen who caused it can be
reprimanded. True Death is punished as normal.
37
Hierarchy
Where there are laws, there are rulers and leaders. Without those with the power to interpret and enforce those laws,
there would be little but chaos.
King
Sovereignty
Originally, the members of the Hierarchy possessed
nothing beyond their own wits and personal power to Together, the Kings make an absolute authority; this
wield their position. Usually the most powerful Fallen is where both their power and their restrictions lie. The
in the Civitas was requested or declared themselves as a White and Black King together interpret the laws of the
King and would appoint their closest allies to fill out their Fallen, known as the Commandments.
Court.
chapter iii: Codex
Queen/Minister
of the Fallen. By default, all angels, devils and demons
are considered Enemies. The Kings together may declare
a Mandate that marks another individual or group as an
Enemy. This can only be done during Census. The Queen (the male equivalent is known as Minister)
A single King does not have the authority to declare an represents the war leader or general for their King. The
Queen/Minister is charged by the King with leading
Enemy alone. wartime activities, which is their prime duty. They
can be good tacticians who observe, provide support
and otherwise oversee a battle, or they can be warriors
themselves. The Queen/Minister has the power to make
decisions for the forces in battle as she feels is suitable.
The Queen/Minister is expected to travel with war
38
parties, either battling beside them or evaluating the then the Rook must protect the King. Few Rooks can
situation and providing support. She is allowed to do protect a threatened King every moment of every day, so
battle with the Host or the Horde at her discretion, but the Rook serves more as a symbol of protection.
her actions can be scrutinized by the Kings. A Queen/ Should a King be challenged, whether as a duel or for the
Minister is chosen because the Kings presume that they throne by one of their Knights, the Rook can be expected
will act with caution when dealing with the enemy. If to take that challenge.
they are foolish, whether acting without receiving any
information from the Kings or blindly leading Fallen into As the iron fist of the King, they are expected to take
a slaughter, they will no doubt lose their positions. care of situations which the King does not want made
public. Actions intended to be public are duties to be
The Queen/Minister has complete authority in battle performed by the Queen/Minister. The Rook is expected
over any Knight, whether Black or White. All Knights are to act with intelligence and discretion when taking on
expected to fight alongside and obey the direct orders of these other duties. Many of these special situations are
Bishop
choice.
If a King is ever murdered and the identity of the killer is
uncertain, the Rook is given special authority to undertake
The Bishop is the advisor to the King. They take on both an investigation to reveal the murderer. During this
political and tactical responsibilities within the court. investigation, the Rook is an island, allowed to take any
They are usually information gatherers and as such, they course of action they like, regardless of Commandments
are often required to go out and collect knowledge about - short of murdering Fallen. No Fallen is allowed to deny
the ward, its nuances and, most importantly, any Host or the Rook access to their Domus or to look into their
Horde existing within the city. Of course, a wise Bishop personal affairs for the truth. If the Rook can discover
always keeps information about what the other side is who the murderer was and produce evidence for the
doing. surviving King and Council, they are absolved of any
A Bishop is one of the few roles where some small Commandments they break. A Rook who fails in their
contact with the enemy is tolerated. It is understood that investigation will eventually pay for those crimes.
the Bishop needs to get close to the enemy to study them In large cities it is acceptable for a King to take two
and watch them, so there might be a situation where Rooks, thus complicating matters for a Knight to take
contact occurs. their rulership away.
The Bishops comprise the other half of the Council, A King chooses their own Rook.
Knight
along with the Queens/Ministers.
A King is free to choose their own Bishop.
39
their own is acceptable. Capturing the moon is not.
If the quest is performed successfully, the Fallen is The Challenge is then accepted by the Rook. Both the
Knighted. Rook and the Knight should prepare for a duel, either to
Knights must be the Prelates of their congregation. submission or death. If the Knight is defeated in the duel,
Knights and their congregations form a collective force then the challenge has ended. If the Knight is victorious,
upon which both Kings are allowed to draw, through their then there may be two more steps.
Queens/Ministers. The Counter-challenge can be issued. If the King is not
The Knights’ primary responsibility is to fight the Host satisfied with the outcome of the duel, if they claim it was
and the Horde, although often the Kings must often rely dishonorable or unfair, they may themselves have a duel
on other Choirs and Murders without Knights to aid in with the Knight. This is considered poor form because the
battle with the Host and the Horde. first duel should decide the fate of the King.
chapter iii: Codex
Some view it as an honor to have a Knight leading one’s If the Knight wins the Challenge (and potentially the
congregation. Counter-challenge), then the choice of the Throne is
given to the Knight.
Challenging the Throne The Knight can choose to accept it or can give it
The position of the King gives a great deal of power to to another member of the appropriate Court. If the
a single Fallen. It is small wonder that it is coveted and Knight attempts to give the Throne to someone who is
guarded jealously. But there is a method for Fallen to take inappropriate (not in the Court, a Deistical, etc) then the
the Throne away legally from the King. Queen/Minister steps forward and makes the appropriate
A Knight who has fought decision (and they have the power to place themselves in
in at least one battle the King’s position).
“But you will die like mere men; you against the Host or Horde It should be noted that a King cannot give up their
40
Census member of that Civitas and must accept Excommunication
or Submission. These three months potentially gives them
A practice of the Codex is to bring together all the Fallen the time to ‘fix’ the problem (such as convincing the
within a Civitas in a regular fashion. It is not optional, Knight to challenge the King).
but there is no real punishment for not being able to
attend. Every Congregation is expected to send at least Removing Positions
one member if they cannot all attend.
A King may freely choose and dismiss their Queen/
During these gatherings, information is shared, duels Minister, Bishop and Rook from their own Conviction.
are declared and the Kings disseminate orders and A King can make as much ceremony out of this as they
mandates. desire.
One important act is simply to take an accounting of all The Kings together decide whether to bestow a
the Fallen to see if any have gone missing.
41
distance themselves from the more despicable habits of Council
the Infernal.
The Council is composed of the Queens/Ministers and
Bishops of the Black and White Court. The Council may
gather when they desire. With consensus, they have the
The Black Court power to rule together with the authority of a King. If
Life in the Black Court is often a little more cutthroat there is no King present at a gathering, then the Council’s
than in the White Court. The Black King must keep orders are like the orders of a single King.
vigil over the rest of the Court to secure their seat on the The Council often brings in the Deistical Prelate as an
throne. A few Black Kings have been known to run their advisor, but the Prelate has no authority over them.
Court with an iron fist, but this often leads to treachery The Council is free to rule by majority rather than
and backstabbing. A relaxed atmosphere allows the King consensus and, in this case, they are free to give the
chapter iii: Codex
to keep his enemies close to him. Deistical Prelate a tie-breaking vote. This is considered a
privilege for the Prelate, not a right.
Mandates
Census officially occurs when the Kings desire one; it is
their venue to create mandates. Mandates are the rulings
of the Kings and must be obeyed.
Although the Kings are to use the Commandments
as their guide, it is their opinion that interprets the
Commandments. A Mandate is expected to be absolute
and beyond contestation. The Kings cannot make a
Mandate that countermands or conflicts with any of the
Commandments, but they are free to interpret them and
issue punishment as they see fit.
The Kings have absolute authority. They may listen to the
arguments and advice of the Fallen within their Civitas, or
they may ignore them. They may choose to allow others to
speak during Census, or they may have those who speak
out of turn removed.
There is a saying that states, “The stronger the King, the
quieter the Census”. This simply means that the more
powerful Kings rule with an iron fist. Some of the newer
Kings indulge the opinions of others, lest they gain the
resentment of the city. Although revolution is nearly
unheard of in Fallen society, it wouldn’t be long before a
resented King was challenged by their Knight.
42
Rare Positions important to travel through the normal means of carrier
bird.
There are a small number of revered positions reserved Heralds have no actually power within a city, except
for a Fallen who can fill these roles. Special positions perhaps to ask for a place to stay and a modicum of
are not a part of the Court and thus have little political respect.
Preceptor
power. However, they are not at all easy to obtain. They
also retain a distinction of Black or White, depending on
the Conviction with which they side.
Advocate
Preceptor is a very special position that is given only
to emissaries of the Remnant. They make for dangerous
allies, as their mere presence is enough to draw the Host
The Advocate is an unofficial position within the or Horde to them. Preceptors are only called for in times
Grey Knight
Remnant are older and have vast knowledge of secrets
and mysteries. When a Civitas encounters something new
and strange, it’s all too likely that the Remnant have some
Although rare, a member of the Deistical may prove knowledge about it.
themselves to the Kings. If requested and accepted by Whatever the reasons are, most of the time the Fallen
both Kings, they can bestow the honor of a Grey Knight. are loath to invite their older brethren, simply because it is
A Grey Knight is expected to answer the call to battle by an acknowledgement of the Remnant’s superiority.
the Kings or Queen/Minister. Normally this is not a role that a player character will
A Grey Knight never has the power to challenge a King’s ever assume.
throne.
Herald
Heralds are typically only chosen when a ward finds itself
in relative peace. The Herald is appointed by a King and
travels to other cities in hopes of transferring information
between cities. The Heralds are usually there to discover
which surrounding wards might be under siege and who
or what the enemies are. This information allows the city
from which the Herald is dispatched to have forewarning
of the potential threats around them.
Heralds also act as messengers when a message is too
43
Commandments
The following are the laws of the Fallen, written by the Politics
Deistical, interpreted by the Kings.
Although it is easy to say that the Kings lead the Fallen,
and that the Commandments are set in stone, it is much
more complicated than that.
Commandments The vast majority of Fallen have existed since before the
Thou shalt offer all thy Techniques, thy skills and thy life Codex was put into place; they knew the freedom of being
in aid to thy Kings. in a lone congregation.
Thou shalt respect the hierarchy of the Codex. Many Fallen further realize that they are not politicians
and are not well practiced at governing themselves. The
Thou Shalt Not Kill thy Brethren outside of honorable
combat.
Fallen have opted to keep both the Commandments and
their system of rule simple. However, the lack of complexity
chapter iii: Codex
Thine Kings will never conspire against each other. Take allows Kings to have great leeway with their interpretation
heed and take their example to heart. of the Commandments; this in and of itself causes strife.
Thou shalt suffer the Affections of another Fallen, but Kings are given absolute authority over the Fallen within
other mortal affairs shall receive no such protection. a ward, but abuse of that power leads to dissension.
Thou shalt not procreate with the intention of spawning Corrupt Knights, or worse, a corrupt Court, can keep a
Nephilim. King on a throne for a long time.
Thou shalt not poach thy brethren from opposed It is a system that is far from perfect and one that the
Convictions. Fallen must struggle with and make work, if they have any
Thou shalt not conspire with the enemies of the Fallen. hope of surviving.
Thou shalt never strike at the Host or Horde without the
release of the King, Queen or Knight.
Thine will is thine own. All brethren are allowed Responsibility
excommunication over submission.
The Kings are responsible for victory in the Last Crusade,
above all other duties. This is no simple goal. In the short
term, it means having their Fallen scour their ward for the
presence of the Host and the Horde and then formulating
. and executing a plan to eliminate the enemy.
In the long term, it means building enough of a power
base that Choirs or Murders can be sent out against the
Host and Horde. It has been decided that the war cannot
be won by remaining in a defensive position.
Any Fallen, including a King, may suggest a course of
action. It may be freely and openly discussed. Each King
either supports or opposes the course of action. Only with
mutual support does their discussion become a Mandate.
Mandates from Kings are meant to be absolute. There
is no argument expected here. All Fallen are expected to
obey and uphold any Mandate by the Kings.
Should an argument surface, then the Kings can punish
that Fallen with failure to respect the Hierarchy and
failure to offer one’s life to the cause. It can be as severe or
as light as the Kings decide.
44
A single King has limited power; however, the authority
of a King must be respected. It is true that although a single
King cannot make a mandate, they can take a great deal
of liberties with their power. Alone, a King can make any
decision that they desire, so long as it does not contradict
one of the Commandments and it does not permanently
cause injury or loss to a Fallen.
A lone King has the right to detain, question or remove
any Fallen they desire. All decisions of a King, however,
may be reviewed by the opposed King at some point in
the near future. So as long as there is no permanent injury
or loss, then a lone King is free to do what they like. As
Sacrifice
Among the Kings’ secondary duties is a responsibility
for the survival of the
45
Punishments
This section gives examples of the type of punishments but is usually public. It can be as savage as a beating or
that can be incurred from breaking the Commandments, as civilized as a whipping. The Kings need to decide also
followed by a detailed look at them. What’s important to whether they will allow the Fallen to be healed afterwards
understand about the Codex and the Commandments is (via Recure).
that there is no greater authority than the Kings. They
decide how to interpret the Commandments and may do Servitude
so differently from Kings in another city. This form of punishment puts the offending Fallen into
Punishments for crimes are still Mandates, hence they the temporary service of the offended. This could be used
require both Kings to come to an agreement. to force the Fallen into some duty for the Court or directly
into the service of another Fallen.
Going too lenient will encourage Fallen to break the
laws in the future. Being too harsh will often promote The duty set must be carried out to the best of the
dissension within the Fallen. criminal’s ability. If they fail in the task set for them, then
chapter iii: Codex
Discipline is an example, used to test whether the See the Brand Vice (P. 107) for details.
criminal will obey the letter of the punishment or the
spirit of the punishment. It is a good gauge for the Kings
in future dealings with that Fallen.
When resorting to corporal punishment, it can be private
46
Excommunication The Deistical
The Fallen is branded and is forced to leave the city, never The Deistical have relaxed punishments where the
to return. The brand is discretionary, however, based on Commandments are concerned. There is a limit to how
the Kings opinions and the crime involved. far this can go. In general, Kings are free to demand
Contrition and Discipline from Deistical, but anything
True Death more requires deliberation with the Deistical Prelate.
Taking a Fallen’s life is generally only done when they There are certain crimes for which the Deistical must
have proven that they will be nothing but trouble and answer and, in these cases, the Kings can call for worse
have no worth to the Fallen.
47
hou shalt offer all thy hou shalt respect the
Through this Commandment, the Kings demand the This Commandment merely demands respect of the
service and submission of all Divine and Infernal in the Fallen. Trivial infractions of this Commandment happen
city. often enough, and they are usually ignored. It is when a
member of the Court takes offence to the words or actions
This Commandment is used as Affirmation, and it gives
of another that this Commandment gets called into play.
the Courts Sovereignty.
chapter iii: Codex
48
hou Shalt Not Kill hine Kings will never
Every Fallen is considered a precious resource in the eyes This Commandment is used to keep the Kings in
of the Codex. Every Fallen can be a soldier and thus, the check.
loss of one could be critical. As detailed before, if a King conspired against the other
The problem with this Commandment is that Fallen King, the Council must be brought in. Together, King
will often fight amongst each other; those fights can get and Council must decide if the King in question was
Deistical Punishment
Deistical are not exempt from this Commandment; the
Prelate’s permission is not sought in any punishment.
49
hou shalt suffer the hou shalt not procreate
T Affections of another
Fallen, but other mortal
affairs shall receive no
T with the intent to spawn
Nephilim.
such protection.
Often considered a minor Commandment, no Fallen
should even intend to make a Nephilim.
Affections can be a Fallen’s lifeblood. Because of this, it
is forbidden to harm an Affection directly. This Commandment fails to account for ‘accidents’ that
happen. It also doesn’t cover Nephilim made from before
That being said, humans affairs are not within the
the Last Crusade began, either.
purview of the Kings to dictate. A Fallen cannot be
chapter iii: Codex
punished for doing things to humans and likewise, the Some Kings will still punish any creation of a Nephilim,
Kings cannot ban Fallen from interaction with humans, as Fallen should have been responsible for any accidents.
such as performing Predomination. Of course, if an
individual Fallen’s attentions towards humans ends up .Punishment
threatening Fallen society, then that crosses the line. Discipline or Servitude are suitable punishments for this
Concerning Affections, the wording on this crime.
Commandment allows a fair bit of interpretation from
the Kings. By a strict reading, it only prevents direct harm. Deistical Punishment
Some Kings, however, discourage things like intimidation The Deistical can be punished for this crime, but only
towards human Affections. with the agreement of the Deistical Prelate.
Where this Commandment gets muddy, however, is
when a Fallen makes an Affection that could potentially
be an enemy of the Civitas. In this case, the Kings may
decide to declare the Affection an enemy of the city; that
Mandate overrides this Commandment.
Punishment
For harming or killing Affections, Contrition to
Servitude are common punishments.
Lesser crimes (if punished): Contrition to Discipline.
Deistical Punishment
Deistical are expected to follow and be protected by
this Commandment. The punishment must satisfy the
Deistical Prelate before the Kings may make it official;
however, the Prelate cannot insist on anything greater
than Servitude.
50
hou shalt not poach thy hou shalt not conspire
It is against the rules to try to convince another Fallen The enemies of the Fallen are always the Host and Horde
to leave their current Conviction and join another. This and any individual or group who the Kings define as such
doesn’t stop Fallen from waxing poetical about their through a Mandate.
Conviction. Conspiring in this case is taken as presented in the
This is a hard Commandment to prove, if broken. previous King’s Conspiracy Commandment. Additionally,
Deistical Punishment
Trivial situations are ignored. Anything that caused strife
is treated as above without consulting with the Prelate.
51
hou shalt never strike at hine will is thine own -
Unless it’s life or death, a Fallen is expected never to This does, however, mean willingly submitting to being
chapter iii: Codex
Deistical Punishment
Deistical are expected to follow and be protected by
this Commandment. The punishment must satisfy the
Prelate.
52
chapter iv
Embodiments
53
The Fundamentals Techniques
The Embodiments are crucial, fundamental elements of An Embodiment determines the core of what a character
Creation. Humanity knows them as the heavenly Virtues is, but their own beliefs will control the person they
and Deadly Sins. But Fallen have come to know them are. An Embodiment determines what Techniques are
more intimately, for each Fallen is destined to be the possessed by a character, but these are just the ones that
Embodiment of one of those Virtues or Sins. Like one’s come most naturally to them. Not every Fallen will learn
parents, a Fallen doesn’t truly get a choice in the matter. to master their own Techniques. Some have no interest in
Every Embodiment has its own strengths and weaknesses. accessing that strength, but most are drawn to exploring
Each Embodiment has a number of minor miracles, their innate power.
known as Techniques, that showcase its principles. Fallen have learned that during times of need, that they
Each of the Virtues has a corresponding Sin. These can find the strength and power of another Embodiment.
Virtues and Sins are linked; this link is known as the Path. All that is needed is the motivation to learn that
Technique.
chapter iv: Embodiments
54
Virtues
Charity
The Modern definition of Charity is benevolent giving, lost, or had that love turn into something vile and ugly.
while a more fundamental understanding of Charity In many cases, converting to their counterpart doesn’t
might include loving kindness towards all. Both are fit their desire and need. Avarice is about acquiring power
aspects of Charitable Fallen. and that rarely fits a slighted Charitable Fallen.
The typical Charitable is a person who has given all parts
55
Faith
Self-righteous and arrogant are just two of the nicer Immorality
ways that many Faithful Fallen have been described. Faith An Immoral Faithful could be a Fallen who has decided
‘knows’ that it is the original Virtue and that both Gabriel that to lead, they must be prepared to take the actions that
and originally Lucifer were Faith. Whether true or not, they cannot ask of their followers. Some see themselves
the fact remains that most Faithful feel great responsibility as martyrs who will sacrifice their souls to save their
to lead their brethren in one way or another. brethren.
chapter iv: Embodiments
The strengths that Faith possess are some of the more Others just end up being control freaks, abusing
obvious but they are also very powerful. Accordance and Penitence like there is no tomorrow.
Through their Body, they can command fire itself
(Brimstone), igniting their weapon (or even fists) in flame Before...
to battle their enemies. One of the more flashy powers that The Faithful Fallen have always been avid and zealous
a Fallen can claim, they can call down lightning from a leaders and are by and large responsible for the formation
stormy sky or, if needed, they can even call forth lightning of the Divine.
from themselves, to strike their opponents down. Faithful Fallen were also the first to discover the
No less powerful is their ability of Mind, to command Crucifixion rite at the battle for the Five Cities, so very
others to a task (Accordance). They can also use this ability long ago.
to make lasting agreements. Woe to those who break the
task or agreement, for the Faithful Fallen will know and Today...
will have future sway over an ‘oathbreaker’. Not a great deal seems to have changed for the Faithful
Their power of Soul is the only subtle power they Fallen. They are still willful, still feel that they should take
possess, allowing them to give people the strength of will the roles of leadership and still find fault with others.
to persevere over setbacks (Impel). It allows a Faithful to They are strongest within the Divine, but in recent
inspire people to go beyond their capabilities. times there have been more seen within the Deistical and
Some Faithful Fallen have been known to feel a constant Infernal.
internal burning, presumably from their Brimstone being Within the Deistical they are often ‘ringmasters’,
so potent. These Fallen must hold back the fires within running the most important clubs or edgy forms of
them all the time, for to unleash them causes them pain entertainment.
and anguish. However once done, few can stand for long In the Infernal, they often supplant their faith in the
against the fury of their Brimstone. Creator for faith in darker things. Their own personal
It is a well-known flaw that Faith’s desire to lead comes power? The Lightbringer? Some simply believe that
from the claim that it is their responsibility to be strong humans aren’t fit to lead themselves and so they have
for all other Fallen. But ofttimes this is their counterpart conformed to Infernal beliefs so that one day, they can
nature swimming just under their skin. They can grow rule the world.
furious with rage when they do not acquire a position of
power to which they feel suited.
56
Fortitude
Fortitude takes itself very seriously. Generally seen as Immorality
stoic warriors by others, these Fallen find themselves Most Fallen of Fortitude who give in to their negative
destined for fighting, whether they wish it or not. aspects fall to their counterpart. Most often it’s just
These Fallen, however, are often defined by their easier.
antithesis. It is hard to fight and fight and not grow full However a few go the other way. They simply turn off
of hate. Hate is a strong emotion in war, even if it doesn’t all their emotions, growing more than just stoic but cold-
57
Hope
Hopeful Fallen are some of the most pleasant, caring
and well-meaning individuals in the world. In most cases,
they seek a peaceful solution to any problem. They fight
never to give up seeking peace, but understand that war Immorality
requires sacrifices and conflict is inevitable. Still, they are Some Hopeful Fallen eventually turn selfish. If Hope is
on the forefront of battle, willing to protect those in need defined as a feeling that what is wanted can be had, then
and help tend to the wounded. some Hopeful Fallen feel that they waste years of their
chapter iv: Embodiments
lives hoping and waiting for what they want. Instead, they
Indeed, their strength of Body allows them to heal
choose to take it. Most turn to their counterpart but a rare
wounds faster than is mundanely possible (Recure). It heals
few remain as corrupted Hopeful, believing that they will
faster than a Fallen can, who already heals faster than any
get what they want, one way or another.
human. There are limitations to this, however. A person
can only receive so much healing in a single day. There
is a danger as well, one that allows the Hopeful Fallen to
Before...
heal near instantly but at the expense of receiving those Centuries ago, a powerful devil terrorized a European
wounds themselves. village. The devil was presumed to be a monster that fed
on the blood of the people. A Hopeful Fallen arrived
Their strength of Mind allows them to temporarily to confront the creature. No fight ensued, for
subside obvious trauma that a person may suffer, as well the devil was unable to bring itself to harm the
as remove the negative effects of unwanted Techniques Hopeful Fallen.
(Absolution).
After a month of confrontation and
Their strength of Soul grants them the ability to protect ministration, the devil converted back to
themselves and others through the guise of innocence, an angel. It is said to remain in the world
which is a powerful force in the world of Kingdom Come to this day, aiding humans and Fallen where
(Sanctuary). It takes a particularly strong-willed person to it can.
bring harm to a person protected in such a fashion.
Some Hopeful Fallen have been known to be able simply Today...
to pray for the aid of another. Through sheer desire for a The majority of Hopeful have
better outcome, they seem to be able to provide that for committed themselves to either the
others. Divine or the Deistical. Both need the tender
However because Hopeful Fallen always try to see the care and protection of Hopeful Fallen.
best side of things, they are notoriously gullible. More often seen in the Deistical, Hopeful
Fallen fiercely protect those whom they see
as their own.
Hopeful within the Infernal are extremely
rare.
58
Justice
From the outside looking in, Judicious Fallen have long Immorality
stood as a clear-cut Embodiment. They fight sin in all its
An immoral Justice is one who has lost their way. Some
forms. But from the inside, it’s much more murky.
take too much pleasure in bring justice to the wicked,
They aspire to be fair, but that is subjective. They all often harming anybody who gets in their way. Others have
too often end up being judges, juries and, often enough, lost perspective and flexibility; punishing any crime with
executioners. Morally, this doesn’t always sit well with equal brutality. Still others find a single type of sinner and
59
Prudence
Prudence represents wisdom and thoughtfulness. They Immorality
are tender, careful and extremely passionate individuals. An Immoral Prudent is a terrible thing. They run from
Many, however, can’t see Prudence without considering either emotionally very cold or provocatively hot. The
their counterpart: Lust. It is no real secret that when a former focus on the pursuit of knowledge and little more.
Prudence falls in love, they fall deeply. And few would The latter love to play all sorts of wicked and cruel games
chapter iv: Embodiments
deny that love making for a Prudent Fallen displays their with victims.
wisdom and thoughtfulness.
Their strength of Body allows them to, with a touch, make Before...
a person feel joy throughout their physical being (Bliss). It Every Prudent Fallen had a different Foretelling of the
takes little deduction to figure out why the comparison Last Crusade. The problem lay in the fact that most Choirs
between their counterpart is often made; however, such had but one Prudent and the visions were exceptionally
joy can be used as a weapon against the immoral because confusing.
it is so pure. Every Foretelling was, in fact, little more than a muddled,
Their strength of Mind is their most defining power, painful blur. It was almost like somebody knew that such
which allows them to see into the potential futures a large event couldn’t have been kept secret and managed
and look for the most likely one (Foretelling). History to do something to muck up the Symphony so that the
has proven that the future is not set in stone; however, future couldn’t reveal the coming of the Last Crusade.
knowing of an imminent event allows a person to proceed
with caution. Today...
Their strength of Soul allows them to receive, or even The typical Divine Prudence serves as an information
demand from a person the revelations of their sins gatherer. They make very good Bishops as they can use
(Confession). Truth can be given or extracted but, for the their powers to cut to the chase and figure out if anybody
moral, relief can be granted by their admission. is acting with treachery towards other Fallen.
With their knowledge of the future, a number of Those in the Deistical often gather information that is
Prudent are renowned for being able to sift through the of more importance to the Deistical. They are often more
possibilities and confirm details and facts about current relaxed, making sensual lovers or protective and caring
topics, cutting through any red herrings with efficiency. nurturers.
Not all Prudent Fallen take confession, but those who Those within the Infernal typically use their powers to
do are receiving a great burden of trust from the person inflict emotional harm on others.
confessing. Sadly, not every Prudent Fallen feels the need
to take an oath to keep those details secret, but those who
do are crushed with anguish if they ever give up those
secrets, even if it’s for the greater good or even because
they did so from a Technique.
60
Temperance
Temperance is a path of patience, determination and The truth is that Temperate Fallen have emotions, they
skill. To be Temperate is to deny oneself indulgences. In just fight to indulge them rarely, whereas truly immoral
the world today, where there are an overwhelming number Temperate Fallen have actually managed to cut themselves
of indulgences, this has become a difficult task. off from their emotions.
The focus required to keep oneself clean and pure naturally
61
Sins
Avarice
Avarice is about the collection of power in all its forms. many problems but is can also be the solution. They still
Information is the greatest of currency in which Avarice manipulate people by learning their secrets but ultimately
can trade. Despite common belief, money isn’t as useful to it’s usually towards an altruistic end.
an Avaricious Fallen as what it represents. Still, people are
willing to go to war and die over money, which is power, Before...
and therefore something that an Avarice can respect. Avaricious Fallen have been extremely active in human
chapter iv: Embodiments
Games of control are the bread and butter of the society. It would be an utter fabrication to say that they
Avaricious. They love to lock horns and manipulate had a real hand in the history of commerce, but they
people. In particular, they love to see what people will do have done their part to manipulate people in positions of
with power and how quickly they can erode morals when power, sowing the seeds of power mongering.
things like money come into question. There are scores of Avaricious Fallen who have been the
Their strength of Body gives them near absolute power right hand of European royalty and aristocracy, helping
over Affections and not just their own (Appropriation). build and destroy power bases for centuries.
They can actually share attunement to an Affection that
is not their own. Furthermore, they can create temporary Today...
investments of power in an Affection which allows that Today, Avaricious Fallen have smaller power bases
Affection to hold or use Techniques. than they would like. The true powers in the world are
Their strength of Mind allows them to seep into the governments and corporations, which have grown so large
minds of those to whom they speak and learn facts and than the individual efforts of a Fallen are insignificant.
secrets (Harrowing). Worse, they can make a person forget Instead, the Infernal Avarice have focused not only on
those stolen bits of knowledge. their own survival but are surprisingly adamant about the
survive of their brethren. The reasons are naturally self
Their strength of Soul allows them to make another
serving. Fallen secrets are now their power base and they
crave a person or thing (Covet). It’s a craving that can stay
don’t intend to lose this one as they did with the fall of
with a person and, with time and effort, make their life
nobility.
spiral out of control.
Deistical Avaricious are common enough. An Avarice
Some Avaricious Fallen even seem to have a shocking
who wants just enough for themselves and maybe for their
ability to remove another Fallen’s link to an Affection. It’s
Brood. They take care of their own, a common enough
all but impossible to prove in the eyes of the Codex, so
trait within the Deistical. They are usually sick of the
there is little recourse for the offended parties.
larger games of power that their Infernal brethren play.
Avaricious are notoriously hungry for power - and one
Avaricious Divine usually strive to fix the problems of
form of that exists within the Hierarchy. It is widely known
the past, trying to spread the wealth to the needy. They
that some Avaricious Fallen are enraged when they are
find no problem turning corrupt people of power and
denied a position within the Court.
manipulate them towards a more noble goal. Avaricious
Divine are smart enough to know that the power plays that
Moral come with politics and are often keen to take a position
A Moral Avaricious Fallen is one who still sees the power within the White Court, if only to keep the Infernal in
in the world but works to find ways to use that power check.
for the betterment of humanity. Money is the cause of so
62
Envy
Of all the Fallen, none are more sinister or mysterious
than the Envious. Moral
Most Envious feel that there is a universal truth: we all Moral Envious Fallen are often contradictions. They still
want what we cannot have. They feel that it’s not enough envy what they cannot have, but they don’t always seek to
to hope for a thing, but instead to take it. obtain it or if they do, they work hard to get what they
want, rather than just take it as their instincts cry out.
An Envious Fallen feels that they live the ultimate
Many find a certain desperate strength that comes from
63
Gluttony
Everybody has their poison. Everybody has their secret
addiction. Most people deny themselves these secret Before...
needs. Naturally, Gluttonous Fallen are not among those
Throughout the years there have been a fair number of
people.
Gluttonous Fallen addicted to murder. These serial killers
Gluttony is all about indulging in every shameful desire. would stalk the world, only feeling alive when killing.
It’s only addiction when it’s out of control and thus,
Most of them are smart enough to move from city to city
chapter iv: Embodiments
Moral
A Moral Glutton recognizes the need in their gut and
some know that others feel it as well. After a moment
of clarity they seek to help others with their struggle,
but can only do this if they keep themselves close to the
temptation.
64
Lust
It’s easy to mistake sex for lust. Sex is about pleasure and Before...
release, whereas lust is about desire. The world has an illicit fascination with courtesans.
Lustful Fallen love to tease, flirt and toy with others, Lustful Fallen have promoted both the courtesans
whether in a sexual capacity or not. There are so many themselves and the allure of them.
ways to play upon human desires. Lust is, after all, both Many Lustful Fallen were quite pleased with being able
illicit and uncontrollable. It is something that most people to have skill replicate their Techniques.
Moral
A Moral Lust is not as uncommon as might be thought.
Lust can wear many clothes. Most Moral Lusts help
promote healthy sexual encounters and expressions of
love, even if they are not politically correct.
65
Pride
Considered by most the original and greatest sin. Pride
Moral
places themselves above all other considerations. It was
pride, after all, that caused the war in Heaven. All Prideful Fallen seek order over chaos. They want
everything to be neat and tidy. And they typically want
To say that Prideful Fallen are arrogant is an themselves to be at the top of it all.
understatement. They know that none are greater than
them. Some would say that they are obsessed with this A Moral Prideful is one who wants order and structure.
chapter iv: Embodiments
and that there is no small amount of insanity that can They see no shame in taking pride in their work. They
come from challenging that belief. want to achieve exceptional things and are often fueled by
the renown that follows a good deed.
Pride cannot seem to help but compete. They know that
they are the best, but they seem adamant to prove that to Before...
everybody else.
Pride’s hand can be seen in the monumental
Problems occur, of course, when a person can best them. achievements of the past. In more than one society, they
Then the obsession really kicks in. promoted the erection of massive structure that were
Their strength of Body grants them an audacious presence ultimately dedicated to their glory and splendor.
that allows them to control the battlefield (Vainglory). Many Prideful Fallen have posed as gods, only later to be
Their sheer boldness and poise unnerves even the most immortalized in mythology.
stalwart foes.
Their strength of Mind gives them control over a Today...
person’s confidence (Approbation). They can grant or Infernal Prideful like the structure of the Codex, more
remove courage from a person and, with time and effort, than the cat and mouse games of the war with the Divine.
they can even make that person require their continuous They enjoy and appreciate a place where civility is supposed
approval. to rule. They often seek positions on the Court, because
Their strength of Soul allows them to overwhelm it’s only natural that this is where they should be.
a person’s will and make them not unlike a slave Deistical Prideful are often happy to set themselves up
(Subjugation). The Prideful Fallen can punish a bad slave as the centre of attention on a smaller scale. They like
through mental torture. running bars and clubs where they host a great many
While pride is often the downfall of a person, an public and private parties.
Embodiment is another matter. Many Prideful Fallen gain Divine Prideful have traits of both the Infernal and
tangible strength from their arrogance, but those who Deistical. They like to assume positions of power and
possess and draw from this strength only to fail at the task prefer when civility rules a Census. But they often host
at hand and grow furious with themselves. side projects, always for the betterment of others, but also
to place themselves at the apex of the accolades that will
no doubt follow.
66
Sloth
If there is one sin that has won, one could argue that Moral
it’s sloth. It starts with graffiti and piss in the streets and A Moral Slothful often has a convoluted sense of right
ends with daily murders being considered a normal part and wrong. They view people in two classes: those who
of living in a city. do and those who do not. Some Moral Slothful focus on
Slothful Fallen do not take credit for such things, but trying to bring down the former while others try to fix the
where other Embodiments hate the modern world for latter.
67
Wrath
Like their namesake, Wrathful Fallen are renowned for
their capacity for violence. Hatred and anger are their Before...
domains. The last middle-Tier Fallen to resist joining with the
Remnant was said to be a particularly strong Wrathful.
The typical Wrath is a living expression of animosity
He would butcher any Remnant that came, calling them
and destructiveness, often with a side of cruelty. Young
cowards. Accusations were made and suspicions developed
chapter iv: Embodiments
68
chapter iv: Embodiments
69
chapter v: Character Creation
70
chapter v
Creation
Character
Basics
In real life, we aren’t defined as a collection of numbers or quantified by our skills. Our strengths and weaknesses are
obvious in what we can and cannot do. A character, without flaws, who can do everything, seems boring. Every character
needs their idiosyncrasies.
Kingdom Come is a game; games need quantifiers to describe the strengths and weakness of characters. A measurement
of each character is required as a fair method of resolving conflict. Quantifiers can also be helpful for players, giving
them a better understanding of their character, and a way of measuring how good their character could be in a given
situation. Permitting players to do whatever they want with their characters leads to confusion, arguments and chaos.
Characteristics is the term for how Kingdom Come defines character features. Every character in this game is defined
by Characteristics.
Overview
>> With that Zeal, you will purchase ranks in your Sets (P. 75) and optional Boons (P. 81). Your Sets (Body, Mind and Soul)
represent your basic Characteristics while your Boons represent your unique abilities.
>> With regard to your Techniques, you will have to pick your Embodiment (P. 85) before knowing the Techniques to which you
have access. There is a Talent (P. 76) that allows you to put points into a Technique that does not match your Embodiment.
>> Each Set rank provides you with 3 Build points to allocate in that Set (P. 75). Thus buying 3 Body Sets will give you 9 BP in
Body to spend. See P. 76 for the characteristics that can be bought in each Set.
>> Boons come in three categories: Talents, Transgressions and Rites. Talents (P. 98) are non-unique abilities that your character
could have. Transgressions (P. 103) are unique and, while there are some listed in the book, you are encouraged to create
something unique for your character. Rites (P. 105) are small rituals that, given a proper instructor, your character could learn.
>> Everything else is part of your character’s Persona, which includes your concept and history. If you are a Fallen, you can build a
dual history based on your last human life and your Reckoned existence. You’ll want to pick a name for both your last human
life and your Fallen life (P. 89).
++If you are a Fallen, you must choose a Conviction (P. 84) and take an Embodiment (P. 85).
++If you are a Nephilim, you must choose at least 1 Rejection (P. 86).
++While it’s not required, an Archetype can be chosen that will give you potential benefits (P. 87). One of them does
prohibit whether you can use BPs to buy your Core Techniques, so you should be aware of that. You will also need a
Morality (P. 8) for your character. Two of the 5 levels of Morality require a Talent as a prerequisite (P. 100).
>> Finally, you may take as many Vices as you wish if you feel you can role-play them all properly (P. 86 & P. 100). Vices provide
you with Drama points, which are ways that you can influence the game outside the normal rules (P. 210). The number of
Drama points you can have is restricted by your weakest Set. You can, however, buy more Vices in anticipation that you will
increase your lowest Set and therefore increase the number of Drama points available to you.
71
Character Type
There are three basic types of characters that a player may choose: Fallen (default), Humans, and Nephilim. It is
important to note that the system does not attempt to make other beings equal to Fallen. The other character types are
provided to allow something different to be played or to provide an interesting challenge. Players new to Kingdom Come
should probably be encouraged to choose a younger/newly Reckoned Fallen.
Techniques: At character creation, Fallen characters receive Because of their Rejection (P. 85), Nephilim are most
one ‘free’ Rank in each of their Core Techniques, and often forced by their environment to go into seclusion.
may use build points from Sets to acquire levels in each Most have bad experiences with the humans around them,
of their three Embodiment Techniques. Techniques that who are frightened of them or who treat them poorly.
are on the same side of their Embodiment (i.e., Virtuous Because Nephilim can change themselves as they desire,
or Sinful) are considered Aligned, but in order to put as children they may have intense and sudden needs that
build points into them they must take the Additional can be given form through their unnatural abilities. They
Embodiment Technique Talent. Techniques that are on can make their own dreams and nightmares real.
the opposed side are considered Unaligned and may still A player must carefully consider their character’s
be purchased using the same Talent, but it will cost more childhood and how it affected them. From there they can
Zeal. Any Technique purchased through the Talent can figure out what changes, if any, may have occurred. With
only be purchased up to 2 ranks in each. A Fallen can never Storyguide approval, the player can construct as wild or
take the Techniques of their direct opposite Embodiment mundane a story as they would like.
without the Withering Embodiment Talent.
Techniques: Normally, Nephilim possess only one Core
Maturity: The standard Fallen begins the game with Technique: Nimbus. In addition, Nephilim get two
anywhere between 5 and 20 years of backstory (time spent Embodiment Techniques of their choice. Nephilim may
aware of their nature) under their belt. Each Maturity take other Techniques if they purchase the Additional
rank adds between 25 and 75 years, as required by the Technique Talent. All other Techniques (including the two
background. Fallen are ageless once they Reckon, so Core Techniques that they normally do not have access
the extra years do not affect their bodies. However, be to) are considered Aligned and Nephilim may purchase
warned: mature Fallen often have deeper emotional or up to 3 ranks in each.
psychological scarring that they must bear.
Maturity: A typical Nephilim is between 18 years and 50
years old. Nephilim are not ageless but, due to their bizarre
Nephilim ability to self evolve, they generally age more slowly than
Creation Zeal: 75
humans. Every rank of Maturity adds around 25-50 years
Core Techniques: Nimbus
Flaws: Rejection
to a Nephilim and requires them to take an additional
Rejection. There is no known Nephilim older than 500
The result of procreation between a male Fallen and a years. Nephilim who take two or more Maturity ranks
human female, Nephilim are strange beings who possess reduce their maximum Prowess level to 8.
the unique ability to self-evolve at a rapid rate. Nephilim
are truly wild cards; they can appear normal or monstrous,
72
Human humans are gifted (or cursed) to have strange and often
Creation Zeal - Distinctive: 50 inexplicable abilities. Potent humans may not always
Creation Zeal - Extroverted 50 know what is really going on, but are almost always open-
Creation Zeal - Introverted: 75 minded enough to accept the truth.
Techniques: Extroverted gains 1 Technique of choice
Potent Humans can be either Introverted or Extroverted,
Humans are at the core of the world of Kingdom Come. but this has nothing to do with their personalities. Instead,
Although they have few of the gifts that Fallen possess, it describes how their abilities manifest.
they are resourceful and talented. Fallen would be
Introverted Potent Humans have abilities that are not
nowhere without humans in the modern age. Humans
immediately obvious and are most often subtle; they
are either Mundane (meaning regular folk, and are not
might possess tremendous physical strength for their size
normally playable characters), Distinctive, or Potent.
or they might be inhumanly charismatic.
Distinctive Humans – These humans are a cut above
Extroverted Potent Humans may purchase their Prowesses
Mundane humans (who are not normally playable
up to a maximum of six ranks, but their real strength is
characters). Distinctive Humans are, for whatever reason,
that they possess a powerful gift, like the ability to read
informed about what is going on or, at the very least,
minds, cause fires with but a thought, or see the future.
73
Zeal
During creation and development, a player will earn and As a player plays a Chronicle, a series of games, they will
spend Zeal to show the strengths of their character. automatically earn Set Zeal. This Set Zeal is automatically
To help clarify when Zeal is spent, KC divides the Zeal put towards each Set (see below).
into three categories: Finally, a player who attends the games and participates
>> Creation - Given to a player when they choose their in the downtime of a Chronicle will earn Development
character type to create their character. Zeal. This is Zeal where the player can decide how they
>> Set - Zeal that is earned after every Event, allocated want to spend it. They can put it towards a number of
towards each of the three Sets (Body, Mind and Soul). things, most often using it to bolster the Set Zeal of a
>> Development - Zeal that is earned for active participation particular Set to build that area faster.
in a chronicle including submitting a downtime for a
character. A player may spend their Development Zeal as
they choose. Character Type - Creation Zeal
Each are earned differently; however, they are used in Fallen 100
the same fashion. Nephilim/Young Fallen 75
chapter v: Character Creation
Maturity
For every rank of Maturity taken, your character will She begins the game with 2 Permanent Severe
earn less Set Zeal per Event than other characters (See Trauma.
P. 87). There must be one additional Event per rank of
Maturity before earning each Set Zeal. Thus a character
with 2 ranks of Maturity would earn their first Set Zeal
after the 3rd Event.
Furthermore, for every rank of Maturity you must start
with 1 Permanent Severe Trauma OR 1 Permanent Surface
Trauma and a Vice which will not provide Drama Points.
74
Sets
Sets represent one of the two areas where players can spend their Zeal. Putting Zeal into each of the three Sets will
provide Ranks within that Set. You can also put your Zeal into Boons (P. 81 & P. 95).
Build Points
Every Rank in a Set gives you 3 Build Points (BP for
short) to buy Characteristics governed by that Set.
Additionally, there is a limit to the number of BPs that example
can be allocated in any one Characteristic, equal to the
number of ranks in a Set. That is to say, if a player has Jack has purchased 3 Soul Sets
3 ranks in their Body Set, they will get 9 BPs but an (which cost him 18 Creation Zeal).
individual Characteristic may only be raised by up to 3 of
those BPs. This is known as the Rank Limit. This gives him 9 build points to allocate in
his Soul Characteristics. He may put up to 3
points into any one Soul stat.
# of Ranks Build Points Rank Limit He puts 3 points into his Dynamic Soul, 2
points go into his Embodiment Technique, 2
1 3 1 points into Reactive Soul. Finally, he allocates
2 6 2 1 point to a Soul Profession and uses his final
build point to buy one Secular Power.
3 9 3
4 12 4
Etc
75
Characteristics
Characteristics provide the measurable strengths of your
character.
Characteristics are used in the following areas (which
will be described further on):
Set Characteristics Governed
>> Prowesses (your character’s basic attributes)
>> Techniques (your character’s Celestial powers) Dynamic Body Prowess
>> Professions (proficiency in a career) Reactive Body Prowess
>> Maneuvers (fighting tricks) Hallow (Core Technique)
>> Inspirations (your drive and motivation)
Embodiment Body Technique
>> Secular Power (how well you deal with the Mundane Body
world) Body Professions
>> Resources (specific secular benefits) Offensive Maneuvers
Most are exclusive to a Set; which is to say, you may only Inspirations
purchase that characteristic with BPs from that Set.
Secular Power
chapter v: Character Creation
76
Prowesses
In KC, there are 6 core Prowesses and one derived >> Reactive - This Prowess is used to resist Soul Techniques
Prowess. inflicted on you by others. This prowess is also used to
Each set governs two of those Prowesses: Dynamic and determine your Emotional Traumatic Wounds and how to
Reactive. defend against getting them.
Dynamic Prowesses are always used for offensive or
triggering actions. When you as a player attempt to initiate Warfare
a challenge, you will use your Dynamic Prowess.
Warfare is a calculated Dynamic Prowess
Reactive Prowesses are used primarily that is derived from your Dynamic Body,
when you are defending against another Mind and Soul. As the name suggests,
player’s challenge. That being said, this is a representation of how well
Why the
there are times when you must react your character can fight. Combat is
to a situation, such as avoiding a an abstract ability and just having
combat focus?
trap or noticing a clue for which you a powerful body isn’t enough. A
weren’t actually searching. character needs the ability to perceive
Soul Prowesses
>> Dynamic - This Prowess represents your ability to sway
other people’s opinions, basic leadership ability, healing
your Emotional Traumatic wounds and your ability to use
Soul Techniques. It also helps determine how well you can
fight.
77
Techniques
Although the Fallen’s miraculous powers are a mere has 3 ranks of Brimstone and purchases their 4th Body
shadow of what they once were, the Fallen do still retain Rank, you could purchase, say, 1 rank of Valor but no
some of their extraordinary abilities. These Techniques more until you purchased another Body Rank.
allow an angel, and more importantly a Fallen, the Initially, you have access only to the Embodiment
ability to break many of the rules of the world of Clay. Techniques of your own Embodiment, although you
All supernatural beings have access to Techniques. Potent do not start with any ranks in them. You can purchase
Humans often have extraordinary abilities that mimic a maximum of 3 ranks in your Core and Embodiment
Techniques; however, they are not true Techniques and Techniques in a given Technique.
many come with terrible consequences.
You may purchase a Talent that gives access to Techniques
>> All Fallen characters begin the game with one Rank in
associated with a different Embodiment than your own.
each of the three Core Techniques: Hallow, Nimbus, and
This does not give you any ranks in that Technique; it
True Voice.
merely allows you to put BPs into it. You can purchase
>> All Nephilim characters begin the game with one Rank in
a maximum of 2 ranks in Techniques outside your
Nimbus.
Embodiment. These Techniques still count towards the
See the Techniques chapter (page 160) for more detail Rank Limit of that Set.
chapter v: Character Creation
on each Technique.
You can never have access to the Techniques of your
Raising Techniques Opposed Embodiment without a Talent called Withering
Embodiment (P. 102). Such a character will have access
The rank limit is waived for the Core Techniques. Note
to 6 Techniques (3 from their Virtuous and 3 from their
that a player with Empyreal Echo may not raise Core
Sinful side). However, all your Embodiment Techniques
Techniques using Build points (see P. 87 for details).
are capped at 1 rank.
Each rank of Embodiment Techniques does count
towards your rank limit. So if, for example, your character
Charity Sacrifice (P. 183) Bless (P. 157) Shepherd (P. 186)
Faith Brimstone (P. 159) Accordance (P. 153) Impel (P. 172)
Fortitude Valor (P. 192) Renitence (P. 182) Endure (P. 166)
Hope Recure (P. 181) Absolution (P. 152) Sanctuary (P. 184)
Justice Scourge (P. 185) Augur (P. 156) Judgment (P. 178)
Prudence Bliss (P. 158) Foretelling (P. 168) Confession (P. 160)
Temperance Harmony (P. 169) Inquisition (P. 176) Impartation (P. 171)
Avarice Appropriation (P. 155) Harrow (P. 170) Covet (P. 162)
Envy Slay (P. 187) Inner Silence (P. 175) Despoil (P. 163)
Gluttony Voracity (P. 193) Indulge (P. 173) Dispensation (P. 165)
Lust Perversion (P. 179) Invidious (P. 177) Enslave (P. 167)
Pride Vainglory (P. 191) Approbation (P. 154) Subjugation (P. 190)
Sloth Infestation (P. 174) Slumber (P. 188) Corruption (P. 161)
Wrath Smite (P. 189) Detestation (P. 164) Ravage (P. 180)
78
Professions
Characters in KC typically come from dramatic and interesting walks of life. A Profession is a general set of skills that
can be applied to an area of life. Below is a list of some sample Professions that easily apply to the world of KC. There
would be many more Professions in the mundane world but possessing, for example, construction skills wouldn’t be of
much value to Fallen life.
A player is free to come up with their own Profession with Storyguide permission. Professions can be used during
game Events (P. 119) and in the downtime (P. 216). Professions have no effect during combat or during the use of a
Technique.
Each Profession can be purchased up to three Ranks.
Academic Guardian Rebel
Set: Mind Set: Body Set: Soul
The Academic is someone who spends A guardian dedicates their life to the The rebel often speaks out for their
all their time learning. They scour through protection of others. Whether a soldier, beliefs, which sometimes puts them
books and read everything they can get police officer, or bodyguard, the guardian in opposition to the “establishment” -
their hands on. knows how to watch over and protect particularly in politics and big business.
Maneuvers
Maneuvers aid a character in combat, and come in three flavors: Defensive, Offensive, and Dramatic. Offensive and
Defensive Maneuvers are not named; they are represented by a number on your character sheet only.
>> Defensive Maneuvers are purchased from your Soul Set, and allow you to protect yourself in combat (by reducing the damage
you take).
>> Offensive Maneuvers are purchased from your Body Set, and cause you to inflict more damage.
>> Dramatic Maneuvers allow you to perform special actions during combat, and they are purchased from your Mind Set. Each
Dramatic Maneuver is named and my be purchased as many times as you like. See P. 129 for more details.
++Clinch, Disarm and Rise to the Challenge are Basic Dramatic Maneuvers that apply to a single foe.
++Assault, Leader of the Pack and Second Wind are Fray Dramatic Maneuvers apply to a group combat.
79
Inspirations
A Prowess represents a character’s ‘casual’ strength: what they are able to ‘bring to the table’ without really trying.
Motivation and desire can play a huge factor in victory, however. Inspirations represent that need.
Inspiration can be Spent on challenges to gain an Inspired Advantage (which essentially provides better odds to be
successful in an action), although there are other ways to gain the Inspired Advantage.
A player will tally up all their Inspirations from Body, Mind and Soul to determine how many Inspirations they
possess.
Secular
Your character might have friends, allies, have blackmail Beyond Secular Power, you can purchase specific
on someone, or favors owed. Secular Power is a measure downtime characteristics known as Resources. Each
of how a Fallen can get help accomplishing a task. It is Resource is focused on a particular type of Action but can
used for ‘downtime’ (between game Event) actions. The be useful to many actions.
more Secular Power your character has, the more likely it
Resources are listed below with a sample of what they
is that your downtime actions will be successful.
do.
Secular Power is representation of the Set that it was
For more detail on Secular Power and Resources, please
purchased under. Thus Body likely represents something
see the Downtime Chapter (P. 214).
physical, such as tough people, or access to cars, tools,
etc, whereas Mind likely could represent your cunning, on
how to manipulate people, blackmail, etc. Ultimately, this
has no actual game effect.
Your character’s ability to defend themselves from other
player’s actions is determined by your Secular Power.
80
Boons
Characteristics, purchased through Sets, tell only part of
the story. They reveal what the character can do and how Boon Rank Zeal Cost
well, but only in a general sense.
Talent Meek 1
A player may also purchase Boons, which are detailed Talent Moderate 3
strengths. Boons are purchased with Zeal.
Talent Potent 6
Boons come in three flavors:
Transgression Meek 1
>> Talents - These are non-unique benefits that players may
purchase for their characters. Transgression Moderate 3
>> Transgressions - These are unique benefits that allow a Transgression Potent 6
player to make their character truly different. Attunement N/A 3
>> Rites - These are secret rituals or merely lost ‘tricks’ that Rite Potent 6
people have rediscovered. They generally must be taught by
another.
It is important to note here that most Transgressions
Persona
Sets (Characteristics) and Boons are only one part of the character. Your Background and Morality will play a larger
part in how you role-play your character. If you are a Fallen, you will need to pick a Conviction and Embodiment. If you
are Nephilim, you will need to pick a Rejection. Vices will allow you to have Drama points. You will also be allowed to
take an Archetype which will gain you some free points in some of the Characteristics.
Fallen
The Reckoning having a past life of anyone famous. One can’t have two or
more characters, for example, being Genghis Khan).
How did your Reckoning occur? What was so much
more powerful in this life than in previous lives? Did Fallen have fragments of memories from Heaven. What
another Fallen find you? Did you Reckon before the Last do you remember?
Crusade, being old enough to remember the Divine-
Infernal war? Or do you not see why the two factions fight Indoctrination
one another? When you learned the truth of your existence, what did
you feel? Acceptance? Rage? Loss? Did you have a mentor?
Who were you? If so, how did your mentor teach you? Were they kind,
Before you Reckoned, who were you? What did you do rough, distant?
for a living? Was it difficult to leave all that behind? How
long did it take to say goodbye? Conviction
How and why did you choose your Conviction? What was
Mortal Coil the driving force behind it? Was the choice immediately
Fallen have thousands of past lives. Do any of them stick obvious or did you question your decision? Did someone
out? Do you draw any Professions from them? What are force or coerce you into choosing the Conviction you did?
your favorites? (It would be well advised to stay away from How do you feel about the other Convictions?
81
Embodiment Human - Distinctive
Why did you choose the Path (Virtue/Sin) you did? Did What makes you different from other people? Why do
you shy away from the other Path? you accept the Fallen? Why are you resistant to the mind-
altering effects of Nimbus? Did you experience a traumatic
Congregation event involving a Fallen?
Do you have a Choir, Murder, Brood? Who is a part of
your Congregation? Do you live with your Congregation? How did you get involved?
Where is your Domus? Are you jealous of anyone in your Did you discover things slowly? Did a friend tell you
Congregation? Do you all get along? or did you stumble upon the truth? Do you have many
friends among the Fallen?
Nephilim
Who were you? Did your family treat you badly? Did What do you offer?
they kick you out? Did you ever know your father, or Regardless of your abilities, you’re still just a human.
know of his Celestial nature? Do you know your father’s What do you offer to the Fallen, beyond being a driver?
chapter v: Character Creation
History
How familiar are you with the history of your upbringing?
Have you any habits from a past era that you keep with you?
Have you entirely abandoned the values of your past?
82
Morality
Morality is an indicator of what types of things (called sins. There are still gray areas for which to account. You
Acts) a character is willing to perform without a second have been through some Traumatic experiences, maybe
thought, and what may give a character pause - things a even a serious one that threatened your sanity. You’ve
character must be committed to do. Not every character worked through most of your Trauma, but you still have
is capable of committing questionable acts such as killing the scars. Players should come up with a Symptom they
or even injuring others. These are acts that are difficult may have dealt with in the past; this Symptom will not
to justify in terms of morality, for those who still care. appear on their character sheet, but should be part of
Sometimes, in the course of play, a character may wish their background story.
to perform an action that should really take a great deal
of consideration. All characters must choose one of the Hardcore
moralities described below at character creation. Moral
characters are either Innocent, Typical, or Hardened. The Hardcore person accepts their hardened lifestyle
Immoral characters are Hardcore or Irredeemable. and, in fact, embraces some of the vile acts that they do.
Hardcore is a mere step away from a Hardened character
Morality goes hand in hand with Traumatic Wounds,
and that can be frightening for Hardened characters to
which are detailed briefly in this section and in more depth
You are truly moral and sincere. You will not raise Talent Required
your hand to inflict harm against another, you will not
lie, you will not hide from your emotions. In Kingdom This is a depraved, very dangerous state for a Fallen
Come, there is a strong benefit to being Innocent: many (or human) to be in. An Irredeemable character is a
Supernatural beings cannot cause harm to an Innocent tremendous responsibility, as it means that you have no
without potentially harming themselves. An Innocent love for anyone and are desensitized to the horrors of
character must take an Upkeep Action (see Secular System, the world. Friendships can be dissolved in an instant;
page 233) every month between events to represent their negative emotions are encouraged and terrible acts are
active commitment to their beliefs. Failure to do so may relished.
result in eventually losing one’s Innocence.
There are two forms of Irredeemable: Controlled
and Uncontrolled. If you purchase the Irredeemable
Typical
Morality as a Talent, you are an Irredeemable Controlled
You have about the same morality as the average human; character. If your Morality reaches Irredeemable by taking
you will not break any law that is too objectionable, but Traumatic Wounds, you are Uncontrolled Irredeemable. A
there is a great deal of gray area for which to account. Controlled Irredeemable character needs to perform an
Upkeep action between events or they will lose control.
Hardened An Uncontrolled Irredeemable character loses all their
Secular Power as they lose the ability to identify with
This is the level at which most Fallen find themselves, others.
but many humans can reach this state as well. As a
Hardened character, you accept that life is full of difficult
choices and you have made some sort of peace with your
83
Conviction
Convictions represent the belief and understanding that traditionally remained neutral in any conflicts between the
a Fallen has about her relationship to the Creator. Every Divine and the Infernal, are now presiding over Divine-
Fallen must choose a Conviction; however, Convictions Infernal conflicts. There is usually only a single Deistical
do not really apply to other character types. Congregation within a Civitas known as a Brood.
Divine - believe that their punishment is a lesson. Infernal - believe their punishment was the final insult
They shall prove they are worthy to enter Heaven again by a God who created an unfair situation. They enjoy
through acts of contrition. The Divine began a war with freedom now and they do what they will. Hell seemed like
the Infernal many millennia ago; this war lasted until a good answer once, but legends tell that Devils betrayed
recently when an uneasy alliance between them was struck the Infernal long ago. Now they look out for themselves
through the Codex. In that war, the Divine had the edge. and have dire and cunning plans for the world. When
Some Divine will never entertain peace with the Infernal. the Divine attacked the Infernal, these plans went awry.
Congregations within the Divine are known as Choirs. Although that’s ancient history, the Divine and Infernal
Deistical - believe the Creator has abandoned the world had continuously been at war until recently. Now with
and is no longer ‘running the show’. The Deistical prefer their uneasy alliance, they have had to stop fighting and
to be free to do whatever they want; however, recent times start talking. The Divine may be great warriors, but the
chapter v: Character Creation
forced responsibilities onto them. The Deistical, who Infernal are great manipulators. In politics, the Infernal
will have the edge. Congregations in the Infernal are
known as Murders.
Embodiment
For Fallen, an Embodiment represents so many things. It is the core of their character; in this way they are lucky, for
they know their true purpose. And yet so many Fallen struggle with their Embodiment.
A player not only chooses an Embodiment but has the freedom to choose how they portray it during events. There
is no one true way to interpret an Embodiment, but there is a common thread to all the Embodiments, which is listed
below. Players are encouraged to use this list as a guide, but should not use it to restrict their character concept and
how it is affected by their Conviction. Embodiment is something a character Reckoned with, while their Conviction
represents their choice. Thus a Divine Pride and an Infernal Pride will be very different characters.
84
Virtue Sin
Charity Charity reaches out to others, giving often Avarice Greed is common and exists everywhere.
without repayment. Nevertheless, they protect These Fallen are among the forefront of that
and fight, perhaps too much, for those about greed. They are shunned by other Fallen for
whom they care. The Charitable understand their developed interaction with mortals and
sacrifice to a greater degree than most and, their accumulation of power in the world of
because of that, they often commit themselves to clay. However, they understand that money is
a cause without reservation. They will see their transient. They acquire objects precious to others,
cause succeed, even if it means they have to die for those are the only things which are actually
to do so. ‘worth’ something.
Faith War leaders and Kings. Warriors and leaders: Pride Belief in themselves is their only concern.
when they speak, others follow. They are often Everything else comes second. They strive for
interested in power within the Court. They claim power but find their best efforts stopped by the
to be the original virtue. Envious. Because of their obsession with being
Fortitude The warriors of the Virtuous. Those on the path Wrath Anger is the most primal of emotions and
of Fortitude know little beyond war. They are the wrathful are full of fury. They comprise
usually the exceptional fighters; however, many the strongest warriors of the sinful. They are
struggle to avoid giving into the anger within. murderers of the worst sort. Pray that you don’t
gain their ire because, when one is done with
you, you’ll be begging for death.
Hope A vestige of decency. Hope relies on the Envy The envious are master manipulators and
expectation that desires and beliefs will be assassins. They covet the strengths of others
fulfilled with hard work and responsibility. They that they themselves do not possess. And if
serve as healers, guardians and advisors. Hope’s they cannot possess them, they would see those
numbers have dwindled; it is the smallest of the strengths destroyed.
Virtues. Once standing as protectors, they seem
to need protection now.
Justice If Fortitude represents warriors of the body, then Sloth Defending themselves against the stigma of
Justice Fallen are warriors of the spirit. They simple physical laziness, the slothful promote
wage a war to save the human soul. A war in apathy: spiritual sloth. They themselves are
which they fight apathy on a daily basis. passionate about promoting apathy in the ranks
of mortals.
Prudence Wisdom, thoughtfulness and discretion make Lust They claim to be the oldest sin; the lustful have
these Fallen excel in advisor roles. However, due sex on the mind and, in particular, how to use
to their antithesis, they must also suffer certain desire to manipulate others. They play with the
profane stigmas. hearts and minds of those around them and, for
this, they are wisely feared.
Temperance They strive to avoid temptation and indulgence. Gluttony Indulgence is chief amongst their ideals. The
Their body, mind and soul are temples which gluttonous seek all pleasures of the body, whether
must be honored and perfected. Temperance food, drugs or sex. Freedom to experience what
sees many great warriors, scholars and spiritual they want is a belief for which they will fight. Do
leaders among their ranks because of their not think that they are weak for their addictions;
restraint and self mastery. Their ability to find quite the contrary, they gain tremendous strength
nearly any prey makes them dangerous hunters. from their obsessions.
85
Vices
Vices are another component of character creation. The You may pick as few or as many Vices as you wish and
best characters in fiction are the ones who are flawed in believe you can properly role-play.
some capacity. In KC, these flaws are known as Vices.
The limit on how many Drama points your character can
Vices provide Drama points, which is a vessel for the have is equal to the number of Ranks in your lowest Set.
player to have the freedom to do things outside the normal If you have Vices that would provide you with an excess
confines of the rules. of Drama points, you will have to increase your lowest Set
Vices are normally only available at character creation before gaining access to them.
but, during the course of a chronicle, they could be gained See P. 106 for more details.
through events in the story.
Nephilim Rejections
chapter v: Character Creation
Nephilim are abominations that exist outside of the Creator’s intent, and yet they still exist. Because they were not
intended, the world rejects them in some fashion.
Nephilim players must choose a base Rejection plus one for every Maturity rank.
A Nephilim’s third Rejection must be Monstrous or Unwanted.
Below are some samples. Players should feel free to make up some of their own.
Cursed world around you as others see it. lack the instincts to care about your
Things always go wrong around you. Your perceptions become skewed personal survival. This does not mean
Friends get injured, things break, and you do not deal well with society; that you are suicidal, but it means
situations always take a turn for the you hear voices, or even suffer from you do not have the same sense of
worse. You never have any money, or hallucinations. mortality that humans or even Fallen
you lose it when it’s given to you. >> You have a Permanent Severe possess. You lack the understanding
>> The Storyguide can dictate that you Trauma. that your existence will end. This
outright fail one challenge once per is frightening for your opponents,
event. Monstrous because you rarely give up, even in life-
threatening situations.
You have, for whatever reason, had
Forgotten your appearance change as a result of >> Once combat has begun, you may
your ability to self-evolve. You look not run away or attempt to escape.
You are very easily forgotten by
humans. While this can be somewhat inhuman but, with dark lighting and
useful, the loneliness that accompanies bulky clothes, it might be possible to Unwanted
it can be overwhelming. You will have pass as human. You must decide how The world seeks to get rid of
no friends outside of other Nephilim you look and must use costuming and Nephilim, and its ways are often
or Fallen. make-up to reflect this. subtle. Deep within the subconscious
>> You have two Permanent Surface >> You gain 1 Unpreventable Risk per of humanity lies a hidden dislike of
Trauma. downtime. Nephilim, a dislike which is realized
at first sight.
Insane Survival >> You cannot put build points into
This is a rejection that is common Secular Power or Resources.
A common rejection is that your
own mind fails to comprehend the enough to be the default one. You
86
Archetypes
Every character has a fundamental Archetype which defines who they are and where they are focused.
An Archetype gives bonuses as a character progresses through their Sets.
A character gains a listed bonus when they reach a Step. A Step is obtained when a character reaches 3 Sets and then
again at 6 Sets in an area.
This applies to each Set, so a character who has 3 Body Sets, 6 Mind Sets and 2 Soul Sets will have achieved their first
Step (and thus their first bonus) in Body, both Steps in their Mind and no Steps in their Soul.
As a character develops, they will immediately gain the listed bonus once they reach a new Step. Thus in the above
example, the character could still earn their 2nd Step in Body and both their potential Steps in Soul.
87
Affections
At some point in their existence, Fallen will be drawn to both a weapon and a human. These can, if willing, become
their two of their Core Affections.
A Hallowed Weapon, as it is called, can be any melee weapon. The type of weapon does not matter, from dagger to
hammer, so long as the universe regards that item as weapon. Once taken, it is an unbreakable weapon that can be
summoned from one’s Domus so long as it is summoned to an unseen area (beneath a long coat, when the Fallen steps
behind an object, etc). It can be returned to their Domus in the same fashion.
A Companion is a human who somehow fits into your life. This does not have to be an amiable relationship but some
bond keeps you both together.
A Domus is your home and in many ways your safety net. Should you die the Hollow Death, this is your only reliable
method to find your way back home.
Wound Levels
chapter v: Character Creation
88
Names
Every Fallen re-discovers their Celestial name shortly after their Reckoning. This name is a link to who they were and
instinctively comes to their mind. This is their true name; it feels familiar and natural. During such a chaotic time, it is
a comfort to have something familiar, so most Fallen just use their True Name.
Players should strive to choose names with a biblical slant, unless they are Deistical. However, even those Fallen who
do not use their actual name should choose one.
What follows is a list of names which have appeared in various religious texts.
89
Development
Creation Zeal
Zeal is what other games refer to as “Experience Points”, example
or “XP”. Every character gets a number of Creation Zeal
to build their character (P. 74). After six games, Jeremiah has
missed 1 game but has turned in all his
Players should spend all of their Creation Zeal. Even Downtime actions. Therefore he has earned 11
if it does not allow a player to attain the next rank, it Development Zeal.
would still add to a particular set, which will narrow the
required Zeal for the next rank. He needs 15 more Zeal to get his Body up a
rank, 6 more Zeal to get his Mind and 5 more
Set Zeal Zeal to get his Soul up.
As you progress through a story, you will earn more
Zeal. He can wait two more games so that he
can bridge that 15 Zeal gap for his Body
After each Event that occurs, every character in the game or he could spend 6 Zeal to buy up his
will earn 1 Zeal that will be allocated towards each Set. Mind immediately, 5 Zeal to buy up his Soul
chapter v: Character Creation
Jeremiah is playing Drake, who has In addition to increasing Sets, a player is also allowed to
63 Zeal in Body, 18 in Mind and 19 in Soul purchase Boons. See the Fine Tuning Chapter (P. 95) for
(so 6 ranks in Body and 3 in both Mind and details.
Soul).
Bonus Development Zeal
After 6 Events (whether he can attend each Although rare, a Storyguide can provide Bonus
Event or not) he would have 69 Zeal in Body, Development Zeal to each player for their direct
24 in Mind and 25 in Soul. He needs 30 Zeal in
contribution to the Story.
total to reach his 4th rank in Mind or Soul.
It is advised that every player submits a list of thrilling
objectives upon which the Storyguide must agree. If they
Development Zeal achieve these objectives, then the Storyguide should grant
them Bonus Zeal.
Players will also earn Development Zeal, provided they
meet certain conditions: KC is a game of emotion and conflict. These objectives
>> Attendance: A player must show up and contribute to the
should therefore be focused on bring conflict or drama to
game. the game. That is to say, it’s not about what you hide but
>> Downtime Submission: A player must submit a Downtime,
about what you show. Brooding in the corner, although
which describes what their character does between Events. fun, does not often make the story exciting. Picking a
huge fight, kidnapping Affections, calling out the Kings
Each of these conditions is worth 1 Development Zeal.
and causing strife can really make the story much more
Thus a player who attends and submits a Downtime will
thrilling.
earn 2 Development Zeal per Event.
A Storyguide can grant 1-3 Development Zeal per
A player is free to spend his Development Zeal to add to
objective achieved, if done in a public or spectacular
any Set they want. This allows them to complete the gap
manner.
that their Set Zeal slowly fills.
A player could conceivably earn such a bonus for a
hidden and secretive objective provided that it adds long-
term and exciting ramifications to the story.
90
Example Character
Sets
Jenn is joining a new Chronicle. She is told only that the
Storyguide wants the Infernal to be particularly nasty and
that a Choir of Divine have been suspected of breaking
the Alliance and outright attacking Infernal. Meanwhile,
She wants to go Body, Soul and Mind in order of
it looks like a number of demons have been spotted in the
strength. She also needs to save some Zeal for her Talents,
city but no devil has been uncovered. Jenn isn’t interested
so she earmarks 9 Zeal to go towards a Potent Talent and
in playing a bad guy, so she chooses to be a member of the
the Moderate Talent that will allow her to gain access to
Divine. With that as her starting point, she begins to work
Recure.
on a concept.
She puts 45 Zeal towards her Body, giving her 5 ranks,
Jenn wants to play a nun. In the Mortal Coil, she was
30 towards her Soul giving her 4 ranks. She only has 16
called Sister Elizabeth. Sister Elizabeth grew up in angry
Zeal left over and that will go towards her Mind, but this
parts of the street but never let that deter her from her
in turn only gives her 2 ranks in Mind. In fact she only
faith. Jenn wants her character’s faith to come out in self
needs 9 Zeal to get to 2 ranks but she allocates the rest
sacrifice. Elizabeth helped those around her, willing to
of her Creation Zeal to get closer to her next goal of 18
put herself in harm’s way to protect others, volunteering
Archetype
Worship of the Lord was almost secondary to aiding the
people around her.
Jenn wants to make Sister Elizabeth a Fallen of Charity.
She’s not sure how Elizabeth Reckoned but she’ll deal She buys the Archetype: Warrior Born which will net
with that later. For now she decides that her true name is her a number of Maneuvers.
Body
Sarabel. Jenn is ready to move on. She wants her character
to be a capable combatant. Although Sarabel is a nun,
Jenn sees her having a number of past lives where she was
a warrior, fighting for the church during inquisitions. She With 5 ranks in her Body Set, she will have 15 Build
sees Sarabel’s past being a dark and angry one, where she Points and a maximum of 5 into any Stat.
sacrificed everything for the church through blood, both She puts 3 BP into her Dynamic Prowess and 5 into her
that of heretics and her own. Therefore, Sarabel will have Reactive Prowess costing her 8 of her 15 BP. She needed
those dark memories haunting and guiding her. at least a 3 Dynamic Prowess for the Talent that she was
Starting
aiming for (Fighter).
She then allocates 1 BP into Hallow (the Body Core
Jenn has 100 Creation Zeal to build her character. She Technique) and 2 BP into Sacrifice (Charity’s Body
does not want to play a Mature character, as this is her Technique). That is 9 of her 15 BP.
first time playing KC. She allocates 1 BP into Guardian, 1 BP into an Offensive
Embodiment
Maneuver and 2 BP into Inspirations. 13 of her 15 BP are
not spent.
With all that, she spends her last 2 BP on Recure, which
Elizabeth’s Embodiment will be Charity but she also
will be the maximum number of Ranks she can have in
wants to heal others, so she is going to have to purchase a
that Technique. She notes that she has a total of 4 BP in
Talent to do that.
Embodiment Techniques, so that is under her Rank Limit
for Body.
91
Mind Finishing Touches
Jenn moves on to her Mind Sets, of which she only has Now Jenn will figure out her factored Stats, such as her
2 ranks, which will give her 6 BP and a maximum of 2 in Warfare and wound levels.
any one Stat. Her Dynamic Stats equal 8 which, when divided by three
She buys her Dynamic Mind to 2 and her Reactive to and rounded down would be 2. However her Fighter
only 1 for a total of 3 BP out of 6. Talent allows her to round up instead, giving her a 3
She allocates 1 BP into True Voice, even though she Warfare to start the game. This is slightly below where she
starts with a rank in all her Core Techniques for free. This wants to be; however, she realizes that her Fallen is still
is 4 BP out of 6. rather young and she is happy to grow her into a stronger
warrior over time.
She puts 1 BP into her Dramatic Maneuvers and her
final 1 BP into her Secular Power. With a Reactive Body of 5, she will have 3 Surface and 4
Soul
Severe wounds levels.
chapter v: Character Creation
Background
She buys a 3 Dynamic Soul and a 4 Reactive Soul
(looking ahead, she wants a few extra Emotional Trauma
levels). So that is 7 of her 12 BP.
She buys a Defensive Maneuver and a Secular Power for Jenn’s Characteristics are complete. Now she needs to
2 BP, leaving her with 3 BP. breathe life into her character.
She puts 1 BP into the Shepherd technique, buys 1 Jenn wants some reason to hate the Infernal, even though
Lackey and 1 Spies Resource to finish her Soul off. her character Reckoned since the Last Crusade began. She
Fine Tuning
decides that a priest from her parish was the Affection of
a Murder. They corrupted him and turned him into their
pet. Not fully comprehending the situation she fought
First, Jenn looks to her Archetype. Warrior Born gives for Father Thompson’s redemption, helping him struggle
her free Maneuvers. away from his Begetter, a vicious Gluttonous Fallen. One
night, the Murder came for Father Thompson. Sister
She has hit her 1st Step in the Body and Soul Sets,
Elizabeth got between them, but the Murder defeated
having at least 3 Ranks in each. She is 1 Rank away in
her soundly and killed the Father. She was blamed for his
Body from reaching her 2nd Step there and 1 Rank away
death and discovered that he belonged to a special order
in Mind from reaching her 1st Step there.
of priests who are aware of Fallen. They crucify Elizabeth
This will net her 1 Offensive (Body) and 1 Defensive and brand her with the symbol of a murderer. Elizabeth
(Soul) Maneuver (in addition to what she bought and Reckons on the cross and tears herself away from it.
what her Techniques might give her).
Now as Sarabel, in anguish, she hunts the Murder. They
Next she turns her attention towards the Vices pages. She put her down, but duty forces them to spare her and bring
will take Honesty, Fearful Journey and Damaged Goods. her before the Black King, who cares for her until she is
This will net her 4 Drama points eventually. However, for healed. He begins to explain the details of what she is
now she only gets 2 Drama points because she only has 2 but she rejects him. He turns her over to the White King
Ranks in Mind. in disgust. The White King finishes teaching her and she
swears loyalty to the Divine cause.
In the end, Jenn has more details to flesh out, but this
92
suits her for now. She wants to have a painful romance
thrown in, but will have to look for a suitable character
for that. The Storyguide loves her background and
finds a Murder willing to be the Fallen who held Father
Thompson as their Affection.
Development Example
Jenn’s character ended with 5 Ranks in Body (with 45
Zeal invested), 2 in Mind (with 16 Zeal invested) and 4 in
Soul (with 30 Zeal invested).
She needs 63 Zeal in total to get her 6th rank in Body,
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Summary
Characteristics - P. 76
Dynamic Prowess (Body, Mind and Soul), Reactive Prowess (Body, Mind and Soul), Inspirations, Maneuvers (Body: Offensive,
Mind: Dramatic, Soul: Defensive), Professions, Resources (Lackey, Overseer, Spies, Thugs, Wealth) Secular Power & Techniques
(Core and Embodiment) are purchased through Build Points. With the exception of Core Techniques, they all start at zero.
You cannot gain more in any one of the above Characteristics than you have ranks in that Set.
Drama Points also start at zero and are only gained through Vices. You cannot have more Drama points than your lowest Set.
Build Points - P. 75
chapter v: Character Creation
Sets - P. 75
There are three Sets: Body, Mind and Soul. Each rank in a Set gives 3 BP.
Each Set costs three times the rank you want in Zeal.
Zeal - P. 74, P. 90
Creation Zeal is given out to a player when they pick their character type.
Development Zeal is earned by attending each Event and for handing in a Downtime ‘turn’ between each Event.
Creation Zeal and/or Development Zeal can be spent on gaining more Ranks for a Set or for buying a Boon.
Set Zeal is earned by all characters for each Event that occurs.
Techniques - P. 78, P. 142
There are two types of Techniques: Core and Embodiment.
All Fallen have access to all three Core Techniques and begin the game with 1 Rank in each. Nephilim only have immediate
access to Nimbus but are free to purchase the other two with their other two choices.
Fallen have access to their Embodiment Techniques but do not start with any ranks. Nephilim pick any two Techniques that
they have access to but do not start with any ranks.
To gain access to additional Techniques, a character needs the Additional Technique Talent. Note that for Fallen any Technique
purchased through this Talent only allows access to 1 or 2 Ranks (see Talents, P. 98).
Tallied Characteristics - P. 76, P. 78, P. 88
Warfare is figured out by adding all three Dynamic Prowesses and dividing by three (round to nearest).
Wound Levels and Trauma Levels are determined by the appropriate Reactive Prowess. Surface, Severe and Mortal all start at 1
level and gain more for each Reactive Prowess above 0 (P. 86).
Boons and Vices - P. 81, P. 86
There are three types of Boons: Talents, Transgressions and Rites. These are purchased with Creation or Development Zeal and
the cost is based on their rank. Meek: 1 Zeal, Moderate: 3 Zeal and Potent: 6 Zeal.
Vices are taken as befits the character. Each regular Vice provides 1 potential Drama point. Each Potent Vice provides 2
potential Drama points. Drama points are used to allow players to bend the rules; they are required for Transgressions and Rites.
94
chapter vi
Fine Tuning
95
“There are more things in heaven and earth, than are dreamt of in your philosophy.”
Hamlet: Act 1, Scene V
The best stories of supernatural creatures allow anything the author can imagine. Stories don’t have to conform to a set
of rules, because the author balances everything out in the context of the story. Kingdom Come is a game built on stories,
and the miracles known as Techniques must have structure, to avoid arguments and to showcase the strengths of each
Embodiment. But a character isn’t just the sum of their Characteristics. They have other strengths and weaknesses.
These are known as Boons and Vices.
Boons Purchasing
chapter vi: Fine Tuning
There are three types of Boons: Talents, Transgressions Purchasing a Boon is done outside the Sets. They take a
and Rites. set amount of Zeal.
>> Talents and Transgressions come in three ranks: Meek,
Talents are structured benefits that showcase a character’s
Moderate and Potent.
strengths in ways that aren’t always as straightforward as
>> Rites are strictly Potent.
their Characteristics. Acute senses, being exceptionally
strong or being madly in love are all things that could be It is also possible to Attune a Transgression so that it
Talents. Most Talents can be mundane but some can be costs you less Drama points.
supernatural.
Transgressions are less structured benefits that are Boon Rank Zeal Cost
generally more supernatural, but can be mundane. Talent Meek 1
They are Boons that break the normal rules, allowing a Talent Moderate 3
character to do the impossible. They are less structured in
Talent Potent 6
part because they are meant to be less about the rules and
more to help facilitate the story. Transgression Meek 1
Rites are secret rituals which can be taught to others. Transgression Moderate 3
They are rare, and regarded as important treasures to Transgression Potent 6
Fallen. Attunement N/A 3
Once purchased, a Talent or a Meek Transgression is Rite Potent 6
always available. A Moderate or Potent Transgression or
a Rite will require Spending of a Drama point to ‘fuel’
it. Some powerful Transgressions may require multiple
points of Drama to fuel.
96
Ranks The exception to this rule is for Embodiment Talents that
Meek
have a matching Vice. Since it is not normally possible to
gain a Vice after the start of the game, those Embodiment
Talents will be unavailable.
A Meek Boon is something that gives a superficial
benefit. It can be remarkable and supernatural, but it has
little or no actual impact on the game as far as rules are
example
concerned. A Meek Transgression does not require any Drake is a Wrathful Fallen who
Drama points to fuel as they are superficial. has purchased Brimstone (a Faithful
Moderate
Technique) through the Additional Technique
Talent.
Moderate Boons have an actual impact on the game, but This permits him to purchase the Righteous
the impact is more for the character and the story and less Fury Talent, but as a Potent Talent.
with impeding the other characters.
Potent Transgressions
Potent Boons have some tangible game effects. They Transgressions are a venue for the player to come up
should not give such an overwhelming bonus to the with their own ability. They have some restrictions:
97
Talents
Sample Talents are listed below. Many Talents have Restrictions, often in the form of a minimum Characteristic that
must be reached before a player can purchase the Talent.
ideas, but some are given below: Rank: Moderate/Potent Furthermore, if you are Moral and this
>> Claws: Exhaust to increase the Restrictions: None talent is used on an Immoral person,
damage of an Offensive Maneuver You gain limited access to another the target’s heart is released of the pain
from 1 wound to 2 wounds. Technique, not of your Embodiment. and suffering that turned it evil. Their
>> Thick Hide: Exhaust to increase An aligned Technique is a Moderate Morality will be changed to Typical.
the damage soak of a Defensive Talent. An unaligned Technique is If you are Immoral, you will turn a Moral
Maneuver from 1 wound to 2 a Potent Talent. All Techniques are character Hardcore.
wounds. considered Aligned for Nephilim.
>> Unique Digestion: When you Fallen may only purchase 2 Ranks of any Blessed Heritage
Rank: Potent
inflict a Severe wound you may Technique that does not fall within their
Restrictions: Human or Nephilim
Exhaust this Abnormality to heal Embodiment, whereas Nephilim may
yourself 1 Surface wound. purchase up to 3 Ranks.. At some point in your lineage, an
>> Wings: When Exhausted, you may angel (or even Fallen) kept one of your
move an additional Range rank Altruism ancestors as a Companion, or in the case
Rank: Potent of Nephilim, your father was an angel.
in a round (including straight up). Restrictions: Moral
You must not be engaged in combat You know the preferred name of anybody
Having unselfish concern for the welfare you encounter and are not affected by the
when you use this Talent (so you will
of others is a difficult burden to bear. babel effect (and thus can converse with
have to successfully Break from all
Moral characters may ignore their first all people of the world).
opponents). failed Trauma Contest per Event. This
>> Worthless Organs: When a You can make a Dynamic Mind
presumes that the character is acting challenge with another person to know
Mortal physical wound is taken, with Altruism in mind. If they aren’t what is bothering them the most at that
you may Exhaust this Abnormality role-playing Altruistic, then they get no moment.
to roll a d6. On a 5 or 6 they may benefit.
Finally, if they are suffering from a
completely ignore the effects of the
Ascertain Symptom, you may relieve them of that
Mortal wound. You can use this Symptom by taking it into yourself (and
Rank: Moderate
in addition to the Core Effect of thus having to suffer it for the rest of the
Restrictions: Reactive Mind: 6
Endure. scene). Their Symptom and the Severe
You may ask a player, out of game, what
wound that caused it remain theirs after
it would take from you for them to do
the scene, however.
98
Blessed Soul Conditioned Drain
Rank: Potent Rank: Potent Rank: Moderate/Potent
Restrictions: Human with Blessed Heritage Restrictions: Dynamic Body or Soul: 6 Restrictions: Avarice Fallen
You may purchase up to one rank of You gain 1 additional Surface wound. You can actually annul Affections (your
Hallow, True Voice, Nimbus and one May be taken twice, once under Body and own or another). This is a Slow action. A
Virtuous Technique of your choice. once under Soul. Drained Affection becomes normal and
loses all benefits of being an Affection.
Bonded Congregation Contempt
Rank: Moderate Rank: Moderate If you annul a regular Affection you may
Restrictions: Choir, Murder or Brood & at Restrictions: Pride Fallen, must take Vice of Refresh one Rank of a Technique.
least 2 members with this Talent & share a the same name If you annul a Core Affection, you must
Domus instead Exhaust one Rank of Hallow.
Prideful Fallen are often too easily
When fighting together, the convinced of their own superiority. This
Congregation gets to decide who is can be a pitfall, but you can actually gain Easy Rider
the Primary Attacker. If there is any strength from it. Rank: Moderate
dispute, the Prelate decides. If they are Restrictions: May not have Fearful Journey
If you have the Prowess Advantage Vice
not available, then if the dispute isn’t
over an opponent your Contempt will
immediately resolved, the defender picks Most Fallen find long-distance travelling
surface. If you win such a Contest, you
a Primary Attacker as normal. (such as city to city) painful and confusing.
immediately Refresh one Trait. If you lose
The Prelate of the Congregation can, With the Easy Rider Talent, you can travel
that Contest, you immediately Exhaust
once per month, win any single challenge without a Trauma Contest.
one Trait.
99
Nephilim. The Nephilim who is stolen Hunter downtime or risk taking Trauma.
from must Exhaust one Rank of that Rank: Moderate Once per month, when you cause a
Technique. Restrictions: Dynamic Mind: 3 Trauma (from a downtime action or
A Nephilim may purchase this Talent When an enemy runs, you can engage otherwise), you can have your victim take
multiple times, which would allow them them in a Dynamic Mind (vs. their a Severe Trauma, instead of a Surface.
to borrow or steal more Techniques. Reactive Mind) challenge. If you succeed, Additionally you gain a +1 to all Mercy
you successfully guess where they are going and True Death rolls. This bonus is not
Fighter and cut them off at the pass. In doing so, optional.
Rank: Potent however, you must go alone to see if your
Restrictions: Dynamic Body: 3 hunch pays off. An Irredeemable character who possesses
Hallow cannot use it to Sanctify.
You round up (instead of down) when
calculating your Warfare (P.79). Innocent
Rank: Potent Lingering Ardor
Rank: Moderate
Hallowed Gun Restrictions: None
Restrictions: Lust Fallen, Must have vice of
Rank: Potent Innocent is a state of grace that the the same name
Restrictions: Human Symphony, and therefore the world as a
Lustful Fallen are notorious for the
While those with Hallow tend to believe whole recognizes, whether on a conscious
lingering caress of their techniques. As
that only they possess Hallowed weapons, (supernatural) or unconscious level
a result, your Lasting Techniques linger
the truth is that the humans have a chosen (humanity).
an extra scene, without even trying.
weapon of their own, which is established An Innocent character must work However, all Lasting Techniques affect
by global, rather than individual, usage tirelessly to maintain their Innocence in you for an extra scene as well, as you give
chapter vi: Fine Tuning
In the modern age, the chosen weapon an otherwise uncaring world. As such, into temptation very easily.
of humanity has become the gun (typically they need to take an Upkeep downtime
the handgun, but including any firearm action to reaffirm their beliefs. In doing Logical
that can be held by a single human so, provided they are successful, they can, Rank: Moderate
without assistance). once per Event, prevent another character Restrictions: None
(including themselves) from taking a Once per Event you can figure out that
Humans (and only humans -- Nephilim
Trauma. They must be present at the time a Subtle Technique was used on you. You
do not count) who choose this Talent
that the Trauma is inflicted, but they need will need a shred of evidence to clue you
have a bond between themselves and their
not be aware of it. into it. You do not get to know who used
guns.
Furthermore, supernatural beings the Technique on you.
When using a gun at Medium or Long
cannot harm an Innocent without risking
range, they increase their base damage to
Trauma (P. 200). Mastery
2. Rank: Moderate/Potent
An Innocent character who possesses
Restrictions: Temperance Fallen
Heart’s Desire Hallow cannot use it to Desecrate.
Rank: Potent The Temperate claim that they can
Restrictions: Reactive Soul: 3 Irredeemable (Controlled) sense impurity within another; as a result,
Rank: Potent they can strike a quick, telling blow that
Pick one other character in the game.
When protecting or rescuing them, you Restrictions: None is quite painful and distracting, but does
may spend Drama points to gain an There are many people in the world who not cause lasting damage.
Inspired Advantage. are callous and cruel by nature. But of When Prowesses are compared, you may
these, a handful are particularly vicious. Spend an Offensive Maneuver to prevent
Herculean These people have lost their attachment to your opponent from gaining an Inspired
Rank: Potent humanity and no longer understand the Advantage. The opponent does not
Restrictions: Dynamic Body: 6 world around them. To be Irredeemable exhaust whatever they were going to use
Once per combat, against one opponent, is to abandon sanity. This Talent results to gain their Inspired Advantage. They are
your base damage becomes 2. in you being a Controlled Irredeemable just prevented from using it that round.
(at least at character creation). This counts as your Offensive Maneuver
To maintain your control, you must for that opponent.
perform a Cry Havoc (P. 228), Intimidate
(P. 229) or Upkeep (P. 231) action every
100
Moment of Truth Perfect Liar Reaper
Rank: Moderate/Potent Rank: Moderate/Potent Rank: Moderate/Potent
Restrictions: Prudent Fallen Restrictions: Envy Fallen Restrictions: Wrath Fallen
Prudent Fallen have a gift that allows You can conceal your true nature, If your Warfare is equal with an
them the wisdom to avoid the worthless obscuring what you are to the True opponent, then you will still gain the
information from avenues of pursuit. Voice. You can make yourself appear as a Prowess Advantage against them.
Once per Event, you may ask a question supernatural being, as a different type of This Talent and the Champion Talent
of the Storyguide as to whether it would being, or as another Embodiment. cancel each other out.
be a waste of time to pursue a particular
train of thought or investigation. This Prayer Red Rage
Rank: Moderate/Potent
represents your gut feeling, so there is little Rank: Potent
Restrictions: Hope Fallen
further insight. Also, Storyguide willing, Restrictions: None
you can ask whether you have put clues A Hopeful Fallen has a unique ability, Red Rage allows a character to give into
together properly or not. Essentially, in in that their prayers can actually benefit a blind murderous rage. Once you give
the course of a story, you can ask whether others. When you pray for another, you into the rage, you may use an Offensive
you are wasting your time with a course can spend an Inspiration or Drama point Maneuver instead of a Defensive Maneuver
of action. towards another character. in a round of combat which you have lost.
You do not give the points to another However, you cannot tell friend from foe
Nemesis character. You decide what actions are and cannot back out of a fight. You will
Rank: Potent Inspired or dramatic effects result. attack the nearest target (or anybody who
Restrictions: Dynamic Mind: 6
interrupts you) until you succeed in a
101
Once per Event, you can take a Lingering Soul Mate drives you crazy.
physical wound to increase your base Rank: Potent You select a target who has slighted you
damage to 2 for one round. Restrictions: Reactive Soul: 6 at one point.
Pick one other character in the game (or If you can cause them a Trauma, then
Runner the same as the Heart’s Desire Talent). you may take a High (8) Difficulty Healing
Rank: Meek You can spend Drama points to give Test to remove a Trauma on yourself.
Restrictions: Dynamic Body: 3 yourself a Transcendent Advantage on
You gain an Inspired Advantage when any challenge that involves protecting or
running, chasing or breaking from rescuing them. Warrior
Type: Potent
combat. You or they can spend a Drama point to Restrictions: Dynamic Body: 6
have you arrive in the nick of time to save
Scholar them from peril. You increase your Warfare by 1.
Rank: Moderate
Restrictions: Dynamic Mind: 3 Water to Wine
Teacher Type: Meek
You are an expert in a particular field Rank: Potent Restrictions: Hallow
of celestial nature. Although your studies Restrictions: Dynamic Mind: 6
do touch on a great many aspects of the You can turn water into wine or any
You may teach Rites. other type of beverage that could be made
supernatural, you should pick one area
upon which you are particularly focused: with human hands. It will contain no
Tough unnatural chemicals but will taste fine.
Demons, Daemons, Devils, Angels, Rank: Potent
Fallen, Nephilim, Potent Humans, etc.
chapter vi: Fine Tuning
102
Transgression Examples
Battle Cry hour’s journey through ordinary Fallen
Type: Potent means), before you would have to pay the Monkey-wrench
Technique: Impel Cost again. Type: Potent
Bringing forth your wings is a Slow Technique: Hallow
If you are defeated in combat, all your
allies refresh 1 type of Maneuver. If you action. You can use Hallow to affect objects at
are killed in combat, all allies refresh all a distance and effects can be relatively
their Maneuvers. Ferryman drastic and generally disruptive, like
Type: Moderate turning an engine block into ice or turning
Technique: None cash into paper. The effect reverses itself
Bound
Type: Meek You can not only sense dead and lost after you have finished concentrating. If
Technique: None souls but you can help them find their your concentration is broken at any time
You can leap from rooftop to rooftop way to where they are supposed to go: while using Monkey Wrench, the effect
as an efficient means of moving around Purgatory. This does not mean you immediately ends.
town. This is quick, hard to follow and can enter the Firmament, but you can
avoids traffic jams and crowds. communicate with them and learn why Necromancy
they refuse to move on and how to help Type: Potent
them complete their journey. Technique: Augur
Call Upon Me
Type: Moderate If you are holding a human skull, you
Technique: None Fire-starter can summon an echo of the soul to answer
Type: Moderate your questions or gain help. The soul echo
If a person calls your name three times, Technique: Brimstone
you are compelled to seek them out and will remember most of what happened to
103
Resurrection Both you and the actual owner can Unwelcome
Type: Potent Refresh a Trait, but neither can use it to Type: Potent
Technique: Recure gain a Transcendent Advantage. Technique: None
This is a fabled Transgression that many When you do not want somebody in
Fallen seem to believe in, but none have Spies Like Us your Domus, you can force them out. This
Type: Moderate - Secular
ever seen. It is said that a Hopeful person can be as supernatural or as mundane as
Technique: None
can bring back a human who has recently you like it to appear.
Action: Investigation
died. No more than three days may have
passed for such a miracle to work. You can loan a set of Spies (that you must Vanguard
have the resource for) to another character Type: Moderate
It requires the Hopeful character to
and get to know what they learned or did Technique: Endure
produce some form of payment for the
with those Spies. You choose not to sleep, experience no
return of the soul. You must give part of
yourself for the resurrection of the human fatigue and are immune to Ambushes.
- in game terms, you must sacrifice one
Spiritually Aware Once you choose to be or are rendered
Rank: Potent
rank of a Set (losing three build points unconscious, you must sleep (with no ill
Technique: None
in any fashion you choose from that Set). effects) for the same amount of time for
You may make a personal journey, at the You can sense nearby presences within which you were awake.
approval of the Storyguide, to regain what the Firmament. Supernatural beings such
you have lost. A person resurrected in as spirits, demons, angels and devils use Wandering
such a fashion also loses one rank in a the Firmament to travel between the Type: Moderate
Set. Fallen cannot have this Transgression Kingdoms. Characters who possess Inner Technique: Inquisition
chapter vi: Fine Tuning
used upon them, but it might be possible Silence can enter the Firmament but not Life can lead a person to points where
for a Nephilim to be the subject of this travel to another Kingdom. they are supposed to go, but few listen
power. Spiritually Aware would allow you to to the song. Just listening to the subtle
sense the presence of a nearby being music of the Symphony, you let yourself
Ruination within the Firmament. However, without wander along a journey which takes you
Type: Potent True Voice, a character is unable to to important places and events. You
Technique: Corruption recognize one type of being from another can arrive when needed at a scene, can
Corruption is a disturbing effect that (they are just presences). find out where an enemy is located, can
wears off in time. If a target suffers a You cannot pinpoint the presences, learn where a ritual is about to or has
Breakdown (P. 204) and has at least merely recognize when they are within the already taken place, etc. When you arrive
one Helpless Symptom caused by your same room as you. somewhere after spending your Drama
Corruption, then they must suffer point, you arrive at an important moment,
You can communicate with beings within whether or not you know it. You cannot
the Emotional Crisis. If they become
the Firmament if they are so inclined. use this Transgression to ‘target’ a desired
Irredeemable when this shift happens,
then their soul is twisted in an extensive Note that Beings using Inner Silence moment.
manner. Not only are they Irredeemable, can partially counter this ability to limit
but also a slave to you. They worship you your ‘sense a presence’ to merely a bad Whispers
for showing them the disturbing ‘Truths’ ‘vibe’ with a Potent Effect. Type: Meek
they’ve learnt. Technique: Inner Silence
104
Rites
Arena Crucifixion Affection known as a Masterpieces. These
Restriction: Deistical Restriction: Must possess all Core are covered in the Secular (P. 229) and
Likely Teacher: Deistical Techniques; usually must be a King Appendix chapters (P. 277).
Likely Teacher: Most Kings
A long time ago, some Deistical set
about creating a circle where duels could Crucifixion is a sacred rite within the Harvest
Codex. Only Kings are to learn or teach Restriction: Devil (or the rare human)
be fair. Although it’s fallen into disuse,
it. Naturally, some Fallen learned it before Likely Teacher: Hell
some Deistical still know this Rite.
the Codex and guard that knowledge. The Harvest Rite is known by all devils
At least two willing participants who step
To possess this Rite, you must also who fight in the Last Crusade. It allows
into a circle, no larger than 10 feet round,
possess the Crucifixion Vice because to them to summon demons from Hell and
will not receive the effects of any outside
teach it, you must undergo it. have them inhabit human hosts. The
Technique or influence (for example,
human hosts must be alive at the time,
Hope’s Prayer Talent). This does not resist It takes about 10 minutes to perform and, and they must be immoral for it to work
Techniques for the Fallen, merely puts once completed, until removed from the without complication. A moral human
them on hold. They will resume once the cross, a Fallen is for all purposes human. can be a host but they share control of
fighters leave the circle as if no time had They cannot summon the strength to free their body with the demon. Fun times
passed. themselves. for the devil, but worthless when they are
Any wounds caused will scar unless trying to create a small army.
Anoint healed with Recure. This allows a Fallen
Restriction: Angel/Fallen A devil can Harvest up to 10 demons
to be branded permanently while on the per week. A devil can normally only have
Likely Teacher: Heaven/Fallen
cross. 10 demons per Drama point they possess,
This Rite cleanses a body of everything
105
Vices
The best characters are flawed. In KC flaws can be represented by a Vice.
Vices do not cost or provide a player any Zeal or Build Points. They are selected as befits the character. In return for
playing a flawed character, you gain 1 or more Drama points.
Drama Points
There are two ranks of Vices: Moderate and Potent.
>> A Moderate Vice grants 1 Drama point.
>> A Potent Vice grants 2 Drama points.
Some Vices have the same name but there are two versions, one regular and one Potent; you cannot take both.
Addiction your way; you have always had trouble Trauma test when harming or using an
Type: Moderate/Potent besting them. unwanted Technique on an Innocent.
Restrictions: None The Adversary must know of your If you take this at Potent, you must now
Supernatural beings cannot easily inability to confront them effectively. If make a Medium (5) Voluntary Trauma
become addicted to substances because the Adversary dies or leaves the game, you test when harming or using an unwanted
their bodies regenerate relatively quickly; must choose a new one or lose this Vice Technique on a human.
however, they can become psychologically (and associated Drama points).
dependent on almost anything. Addiction You have a Disadvantage when in Angelic Sway
compels you to indulge in dangerous challenges against them, if you took this Type: Moderate
behavior or costly habits. at Moderate. You are also Impeded if you Restrictions: None
You must continually feed your took this at Potent. Regardless of your Conviction or
addiction, which requires you to make an Embodiment, you will take a Voluntary
Upkeep Action every downtime. Amnesia Trauma if you refuse to help any request
Type: Moderate
Every month you fail to perform from an Innocent. You must also
Restrictions: None
the Upkeep Action, you must take a investigate and avenge them if they are
Voluntary Trauma Contest. The Difficulty You don’t remember your past; you harmed (or killed) or take a Voluntary
is Medium (5) for a Moderate Vice and have no idea from where you come. The Trauma.
High (8) for a Potent Vice. Storyguide will choose another Vice for Note that under a certain age, all
you to gain if and when you regain your children are Innocent.
memory (or when it returns to haunt
Adversary you). You do have to aid people who are under
Type: Moderate/Potent the temporary effects of a Technique
Restrictions: None which makes them appear Innocent, but
Angelic Heart
With Storyguide approval, you must Type: Moderate/Potent not avenge them.
pick another character in the game to be Restrictions: None
your Adversary. This character stands in
You will always fail the Voluntary
106
Animosity Duels and cannot have a Second unless a Sinful Technique, they must Voluntarily
Type: Moderate your opponent agrees. Further, you cannot take another Medium (5) difficulty
Restrictions: Wrath Fallen hold a position within the Hierarchy, but Trauma test.
you can join a Congregation (and even be If they take the Trauma of the additional
Hate is a powerful weapon for a Wrathful
its Prelate). Trauma test, they will immediately
but it is one that often leads to their own
downfall. If you commit another major crime, you recognize any Subtle Techniques.
will be put to death.
When you are defeated in combat or
humiliated in public, you take a Forced
Contempt
Type: Moderate
Lingering Trauma. Branded - Contempt Restrictions: Pride Fallen, must be taken
Type: Moderate
During combat, you can activate one of with Talent of the same name
Restrictions: None
the following Symptoms, to Refresh your See Contempt under Talents.
Offensive Maneuvers. The Symptoms The most common reason for this brand
include Aggression, Hatred, Loss of is when a Fallen has challenged a King to
a duel and lost the fight, but a host of Crucified
Control, Short Tempered or Violent Type: Moderate/Potent
bursts of temple. other reasons could have occurred. Restrictions: None
If you suffer any Breakdown, you will The Brand of Contempt means that At one (or more) point in your life, you
immediately become an Uncontrolled anybody who defeats you in a duel were crucified. You understand what a
Irredeemable and will seek to destroy a may kill you (Hollow or True) without terrible punishment this is and are fearful
target of your choice. Once that target is consequences, even if the duel was not of what it represents. Every character who
destroyed, another target is chosen and so given such terms. knows the Crucifixion Rite has this Vice
107
Disfigured devil is Banished by another then you Lame
Type: Moderate lose this Vice entirely (and the associated Type: Moderate
Restrictions: None Drama points). Restrictions: None
There is something physical about you You have difficulty moving any distance
that is notably inhuman. This makes life Gullible and have a Disadvantage in all actions
Type: Moderate
difficult at best. You may not purchase involving movement (such as Breaking
Restrictions: Hope Fallen
ranks of Secular Power (but you may from combat). Furthermore, it takes you
purchase Resources as normal). Hopeful Fallen try to believe in the two rounds to move a single distance rank
inherent goodness around them. Although and you cannot Exhaust a Trait to turn
Emotionally Cold unintentional, sometimes this becomes your movement into a Free Action.
Type: Moderate gullibility. You must take a Voluntary You may never circumvent this Vice with
Restrictions: Temperance Fallen Trauma Contest when you refuse (or fail) an ability or Technique (thus, this trumps
Many Temperate Fallen choose to to help others. the Slay Technique).
divorce themselves from their emotions, to The difficulty is Medium (5) if the
prevent being clouded by them. However, person asking for help is known to you as Lazy
when placing themselves in harm’s way a Moral person. The difficulty is Low (2) Type: Moderate
in a war against sin, this choice is tested if the person asking for help is known to Restrictions: Sloth Fallen
almost daily. This way of life gives them you as an Immoral person. Slothful Fallen tend to fall victim to
the resolve to do what other embodiments their own apathy, which limits their
may not be able to do. Hidden Anger Secular activities.
When you perform a healing test (for Type: Moderate
chapter vi: Fine Tuning
108
Event very hungry and must Exhaust one what you have. Slow to Respond
of each Trait. You must take a Voluntary Trauma Type: Moderate
Contest against a Medium (5) Difficulty Restrictions: None
No Defense every Event unless you cause another You have a Disadvantage to react to
Type: Potent
character a Traumatic wound (be it from a an Ambush and in the first round of an
Restrictions: None
Secular action, manipulation or through Ambush.
Choose a non-combat Technique. You a Technique).
must Submit to all challenges involving
this Technique (but do not gain the
Strong Aura
Power Hungry Type: Moderate
benefit of knowing a Subtle Technique). Type: Moderate
Restrictions: Fallen
You may Resist this Technique as normal, Restrictions: Avarice Fallen
however. Normally, the True Voice can sense
You greatly desire the power of authority another Fallen within a neighborhood.
The chosen Technique must be possessed over your peers. Against you, all others can sense you
by one non-ally character in the game. When you have no official position, you at twice that distance and regardless of
will have one Permanent Severe Trauma. whether they were actively using True
Obsessed Voice at the time.
Type: Moderate/Potent If you are at least a Prelate, you will
Restrictions: None reduce that to a Surface Trauma. Your aura overwhelms even you and so
If you are a member of the Hierarchy, you you can only sense other beings with True
You are obsessed with a particular
will not suffer that Permanent Trauma. Voice within half the normal range.
person and cannot think of a world where
the two of you are not together. You must You cannot make Ambushes, even
109
Supplication You should be very vocal and outspoken
Type: Potent about your sympathy.
Restrictions: None You will take a Voluntary Trauma Test
Normally a character who possesses against a Medium (5) Difficulty should
the Hallow Technique cannot become you attack or use an unwanted Technique
an Affection. With this special act of on the source of your Sympathy.
humble entreaty, such a character can
submit themselves to becoming another’s
Terrible Secret
Affection. This is a subservient act and Type: Potent
is not without further consequences: Restrictions: None
as a Supplicant, you cannot use your
own Hallow and therefore cannot make You have some sort of secret that you
Affections (not even a hallowed weapon) don’t want to get out. If it does, you feel it
and lose any you currently have (if this would ruin you.
Vice is taken during the game). You are You must clear the secret with the
Impeded in all challenges against your Storyguide.
Begetter (the person who has made you If your secret is learned by another
their Affection). Your Domus is the same character (knowing that you have the Vice
as your Begetter’s. is not enough) then you will do whatever
It is not against the Codex for your they tell you to do to keep it a secret. That
Begetter to kill you as their Supplicant. is to say you will cater to their blackmail.
chapter vi: Fine Tuning
You can be punished as an Affection via You cannot risk your secret getting out so
Hallow. you will not try something underhanded,
If the Begetter dies (or is Banished), you such as to have them secretly disappear.
must succeed in a Hard (8) Dynamic Soul If your secret gets out, you will be ruined
test or die yourself. If you do survive, you and will take a Permanent Severe Trauma
must take a Setback. and a regular Mortal Trauma.
The single advantage to being a Also, you should accept that by taking
Supplicant is that the Begetter must this Vice, you should accept that there
answer all challenges against you. will be ways to learn your secret other
This Vice can be acquired, after than learning it from you.
character creation, through a punishment
mandated by the Kings. Uncontrolled Short Fuse
Type: Moderate
Restrictions: None
Sympathetic Rejection
Type: Moderate You lose control at times and cannot
Restrictions: Fallen stop yourself. Each event, you must take
The strangeness of many Nephilim is as a Voluntary Trauma unless you publicly
repellent to you as to any mortal lash out, provoke, threaten or attack
somebody.
You are affected by and experience
Nephilim Rejections like a human does.
Weak Willed
Type: Potent
Sympathizer
Type: Moderate Restrictions: None
Restrictions: Fallen Resisting a Technique requires taking an
You consort and sympathize with an additional Surface Trauma.
enemy of the city, usually angels or devils,
and this tends to make you unpopular.
110
chapter vii
System
111
Basics
Kingdom Come is a role-playing game whose focus is on role-playing and story creation. However, it is still a game and
a game must have rules, to ensure fairness to all players and to govern situations where a character’s ability exceeds the
abilities of the player. Players should have respect for the rules; they exist for everyone in order to avoid disputes and
arguments. The Storyguide may create ‘house rules’ which disallow, limit, or change rules that do not work for their style
of game, and the Storyguide is the final arbiter of any rules disputes.
All players should attempt to know and understand the rules, but should strive to rely on role-playing and compromise,
instead of on rule playing and challenges. However, some situations, such as combat or the use of Techniques, must
be simulated, and are often narrated; these cannot be handled by role-playing and compromise. It is these situations
which should be handled by a challenge. A challenge allows players to determine which character is able to succeed in
a given situation. Some challenges will be done against other players; others will be done against a Storyguide, as befits
the situation. Using a Technique on another character will require a challenge with that player; kicking in a door would
require a challenge with a Storyguide.
It becomes important to stress that, for their own safety, players should accept that they may need to describe their
physical actions to other players and everyone should use their imagination to act or react accordingly.
Techniques are the most common reason for a challenge, as they represent supernatural forces at play. However, players
can also engage in other forms of challenges, when the outcome of a situation is uncertain and cannot easily be role-
played.
Challenges Contests
When a character opposes another character or a part A Contest is a type of challenge when the outcome
of the world, this is called a challenge. The player(s) in is uncertain. Players will go through various steps to
question must refer to their character sheets to see how
chapter vii: System
Prowess example
The primary characteristic for dealing with challenges is
a character’s Prowess. James is challenged by Susan (she
is trying to push his character out of
In a static challenge, the acting player will use their the way). Susan is the aggressor; however,
Dynamic Prowess while the Reacting player will use their James is physically holding the d6 so he rolls
Reactive Prowess. In a dynamic challenge, both players it. He rolls a 5, meaning that he has won the
will use their Dynamic Prowess. challenge and Susan has lost the challenge.
In this instance it means that Susan’s
character has failed to push James’ character
aside.
112
Comparable Challenges
Some challenges need not go so far as to have a Test. example
In a comparable challenge, the goal is to be at least equal
with your opponent. Players start with comparing their James is investigating a murder
scene. The Storyguide needs to know
Prowesses. If you are equal or better, then you’ve won.
how capable he is and provides him with a
If you are lower, but your opponent does not double you Comparable challenge.
and you can gain an Inspired or Transcendent Advantage,
then you can still be considered Comparable. James compares his Dynamic Mind against the
Note that in a Comparable Challenge, the reacting difficulty that the Storyguide has pre-assigned
to this task. As it turns out, James’s Prowess is
player does not have the option to gain their own Inspired
lower than the difficulty.
or Transcendent Advantage.
James does not want to give up on this task and
so, he manages to gain an InspiredAdvantage,
which in turn allows him to be successful.
Advantages
The base mechanic presumes that both sides involved
example
113
in a round. Most of the time, there is only a single
example challenge, but during combat, it’s possible to have to
deal with multiple foes. As such, once a player has an
James is challenged by Susan (she Inspired Advantage, it counts towards all challenges for
is trying to push his character out of the that round.
way).Susan is the aggressor and she possesses
a higherProwess and thus has a Prowess The most common way a player can gain an Inspired
Advantage. James, however, uses a power that Advantage is by Spending a point of Inspiration.
garners him an Inspired Advantage. An Important Restriction is that you cannot use an
Inspired Advantage if your opponent’s Prowess doubles
As such, both players get a +1. Susan is rolling your own.
Transcendent Advantages
and would apply a +1 for her Advantage but
must account for James’ Advantage by taking
a -1. As such the roll is back to 4 or better to
win and 3 or less to lose.
Supernatural power can push a character beyond human
limits. Whether representing superhuman strength,
Prowess Advantages
superhuman senses or just raw supernatural power, all of
these advantages are called Transcendent.
Fallen (and Nephilim) have powers that allow them to
Every challenge, whether a Contest or Comparable, unleash their divine spark, if only for a moment, thus
requires the players involved to compare their Prowess to allowing them to gain a Transcendent Advantage.
determine who, if anyone, is better. Like Inspired Advantages, Transcendent Advantages
As stated before, the player who has the better Prowess apply to all tests during a single round.
chapter vii: System
will have the Prowess Advantage. As a final note, as stated, Transcendent Advantages are
The Prowess Advantage must be determined on a case-by- always obvious in appearance, whether it’s as simple as
case basis. This is particularly important when challenged lifting a car with ease, rising a few inches from the ground
by multiple opponents. Players must determine who has for a moment, having lightning crack from the sky or have
the Prowess Advantage over whom. a gust of wind blast the area.
Although there is no basic difference being a little or a Transcendent Advantages also ring distinctly in the
great deal higher, if your Prowess doubles your opponent Symphony and, as such, it is instantly recognizable to
you deny that opponent the ability to gain an Inspired those with the True Voice (whether or not a character has
Advantage. True Voice active at the time).
Disadvantages
It should be noted that there are Optional Rules in the
Appendix concerning when one character has a Prowess
of double (or more) than their opponent.
Inspired Advantages
A character cannot be at their best all the time. A lack of
sleep, being distracted and so forth can put a character at
a Disadvantage.
Prowesses represent the basic effort that a character Many Techniques can affect a character with a
‘brings to the table’. It is their default. The higher the Disadvantage, but the most common way to have a
Prowess, the more they naturally bring to the table. Disadvantage is when your character is badly injured.
Inspired Advantages represent motivation and drive. A player can only have one Disadvantage applied against
them at a time (see State). It does not matter how many
They can come from mundane and supernatural
sources attempt to give a player a Disadvantage, only one
sources, but regardless, they still represent a need and
applies.
determination to win.
In a Contest, a Disadvantage gives a -1 to the Test.
The Inspired Advantage is applied against all challenges
114
States
A State is a negative condition which hinders a character at a time (no more than one -1 can be applied against
from performing at their best. a character). Should they be suffering from both a
For ease of game-play, a State could represent a variety of Disadvantage and Lingering Disadvantage, they will
reasons why a character is worse than usual, but they all suffer only a -1. Additionally, removing the Lingering
follow the same rules. Disadvantage serves no point, since the character would
still have to suffer the Disadvantage.
Impeded
The same State does not stack. That is to say, a character
can only gain the negative of a State once.
Some Techniques will apply a State to a character, while
others will remove or ignore such a State. With the specific exception of Maneuvers, an Impeded
A State will generally last for 1 round unless it is character gains no Effect when they Spend a Trait.
Lingering. A Lingering State will last for 1 scene. A player may still Exhaust Traits.
Defeated
This State is caused by:
>> The effects of a Technique.
>> During a Fray, all non-Primary Attackers are Impeded.
A Defeated character is considered helpless. They cannot
>> Being Ambushed.
take actions and must Submit to challenges. They may be
>> The Death of a King will Impede all Fallen.
conscious if dramatically appropriate.
>> The decision of a Storyguide.
Disoriented
This State is caused by:
>> Taking a physical Mortal wound.
++Endure (Technique) and Resolve (Talent) allow
a player to record a physical Mortal wound but A Disoriented character cannot initiate challenges but
may take actions that do not require challenges (such as
Disadvantaged
moving outside of combat).
A Disoriented character can, however, fight back without
penalty, if they are attacked. This does not give them
The Disadvantage, already covered, is consider a State. permission to initiate challenges, only to take a combat
As such it follows the above guideline. action against anybody who declares a Warfare challenge
This State is caused by: against them.
>> The effects of a Technique. Remember, a Disoriented character can still take actions
>> The Death of a King will Disadvantage all Fallen. that do not require a challenge, such as talking and moving,
>> The decision of a Storyguide.
Lingering Disadvantage
but will probably seem a little ‘confused’ or dizzy.
This State is caused by:
>> The effects of a Technique.
A Lingering Disadvantage is one that will last for a >> The decision of a Storyguide.
scene. As such, it will wildly impact a character, so there
is a costly way to avoid a Lingering Disadvantage, which is Cancelling States
to Exhaust a Trait (see next page). Some Technique Effects go so far as to Cancel a State. If a
Note that you do not have this option with a regular State is Cancelled, then it is not suffered by the character.
Disadvantage, which is to say that, if the Disadvantage As such, the State could be reapplied (or could come back
lasts only one round, you have to suffer through it. if the Effect that Cancelled it doesn’t last very long).
This State is caused by:
>> Taking a Severe Wound.
>> A Symptom becoming active.
>> The decision of a Storyguide.
A player can only suffer the effects of one Disadvantage
115
Traits
Spending story to do interesting things.
>> Techniques - A player can make minor modifications to
For ease of play there are five Characteristics that are
how their Techniques work.
further defined as a Trait: Drama Points, Inspirations,
Maneuvers, Profession Ranks and Technique Ranks. Also note that Drama Points can be Burned, which
means that they can have a greater effect but are removed
A Trait is Spent to gain some sort of benefit. Some of the permanently.
main examples are:
See P. 210 for full details on Drama points.
Inspirations
>> Inspired Advantage: A Profession Rank can be used to
gain an Inspired Advantage on a specific action while an
Inspiration can be used on almost any action.
++Inspired Advantages do not stack. Inspirations allow a player to perform above and beyond
++You cannot gain an Inspired Advantage if your their normal abilities.
opponent doubles your Prowess.
>> Damage: Maneuvers are spent to inflict or reduce damage. An Inspiration is Spent for the following:
>> Potent Effects: Professions and Techniques can produce >> Gain an Inspired Advantage.
automatic effects. See Professions and Techniques for more ++You cannot gain an Inspired Advantage if your
details. opponent (or Fixed Difficulty) doubles your
Prowess.
Maneuvers
To Spend a Trait, a player temporarily marks it off their
character sheet. Note that Exhausting will also do the
same. Once a Trait is marked off, it cannot be Spent or
Exhausted until it is Refreshed. Maneuvers are covered in more detail later in the combat
Anything that is Spent will return at the Normal section of this chapter.
Refresh time.
chapter vii: System
Technique Ranks
Drama Points
Each Rank of a Technique can be Spent to gain a Potent
Effect on a Technique.
Potent Effects are game effects that simply happen when
KC subscribes to the idea that a role-playing game is a player Spends a Rank. Normally, there is no additional
about action, excitement and the unexpected. Therefore, challenge.
there must be some measure of flexibility to allow players See P. 142 for full details on Techniques.
Profession Ranks
to break the rules. That’s where Drama Points come in.
A Drama Point is Spent for the following:
>> Burning - A player removes a Drama point permanently
to gain an automatic success or allow their character to Professions work very much the same as Techniques, in
survive. that they are Spent to use a Potent Effect; a player can
>> Combat - Because combat is complicated, there are preset
have three Ranks in them.
‘tricks’ that a player can perform in combat.
>> Fueling - Rites, Sovereignty and Transgressions all have to
be fueled by Drama points.
>> Story Control - A player can take minor control over the
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Exhausting Refreshing
In other cases, a player can Exhaust a Trait. In some
cases this will be willing and in others it will be forced Once Spent or Exhausted, a Trait will eventually Refresh.
upon them. Refreshing happens after a period of rest. This rest must
be uninterrupted, whether it is a 1-minute rest or a month-
When a player Exhausts a Trait they cross it off their long rest.
sheet, but this does not mean it has been Spent. That is to
say they do not gain the normal benefits associated with There are two types of Refresh times: Normal and
that Trait. Duress.
You can Exhaust a Trait for the following: Normal is the default state where a character is
considered to be most of the time. It represents a time
>> You are forced to by a Technique.
when a character can get enough food, sleep and has
>> Avoid a Lingering Disadvantage.
enough peace and security that they won’t be attacked
>> Change your Movement from a Standard action to a Free
at random times. Anything Spent comes back at the
action, but only when not engaged in a Warfare challenge.
Normal Refresh rate.
>> You can Exhaust a Rank of a Technique that you possess
in order to Resist that same Technique if used upon you. Duress is the exception. A Storyguide or player can
The Impeded State does not prevent a player being decide that a character who does not have the adequate
forced to Exhaust. conditions above will be under Duress and as such,
refreshes slower than normal. An example of this might
Anything that is Exhausted will come back at the be when a character is in jail or when the Host or Horde
Duress Refresh time. are particularly relentless in their attacks. Anything
Exhausted comes back at the Duress Refresh rate.
It is recommended that a player marks Spending with a
117
Professions
A Profession is a set of skills that can be applied to Potent Effects
particular circumstances. Prowesses represent the basic Both Professions and Techniques can perform Potent
talent that a character possesses, while a Profession Effects. These are simply game rules where the expenditure
generally allows a character to use their Prowess more produces an effect automatically. They can do this effect
efficiently. without a challenge.
Profession Ranks may be Spent for one of three
reasons:
>> To gain an Inspired Advantage on an appropriate Contest.
>> To perform their Potent Effect.
example
>> To counter a Potent Effect (as applicable). Janus is running. Judge, the Black
Professions also aid in the Downtime system (P. 216). Rook and Adreial are giving chase.
The limitations of Professions are two-fold. They cannot
Janus Spends a rank of Criminal to
be used in conjunction with a Technique and have little
automatically get one distance rank
or no use during combat. away. Adreial does not have Criminal or
Below is the list of the nine basic Professions. It is Investigator to Spend and thereby counter.
important to remember that these are merely the original Judge, on the other hand, does have the
suggestions. Players and Storyguides should feel free to Investigator Profession and is willing to Spend
a rank to keep up with Janus.
make up their own Professions. Many Professions were
entirely omitted simply because they would not make
sense for a Fallen. A Police or Doctor Profession would Janus and Judge move one distance rank each
while Adreial remains where he is.
exist in the real world but would be of very limited use to
a Fallen.
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118
Profession Potent Effect Counter
Academic You learn or confirm one fact. This won’t necessarily circumvent a Research action. N/A
It’s just a detail about angels, devils, what mirrors were used for in ancient rituals, etc.
Not about Moeb the angel, Raum the devil or what this strange black mirror does right
now.
Artist You can avoid displaying your active Symptom for a scene. Artist or
Therapist
Bully You can ‘shove’ another character ‘out of the way’ (far enough away that they cannot Bully or
hinder your movement) or pin a character for 1 round per rank used. While pinned, Guardian
your opponent cannot initiate a challenge, but the effect ends immediately if there is
an attack on either of you.
Criminal You ‘win’ a Chase challenge without a roll (whether through a combination of Criminal or
running, hiding, moving through treacherous terrain, etc.). Investigator
If this is countered by the opponent Spending a rank of Criminal or Investigator, you
both still move one distance rank from any others who are not using Criminal.
Guardian You can take a physical hit meant for another character. They take no damage and Bully or
you take all the damage and effects that were meant for them. You cannot use any Guardian
Maneuvers to reduce damage (but you could use, say Endure or Impartation).
Investigator You can tell when another character is under the effect of a Symptom or a Technique. Investigator or
You cannot say for certain what the cause is (i.e., you can’t come out and say with any Rebel
certainty that they are actually under the effect of a Technique), but you can confirm
when somebody is not acting ‘normal’.
Power Monger Each Rank used permits you to know the value of any one of a Target’s Prowesses. Criminal or
You need to observe the target in action first, so talking is required for Mind or Soul, Rebel
and some sort of physical activity is required for Body prowesses.
Rebel Each Rank of Rebel allows the temporary Resisting of a Technique for 1 round per Power Monger
rank spent.
Therapist Each Rank used allows you to learn another’s Symptom. If the target has no active Artist or
Symptoms, then you learn a Dormant one. You can use a rank to activate another’s Therapist
Symptom if you know it.
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Challenge Steps
Static or Dynamic If you are unaware of the content of the challenge, such
as with many Techniques or other non-Body challenges,
The bulk of challenges will be static, meaning that one it is rarely appropriate to respond to the challenge with a
player will be acting and the other is reacting. Generally, challenge of your own.
if one player isn’t aware that a challenge is about to be Even if one character intends to shove another aside,
declared, then it is handled as a static challenge. responding with a Technique or an attack is not advised
Combat is a typical example of a dynamic challenge, unless you were prepared for it. If there is any doubt,
where both sides are trying to act against each other. Few players to resort to the Ambush rules to see if one player
challenges outside of combat will be dynamic. could have been aware of the challenge.
Once both players figure out what Prowess they will
Phase 1 - Declaration use, they determine who is higher, which decides who, if
In any challenge, a player needs to declare what their anybody, gets the Prowess Advantage.
intentions are, and will usually need to describe what
the desired outcome would be if the action is successful.
Shoving somebody out of the way or persuading them
example
not to attack are examples of declarations. Most physical Maggot reveals that he has a 3
actions require challenges. Most social actions should Dynamic Mind. Aamon reveals that she
be role-played to the best of each player’s ability rather has a 5 Reactive Mind. Aamon has the Prowess
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Phase 4 - If a Contest Fixed Challenges
One player rolls the die. On a 4 or better that player wins When a player wants to interact with the world around
and the other player loses. On a 3 or less, that player loses them, the player and Storyguide must discuss what the
and the other player wins. player is trying to accomplish. In these cases, the player will
Every Advantage gives a player +1 to the die roll (or perform a Fixed Challenge, which means the player will
counts against their opponent for a -1 if that player rolls be testing against a Difficulty set by the Storyguide. It is
the die). important to note that in Kingdom Come, the Difficulty
is not solely dependent on how difficult it would be to
It should be noted that if one player has a net 3 perform the action, but also how dramatically important
Advantages, there is no reason to roll. They automatically it could be to the story that the character succeed. Each
win the Test. Difficulty rank has a value associated to it; this Difficulty
is the rank against which the character compares their
example Dynamic Prowess:
>> Low (2) – When it really doesn’t matter much to the story
Aamon has two Advantages, but
or if the action is particularly easy - something an average
Maggot had the die out, so he rolls for
person could do.
the Challenge. He will apply a -2 to the roll.
>> Medium (5) – When it does matter to the story but won’t
He rolls a 6. Even with Aamon’s Advantages
harm the plot. An action with this Difficulty would be
applied against him that is a 4, which means he
quite challenging to an average person.
wins the challenge. >> High (8) – When it would dramatically alter the story
or would be considered all but impossible to an average
human.
Phase 4 - If Comparable >> Epic (15) - When something is considered all but
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Combat
In combat, players are attempting to simulate many nuances of battle: attacking, defending, scoring hits, minimizing
damage. All the while, the players will be trying to remember a great many rules. Because of this, some leeway should be
given to all players as combat is played out.
Combat can be exciting if handled properly and swiftly, and very dull and frustrating if handled poorly.
>> Combat can become very complex very quickly by having many Techniques involved at the same time. Therefore, if a player
forgets to use a Technique, the Storyguide should rule that the Technique didn’t come into play at all. In general, ‘retroaction’
(redoing the scene/challenges) is heavily discouraged, although the Storyguide may make an exception.
>> Combat can sometimes lead to a Fray, or mob combat. There are special rules for Fray combat.
Overview
>> Combat is a series of consecutive Dynamic Challenges, where the winner of the challenge determines who has effectively won
that round of combat and thus inflicted damage on their opponent.
>> A Dynamic Challenge means that both players are Active and will be using their Dynamic Prowess. In this case, the
Prowess that will be used is Warfare. Both players will be taking a Combat Action (P. 123 & 124).
>> Dramatic Maneuvers may be used to adjust or alter the outcome or damage of a round (P. 129). If it adjusts or alters the
Advantages, it must be declared before the Test. Otherwise, it may be declared before or after the Test.
>> The winner of the round will inflict their Base Damage (P. 126) on their opponent and has the option to Spend an Offensive
Maneuver (P. 126).
chapter vii: System
>> The loser of the round will have to record the damage they take. They will have the option to Spend a Defensive Maneuver (P.
126) to record less (or even no) wounds.
>> Players will likely want to use their Techniques. The Core Effect of Passive Techniques can be used in addition to one’s combat
action.
>> A player may use one (and only one) Potent Effect from a Passive Technique each round as a Free Action (P. 125). Even if the
player possesses several Passive Techniques, they may only choose one Potent Effect to use that round.
>> If the Potent Effect would adjust or alter Advantages, then it must be declared before the Test.
>> If the Potent Effect would adjust damage inflict or taken, it may be declared before or after the Test.
>> Some Talents can affect damage. Talents are consider Insignificant actions (P. 125) and thus may be used in addition to
Techniques and Maneuvers.
>> Fray combat is used for one against many or many against many (P. 132).
>> Instead of taking a Combat action, a player may choose to take a different action (P. 124). They are still considered an active
player, but they might not use their Warfare, depending on the action they take. They will be using a Dynamic Prowess as they
are still engaged in a Dynamic Challenge.
>> The most common situation is when a player wants to respond to a Combat Action with a Technique (P. 123 & 125).
>> When a character takes enough damage, represented by marking off their Mortal wound, they may be killed, even if such a fate
is unintentional (P. 130). It is possible to Burn a Drama point to avoid an unsatisfactory (lame) death (P. 212)
122
Rounds
In Kingdom Come, combat is handled in rounds (an abstract passage of time used to help control of the flow of
actions). If it becomes important, a round is approximately 20 seconds of time. In a given round, every character can
take 1 action (running, attacking, using a Technique, etc.).
Combat Actions
The Combat Action is the bread and butter of the combat system. Players generally just have to declare that they are
attacking somebody or are fighting and it can then be assumed that they are taking a Combat Action.
Prowesses
The Prowess that a player will use is based on their Action and their opponent’s action:
>> Combat Actions and Break actions- Warfare
>> Techniques – Dynamic Prowess governed by the Technique itself.
>> Unorthodox Action – Dynamic Prowess based on the type of Action they want to take.
Initiative
In KC, all players announce their actions simultaneously, then proceed to the challenges involved.
Should an instance arise where it is critical to know who acts first:
>> Compare Reactive Mind to see who goes first.
>> If a tie results, Compare Reactive Body.
>> If a tie results, roll a d6. 4+ you act first, otherwise your opponent does.
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Actions
By default, a player gets 1 Standard action in a round. >> Break – Should a player decide to try to leave a fight,
A Standard action is an attack, moving a distance rank, they must make a Break attempt. If they succeed, they
using most Techniques, etc. move one Distance Rank.
During combat, it is sometimes important to distinguish ++ A player who is not in a challenge and outside
between a combat action and all other actions. Players who combat may move 1 Distance rank without any
declare that they are punching, kicking, fighting, swinging Challenge, even if that would bring them into
their weapon and so forth can be presumed to be combat with an opponent.
taking a ‘Combat Action’. ++ You do not have to perform a Break against a
Disoriented opponent.
A Combat Action is a Standard >> Resisting Techniques - It will happen
Action. that a player will be struck with an
Slow
In addition to a Combat Action, unwanted Technique that will prevent or
a player can take one Free Action hinder them from combat. It is always
Techniques
and possibly several Insignificant possible to Resist Techniques; this takes the
Actions. player’s Standard Action.
A Free Action generally come from > > Unorthodox Action – Players
Techniques; Combat Techniques are are creative people and will come up with
the most common Free Actions that If used immediately prior ideas that make good sense, but which aren’t
will be taken. The only important limit easily handled within the rules. If something
to combat, the user of the
to understand here is that a player can doesn’t fit in with the other three options,
Technique may Spend a Drama
only take one Free Action per round, use the Unorthodox Action guidelines. An
Point to have timed it properly Unorthodox Action will not inflict damage
from any source.
to account for the time it takes (only the Standard Attack will do that).
Below is a list of the most common
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124
Speed Actions while Disoriented
Not every Action taken takes the same amount of time. If you are Disoriented, you cannot declare a challenge
While this is true in all cases, it only really matters during unless an obvious action is declared against you, at which
combat. It becomes important to know how much a player point you may to declare a challenge against each person
can ‘get away with’ in a round. who challenged you. While Disoriented, you can never
That being said, the goal of these rules are not to create declare an a challenge on somebody who did not take an
a rigid, inflexible structure. It is merely to try to prevent obvious action or challenge against you.
arguments on who can do what.
There are five types of Speed in KC.
>> Passive - A Passive speed is used for some Techniques which
are considered ‘always available’.
++It’s important to note that this refers to the Core
Effect of the Technique. All Potent Effects are Free.
Techniques in Combat
>> Insignificant - This speed is primarily used for Boons,
Inspirations, Maneuvers, Predominance and Sovereignty.
They do not take up any ‘significant’ portion of a
character’s Action in a round.
When a player uses a
>> Free - A player may perform one Free Action per round, but
it does not count as their action. It can be done in addition Technique during combat that
to their Standard Action. requires a Contest, they will
++All Potent Effects are Free Actions. compare the Dynamic Prowess
++A Free Action must occur before or after the Test. of their Technique against the
125
Damage
Inflict Damage Technique Maneuvers
When a combat action is successful, it will inflict 1 ‘base Combat-related Techniques follow a template. Essentially,
wound’. This is the default damage that is done. a combat-related Technique will give a character 2
There are two things that increase damage: Maneuvers (defined by the Technique).
>> Offensive Maneuvers - An Offensive Maneuver will These are treated exactly like Maneuvers gained
increase the damage by 1 wound. through skill, only a skill-based Offensive Maneuver
>> Technique Potent Effects - Potent Effects from combat might represent a twist of the blade whereas a Brimstone
Techniques can increase the base damage, allow a player Offensive Maneuver clearly represents burning damage.
to spend more than one Offensive Maneuver or just inflict
automatic wounds. Variable Maneuvers
There are two things that will decrease damage: A Hallowed weapon is special because it provides 1 or
>> Defensive Maneuvers - A Defensive Maneuver will more Variable Maneuvers. A Variable Maneuver can be
decrease the damage taken by 1 wound. used ‘on the fly’ as an Offensive or Defensive Maneuver.
>> Technique Potent Effects - Some Potent Effects will reduce It can be whatever is needed at that moment.
or eliminate entirely the damage taken from an attack.
Weapon Maneuver
Maneuvers Every weapon, from sword to baseball bat (including
As already mentioned, there are three types of Maneuvers one’s Hallowed weapon) comes with 1 ‘free’ Offensive
in KC. Maneuver. This Offensive Maneuver can only be used if
>> Offensive Maneuvers represent all sorts of dirty tricks and the weapon is being wielded, of course, and you can only
combat skill that allow a character to put the hurt on claim this from one weapon per combat.
another character. It Refreshes as per below.
chapter vii: System
Finally, there are Dramatic Maneuvers. These are tricks If the character successfully manages to rest, then they
that aid a fighter in other ways than just raw damage or gain all their Maneuvers back.
preventing damage. In addition, Combat Techniques also have a Potent
Dramatic Maneuvers can usually be declared before or Effect that allows a player to refresh either their Offensive
after the Test as desired; however, if their effect would or Defensive Maneuvers immediately.
affect the Test, it must be done prior to the die roll. Maneuvers that have been Exhausted will Refresh only
Once the die is rolled, players cannot ‘go back’ and adjust after 1 day.
Advantages.
126
Wounds
Damage in Kingdom Come is tracked by Wound Types By default, a character will mark Surface wounds levels
and Wound Levels. first, followed by Severe wound levels and finishing off
There are four types of wound levels in Kingdom with Mortal wound levels. However, some Techniques
Come: could force a player to take a Severe wound level even if
they have Surface wound levels left. Once this is done,
>> Superficial - A Superficial wound isn’t tracked on the
the character will be Severely wounded (and thus gain
character sheet. These are the scars of old wounds. They
the Lingering Disadvantaged State) but will still return to
are there just to look cool.
marking off their Surface wounds first, then Severe and
>> Surface – A Surface wound is a scratch, a broken nose or a
finally Mortal wounds (provided that another Technique
bruise; it hurts, but it’s nothing that would seriously hinder
Effect doesn’t force them to break the normal rules).
a character.
>> Severe – A Severe wound is when a character begins to
experience real pain. Gashes, minor broken or seriously
Lingering Wounds
bruised bones are some examples of Severe wounds. Some Techniques allow the infliction of Lingering
++While a character has one or more Severe wounds, Wounds.
they suffer the Lingering Disadvantaged State These wounds are Unpreventable, which means that
(P. 115). This lasts until the character heals their a player cannot spend Defensive Maneuvers to prevent
Severe wounds. them. Furthermore, they take twice as long to heal
>> Mortal – A Mortal wound is all that stands between a naturally and are more difficult to heal even through
character and defeat. Once taken, a character is finished. supernatural means (i.e., Recure)
A character may die or simply be knocked out (see P. 130).
When a character takes a wound, they cross off, or ‘lose’,
that wound level.
127
Healing
Beyond using Techniques, the body heals naturally. Supernatural Healing
Supernatural beings enjoy an accelerated healing rate. Recure is the Technique that governs supernatural
The time it takes to heal a wound is based on the wound healing, but the world of KC is vast and there are all sorts
type that is received. of potential ‘healing’ sources out there.
Even after a wound heals, superficial marks such as There is one rule of thumb with Supernatural Healing.
bruising, cuts, and scars can linger (generally at the whim A character can only be healed once per day from a
of the player; some players enjoy costuming, makeup, and Supernatural source.
special effects that may look like wounds).
The number of wounds that are healed are governed by
Once a Fallen returns from Purgatory, scars and maiming the Technique (or Storyguide).
are healed.
Lingering wounds take more even from Supernatural
Wound types all heal at the same time. This means that healing. In the case of Recure, it requires a Potent Effect
while a character is healing Severe wounds their Surface to be able to healing Lingering wounds.
wounds are also healing.
Natural Healing
Supernatural
Superficial As dramatically appropriate
Healing
Surface 1 Day 10 minutes
Severe 1 Week 1 Day
chapter vii: System
The above chart shows how fast humans and supernatural The most common form of
beings heal from their wounds. Supernatural Healing will be the
Lingering wounds take twice as long to heal and will be Recure Technique.
the last ones to heal. A character may only be healed
once per day from a supernatural
source.
example They may be healed multiple
Tarmiel gets into a rough fight wounds in that single act of
with a bunch of demons. He walks away
healing.
from it with all 4 of his Surface wounds and 3
of his Severe wounds taken.
128
Dramatic Maneuvers
During combat, as an Insignificant Speed action, you can Spend a Dramatic Maneuver to influence the round.
Unless the Dramatic Maneuver would alter the test itself (such as granting or shifting Advantages), then it can be Spent
before or after the test.
A Basic Dramatic Maneuver affects only one opponent. Fray Maneuvers generally affect all opponents or the fight
itself.
Basic Fray
These Maneuvers generally will aid you when dealing
These Dramatic Maneuvers will be applicable in most
with multiple opponents or when you want to gang up on
combat situations.
Clinch
a single target.
Assault
You lock weapons with your opponent before you drive
Instead of spending one Offensive or Defensive
your opponent to the ground.
Maneuver per opponent, one appropriate Maneuver will
An opponent cannot use Offensive or Defensive count towards all appropriate opponents.
Maneuvers against you this round (they may spend such
Therefore one spent Offensive Maneuver will contribute
Maneuvers against other foes).
129
Death
When a character takes their Mortal wound, they are in well, given the story and history of the characters
serious danger. When a character is Mortally wounded involved.
they are immediately Defeated. >> Possessing the Symptom: Hatred against the target can add
The opponent who caused the Defeat must choose +1 to the roll per Symptom.
whether or not they desire the person dead or helpless.
If they desire them dead, then the character dies (but
Fallen have two types of example
death).
“Death is on your heels, baby. And If they desire them
In a fight, Azuel inflicts a Mortal
with it.”
target was brought down thus does Kill Damion.
Buffy: Spike
to their Mortal wound and
they could die despite the He must now make a True Death roll. Again,
he must add 1 to his result. He rolls a 3(+1=4)
whim of their attacker.
and does not cause True Death. Damion dies
Mercy Roll the Hollow Death.
outright.
A character who is Irredeemable or the Hidden Anger Later, Damion attacks and defeats
Vice must take a +1 to the Mercy roll. Azuel. He wants to kill Azuel, thus there
is no need for a Mercy roll.
Remember, the Mercy Roll is not optional.
130
Suicide Banishment
Some Fallen figure that killing themselves is a better Angels and Devils use a Guise, which is a constructed
alternative to facing certain challenges. KC does not body that merely houses their spirit. When a Guise is
condone suicide in any way, but the setting must allow it. killed, the spirit of the Angel or Devil returns to Heaven
A character who does this deplorably self-centred act or Hell. The Guise rots away to nothing within a matter
must take a Voluntary Permanent Severe Trauma just for of hours and is governed by the same mind-washing effect
the attempt (P. 201). The player will gain the Self-Hatred as True Voice.
Symptom immediately. The character will also have to Killing angels and devils is not possible, but they can be
deal with the Forced Trauma inflicted by a Hollow Death Banished. This requires using a Hallow Potent Effect to
(P. 200). If they gain a Symptom from the Hollow Death, inflict a wound which leaves the target Mortally wounded
it will also be Self Hatred. or beyond. Thus you either need to inflict a Mortal wound
Then the character must roll a flat d6. On a 6 the Fallen normally but pass the Mercy roll, or anticipate that the
manage to actually kill themselves. Any other number wound inflicted by Hallow will be the killing blow. If this
results in a wound. Each roll requires 1 round. The is done with the correct ‘morality’ of Hallow, then there is
Storyguide is free to dismiss this roll if the player comes a chance that the angel or devil will be unable to return.
up with a method that would lead to certain death, such The character performs a Banishment roll. It is a flat
as leaping from a very tall building. d6 roll and on a 6+ the angel or devil is Banished. If
Should death occur, the character must perform a True anything else is rolled, the angel or devil’s guise dies and
Death roll. Note that Self-Hatred Symptom does come they return to Heaven or Hell but are not barred from
into play and thus, the player will have at least a +1 to the returning (although it will generally take about 3 days to
roll. return).
A few factors can alter the Banishment roll:
example
Cass makes the final blow against
an angel. She makes the required Mercy
roll and doesn’t kill it’s Guise (thankfully).
She then tries to Banish it. She has to Spend
a Rank of Hallow to inflict the wound and,
in that moment gets one shot to Banish. She
possesses 2 Ranks of Hallow and so she will
get a +2 to the roll.
131
Fray
Often times, there will be multiple characters attacking a
single character. While a character has only one action in example
a round, they may respond to actions taken against them,
with some restrictions. Casiel responds by using
Accordance on a demon. Accordance is
The solo character:
not a combat challenge, thus he must pick one
>> Must respond to the first three challenges. target on which to use it. This is his action
>> May respond to any further challenges past three. for the round. He must still respond to 3
++If there are more than 3 challenges against them, challenges and they are combat challenges,
they decide which challenges they respond to. so he must use his Warfare against them.
>> Must pick one of the group as the Primary Attacker. However, because his action was a non-combat
++Note that the Bonded Congregation Talent or action, he will not be able to cause the demons
any physical harm.
Leader of the Pack Dramatic Maneuver both
have the designation of the Primary Attacker (see
following page).
In other words, if a player is challenged by up to four
players, the solo player must respond to three of those
challenges but is free to respond to all four. Should they example
choose to respond only to the 3 required, they get to
The demon who uses Subjugation is
decide to which of those characters they will respond. Any in Close range with 4 other demon allies
other challenges simply do not happen. who are attacking.
132
Primary Attackers Maneuvers
During Fray combat, because there is so much going on, All characters who strike their opponent(s) may spend
the group can often get in each other’s way. For this reason, an Offensive Maneuver to inflict an additional wound.
to control how much action is happening, everybody in
All characters who are struck may spend a Defensive
the Fray is Impeded except for the Primary Attackers.
Maneuver, per hit taken, to reduce their wounds taken
Normally there are only two Primary Attackers: by one.
>> The solo combatant.
>> One member of the Fray, who is, by default, chosen by the
solo combatant.
All other attackers may take their actions and spend
example
Maneuvers, but are otherwise Impeded. Casiel successfully strikes 3
There is an exception to the solo combatants getting to demons and is hit by 1 demon.
Primary Attacker. They can do this in addition to prevent one of those wounds.
example
Casiel picks one of the fighting
demons as the Primary. Only that demon
can spend Potent Effects (likely from his
combat Technique).
133
Range
KC uses an abstract Range system to determine the Some characteristics will affect chases:
distance required to affect another character with an >> Hunter Talent - Allows a failed chaser to engage in a
action. Mind challenge to outthink their opponent and get in front
There are four Range ranks of which players should be of them.
aware: >> Runner Talent - Allows a character to have an Inspired
>> Close – Approximately 1-10 feet: Advantage in a Chase (unless their opponent doubles their
++Close combat and Body, Mind or Soul challenges Prowess).
can occur here. >> Slay Technique - Allows a character to move two Range
>> Medium – 11-40 feet: ranks when they win a challenge.
++Too far away for Body challenges. Mind or Soul >> Criminal Potent Effect - Allows a character to gain
challenges can occur here. Ranged combat could automatically a Range rank on any chaser who cannot
happen. counter with a rank of Criminal or Investigator.
>> Long – 41-100 feet (about a street block):
++Too far away for Mind or Soul challenges. Only
Ranged Weapons
ranged combat could happen. Ranged weapons present some problems for live games,
>> Extreme – This is anything further than a block. No in that they are very difficult to portray properly. The
challenges take place at this range. rules here are intended not to be realistic. KC is a game
about angels and not about raging gun battles. Ranged
Movement combat occurs when one or both sides of the combat have
In a single round, you can move one Range rank as your a weapon that can be used at range.
Action unless engaged in combat or otherwise prevented.
Ranged Warfare
Optionally, unless engaged in combat, you can move one
Players still use their Warfare for all combat challenges.
chapter vii: System
134
Ambush
An Ambush is when one character attempts to surprise
attack another. example
To have a successful Ambush, you must engage your
Tethriel tries to Ambush a devil.
opponent in a Comparable Mind challenge.
He has a 4 Dynamic Mind while the devil
>> The Acute Senses Talent (P. 98) provides an Inspiration has 4 Reactive Mind. Tethriel manages to get
when defending against an Ambush. his Ambush.
There are some restrictions to declaring an Ambush:
>> The target cannot already be engaged in combat. Normally, the devil has a 7 Warfare to defend
himself with, whileTethriel has a 5 Warfare.
>> The target cannot be obviously aware of your presence
The devil gains one Advantage.
(such as looking right at you).
If Tethriel is successful, he’ll inflict damage
A successful Ambush gives the following benefits for 1 on the devil, and is free to use an Offensive
round: Maneuver, while the devil cannot spend any
>> The victim is considered to have no action, is Impeded and Maneuvers to protect itself. If not, the devil
will evade the attack but will not inflict any
cannot use Maneuvers.
damage.
++The Combat Reflexes Talent (P. 99) allows a
character to spend Defensive Maneuvers.
>> The Ambusher is free to use Maneuvers and Techniques as
normal.
135
Weapons
Weapons Ranged Weapons
There can be three types of weapons in Kingdom There are two types of ranged weapons: Archaic (bows,
Come: crossbows, etc.) and Modern (firearms). Archaic ranged
weapons have one Offensive Maneuver, usable only at
Melee Weapons Medium or Long range. Firearms can use their Offensive
Maneuver at Close to Long range. Modern ranged
These types of weapons are usable only in hand-to-hand
weapons cannot be used by Fallen.
combat and are of particular interest to the Fallen, since
only melee weapons can be hallowed weapons. Remember that this Offensive Maneuver can be used
only once in a combat scene.
All weapons provide a single Offensive Maneuver to
their user. A character may only benefit from this default
Impromptu Weapons
Offensive Maneuver once per combat scene. Therefore,
switching weapons every round provides no benefits. An impromptu weapon is created by using an element of
the environment, both to surprise and injure an opponent.
Only melee weapons can be made into Hallowed Whether using a metal pipe, smashing an opponent’s
weapons and only Hallowed weapons can be Imbued (see head into a sink or kicking them through plate glass, the
Hallow) with additional Maneuvers. effect is the same.
If someone in history has used an item with reasonable >> An impromptu weapon gives a character one Offensive
success as a weapon, it should be possible for a Fallen to Maneuver, but also gives them a Disadvantage when using
select it as a hallowed weapon. The Storyguide has the it.
final say if something is terribly unusual or silly, and
therefore not applicable.
chapter vii: System
Thugs
Combat in KC is designed to be exciting and quick. And
where would some of the dramatic tension be, if heroes
and villains could not fight off hordes of lesser enemies? example
An NPC without a name or ‘speaking lines’ can be Casiel faces off against some
considered a thug for the purpose of damage. nameless demons. He has 5 Offensive
There are two differences in fighting with thugs: Maneuvers and 3 Variable Maneuvers. Each
time he wins against these ‘thugs’ and Spends
>> When a named character spends an Offensive Maneuver an Offensive Maneuver, he will inflict his base
against a thug, instead of inflicting one extra wound for damage (1 wound) and 5 extra wounds (1 for
that Maneuver, they get to inflict a number of wounds every Offensive Maneuver he knows) for 6
equal to their maximum Offensive Maneuvers. wounds total.
++Variable Maneuvers used as Offensive Maneuvers
count towards this. He has still only Spent 1 Offensive Maneuver
>> As non-named characters, they cannot Voluntarily take to do this. If he spent a Variable Maneuver as
Trauma. an Offensive he would, for at least 1 round,
possess 6 Offensive Maneuvers and thus his
Thug Characteristics: ‘thug’ damage would be 7 wounds.
Body: 3, Mind: 1, Soul: 2
Warfare: 3
Offensive Maneuvers: 3
Defensive Maneuvers: 1
Wounds: Surface: 2, Severe: 3, Mortal: 1
136
Order of Events
Actions - P124
Players with declare actions for that round.
Players typically choose between Combat Actions, Break, Technique Use, or Unorthodox Action.
Compare - P. 120
Players compare Prowesses (Warfare by default) and determine who has the Prowess Advantages, if either.
Complications - P. 120
Spend Inspirations for an Inspired Advantage, Drama Points for effects, spend Dramatic Maneuvers that could influence the
Test, Spend a Technique Rank if desired, etc.
This is a suggested guideline and need not be followed religiously. You do not have to follow this as a checklist.
If something is overlooked or skipped, just move on!
137
The Last Crusade
“Where the hell is the Murder!?” Sarim shouted as he narrowly ducked under the claws of a demon.
The only other member of his Choir left was Hadriel. He was too knee-deep in demons to offer a response.
“This isn’t going to end well.” Sarim growled as the demons surged forward. He kicked one hard in the midsection, parried the
claws and slashed with his sword at another one. But there were too many; Sarim felt the teeth of a third sink into his shoulder. If
he wasn’t whirling about so quickly, the demon might have had his throat.
Sarim is in a Fray with 3 demons (all are unnamed and thus Thugs).
As the solo fighter in a Fray, he chooses the Primary Attacker. It doesn’t make much difference in this
situation as the demons are functioning with the same ‘Characteristics’.
All are taking a Combat Action; thus the round proceeds swiftly. Sarim has a Warfare of 7, while the
demons have a Warfare of 5. He has the Prowess Advantage over each of them.
It is easier for the demon players to roll the dice, so they each roll a d6 and modify the results with a -1
(because of Sarim’s Prowess Advantage). The final results have two demons lose and one demon win.
Sarim spends two offensive Maneuvers, one against each of the demons against whom he won. He has 3
Offensive Maneuvers in total, so with his Base Damage (of 1) he will inflict 4 wounds against both of
them. In turn, they both spend a Defensive Maneuver to take only 3 wounds.
The demon who won was not the Primary Attacker, and thus will not be able to declare a Potent Effect.
Still, he spends an Offensive Maneuver and Sarim counters with a Defensive Maneuver. Sarim still takes a
wound from the Demon’s Base Damage.
chapter vii: System
Taking damage will possibly trigger Sarim’s Impartation. He checks to see if his Soul is Comparable to the
demon and it is. The demon is forced to Exhaust a Trait at this time and the round is now over.
Hadriel grunted as he took a hard punch to the ribs. He returned the attack in kind as he cut down a pair of demons, but, like a
hydra, for each one he cut down, two more were eager to take its place. One of them was fast, too fast for him to react to. Its foul
claw slashed across his throat. Pain nearly made him vomit, but he shook it off and willed the flesh to knit back before he lost too
much blood.
Hadriel has 5 demons on him. He is required only to respond to 3 of them but he wants to cut
them down fast, so he accepts all 5 challenges this round. He declares a Primary attacker.
Hadriel has the Prowess Advantage and spends an Inspiration to get a second Advantage. Only
the Primary attacker is not Impeded, so only he will be able to spend an Inspiration for an Inspired Advantage.
Therefore, Hadriel has +2 over 4 of the demons and a +1 over the Primary demon. The demon players roll.
Hadriel beats three of the four demons. The Primary and another managed to win their rolls. Against the demons
that he beats,Hadriel has 5 Offensive Maneuvers in total, but only 2 left for this fight. He spends them both (on
two of the three he won against). He will inflict 6 wounds on those two, but without any Offensive Maneuvers
for the third one, he will only inflict his Base Damage (1 wound).
The demons who won their Tests are both allowed to spend Offensive Maneuvers and, in answer, Hadriel spends
only 1 Defensive Maneuver. He could have spent another one, as he can spend 1 per opponent. However, instead,
he will Spend a rank of Endure not to take the damage from the second demon, thus ignoring the two wounds it
would have caused.
138
Sarim winces as he risks a glance at his Choirmate and sees the vicious blow. He know his comrade is tougher than any Fallen has
a right to be and hopes that he will be okay. Steeling his resolve, Sarim lashes out with a series of blocks and strikes; his dance of
death brings down two demons. The third one grabs a huge chair and tries to use the falling body to launch off and land on Sarim.
Sarim lets his Temperance flow out; he sees where the demon will land before it does and leaps out of the way. But the demon does
not mess around; the second it misses and lands, it discards the chair and springs again, inhumanly fast, slamming him hard to the
ground and knocking the wind out of him.
Sarim still must deal with his 3 demons. He picks a Severely wounded one as the Primary.
They’ve already established that he has the Prowess Advantage, so that step is skipped in their
future rounds. He spends an Inspiration, as does the Primary. Two of the demons are Severely wounded,
so they would gain a Disadvantage this round, but they Exhaust a Rank of True Voice to ignore it for the round.
The Primary demon uses a Smite Potent Effect to increase his Base damage to 2, but gives himself a Disadvantage in
the process.
He wins against two and loses against the Primary. He spends his last Offensive Maneuver on one of them which
results in another 4 wounds, which is more than enough to kill that one, even when a Defensive Manuever is spent.
He will inflict his Base Damage of 1 against the other Demon, who can spend a Defensive Maneuver to reduce that
to nothing.
The Primary used a Potent Effect that will increase his Base Damage to 2, so Sarim uses his own Harmony Potent
Effect that prevents him from suffering an enemy’s Potent Effect. Sarim is still struck with the demon’s regular
Base Damage (and any Maneuvers).
The Primary demon then declares the Clinch Dramatic Maneuver, which Sarim does not have. Because of this,
Sarim’s Impartation kicks in, and the demon has to Exhaust a Rank to counter it. Sarim would love to use one of
Impartation’s Potent Effects, but he has already spent 1 Potent Effect this round and cannot spend any more.
§
The devil sat, bemused by Raum’s challenge. His eyes flared a deep red as he offered a display of power.
“I cannot respect you or your duel. You messed with Creation and, while we have that small thing in common, you still stood
against us in the War. And although punished, you were still loyal lapdogs of the Creator; that is not a thing that we can forgive. So
if it is all the same to you, I think I will just be on my way.”
Raum was tired from all this. Tired just to get to this point. He felt his anger wash away and a calmness come to rest inside him.
His grip on his weapons slackened; he dimly was aware that the devil was starting to leave. But he just didn’t care. Let It leave. He
had done enough for the Civitas. It really didn’t matter. Nothing really mattered.
Then a thought: He was a Black Knight, and this was important. His duty. No, screw his duty, he was Wrath. Anger was his
weapon. Anger was his strength. And nobody screwed with Raum. No Kings of the Civitas, and certainly not a damned devil.
“Hey.” Raum scowled. “Didn’t take your kind for cowards. I guess that’s how we kicked your asses out of Heaven. Bitch.”
139
Raum confronts the devil, intent on attacking. But the devil has other plans and spends a
Drama point for a Speech, which provides him with a few minutes of time.
This in turn allows him to spend a 2nd Drama point to preempt Raum’s combat action with a Slow
Technique - in this case, Corruption.
The devil’s Dynamic Soul is higher than Raum’s Reactive Soul, so the devil has the Prowess Advantage. Raum
spends an Inspiration and so does the devil, effectively neutralizing each other’s Inspired Advantage. It should be
noted that Raum has an Inspired Advantage from being Blessed before this situation, but he already has an Inspired
Advantage (from his Inspiration) and therefore cannot use two at a time. Finally, the devil uses Nimbus to give
Itself a Transcendent Advantage. All told, the devil has 2 Advantages over Raum and thus a +2 to the roll, which
he makes with ease.
Raum intends to Resist, and so he must take a Severe Trauma. As the devil was taking this time to leave, Raum has
the luxury to resist.
“You will regret this, little man.” The devil snarls and draws its vicious sword.
“Not as much as you will.” A woman’s voice comes from behind, but it is too late. She leaps and digs her daggers into its back.
Raum charges, but eats the flat of the devil’s blade as it reaches behind, grabbing Micah and slamming her to the ground.
Micah has emerged from behind the devil in Inner Silence. She can only do so because neither
the devil nor Raum could sense her (Raum didn’t bother to try).
chapter vii: System
Micah and Raum are part of a Bonded Murder and, as such, they get to choose who the Primary
Attacker is, not the devil. They agree that it will be Micah this round.
The three fight. The devil has a better Warfare than Micah, but a Warfare equal to Raum’s. As such, the devil
gains the Prowess Advantage over her. The devil is Impeded for the round, due to falling for an Ambush.
Micah spends an Inspiration. Raum is not the Primary, and so he is Impeded and gains nothing from Spending his
Inspirations. Micah has no net Advantages over the Devil. The Devil has 1 Advantage over Raum.
Micah and Raum roll; Micah wins, while Raum fails. Micah uses a Potent Effect of Slay to cause the devil to
take1 Unpreventable wound at the end of the next round. She inflicts her base damage and spends her Offensive
Maneuver. The Devil spends a Defensive to avoid one of those wounds.
The devil strikes Raum for 3 wounds total, 2 because his base damage against Fallen is higher than normal and 1
from an Offensive Maneuver. Raum can only spend 1 Defensive Maneuver. He is Impeded, as he is not the Primary
Attacker, but chooses to spend his Dramatic Maneuver, Leader of the Pack, to become a Primary Attacker. As such,
he is immediately no longer Impeded. He does this so he can try to activate his Ravage. He compares his Dynamic
Soul with the devil’s Reactive and is not Comparable. Now that he is not Impeded he can spend an Inspiration to
become Comparable (it will do nothing retroactively to help him change losing the combat action.
With his Ravage, he can now spend a Potent Effect to take 1 less wound from his opponent and thus only takes 1
wound from the attack.
The devil has Ravage and declares his Soul Prowess; he is more than Comparable to both of them. The Core Effect
means that when he spends an Offensive Maneuver, he can apply it to Micah as well, so she takes a wound. She
prevents it with a Defensive Maneuver.
140
The door finally surrendered to Sarim and Hadriel’s onslaught.
They barged into a dim warehouse office, filled with an assortment of
once plush, now rotting furniture. The sour smell of decay assaulted
them.
In the middle of the room, there were three badly wounded fighters
circling each other.
“‘Bout time you losers showed up.” Raum didn’t even bother
looking back at them.
Sarim felt a hot surge of anger. “If you had stuck to the plan...!”
“We do not have time for this crap!” Micah yelled. For a moment,
Sarim was lost in his own little world. He had expected and wanted
some sort of reaction from Micah, not her bitter indifference. He had
hoped for her to acknowledge him at least. To give him a knowing
look.
The devil was slowly backing away. “If you little pretend angels need
some time to chat about this, I’ll just head on out and leave you all
alone.” It spoke with a mocking grin.
“No Effin’ way.” Micah readied herself to pounce.
Sarim and Hadriel marched up, swords at the ready. Sarim gave
a quick glare at Raum and a sideways glance to Micah. “This isn’t
over.”
Raum scoffed at him. “Any time, sissy.”
example
Sarim and Hadriel started this
round at Medium Range. Moving would
normally cost them their Standard Action,
but as this is important both Exhausted a
Trait to make their Move action a Free one,
allowing them to get into this action this
round.
141
chapter viii
Techniques
chapter viii: Techniques
142
“And it came to pass, when the angel of the Lord spake these words unto all the children of Israel, that the
people lifted up their voice, and wept.”
Judges: 2:4
Beings of a Celestial nature are gifted with amazing powers: Fallen, Nephilim, demons, devils, and angels all possess
Techniques. Once Fallen begin to recall their celestial nature, they realize they are capable of wondrous (and sometimes
miraculous) feats, which they call Techniques. With the exception of the word Techniques, all names used are out-of-
game terms. Fallen have not spent time giving needless names to their innate abilities. The names and ranks in this book
are given for ease of game-play, not so characters can discuss them in game.
Fallen can and often do recognize the effects of many Techniques. Almost all Fallen who have been around for a while
learn that Faithful Fallen, for example, can conjure fire, can bind a person to their word, and can make the Immoral feel
the weight of morality; these are simply some of the abilities of the Faithful, just as incredible strength and a capacity for
violence and anger are traits of the Wrathful.
Techniques follow a pattern, demonstrating universal aspects, such as when a Technique can be used, how long a
Technique lasts, and so forth.
Effects Manifestation
All Techniques have an Effect in the game. To keep The Manifestation of a Technique represents how
143
Resisting Speed
Many Techniques produce powerful, mind-altering effects Speed is the term used to describe how much of one’s
which force a character to act in a manner contrary to the Action it takes for the Technique to manifest.
their nature. However, it is possible to resist Techniques >> Passive - Does not take any part of one’s action to
in one of three ways: perform, and the Technique’s Core Effect is always
>> Voluntarily take a Severe Trauma in the Set that matches available.
the Technique (for Body Techniques, the victim may choose >> Insignificant - Does not take any part of one’s action
Mind or Soul). to perform, but must be declared. Maneuvers take
>> Exhaust a Rank of the same Technique that was used. Insignificant speed.
>> Spend a Rank of the Rebel Profession (however this only >> Free - This does not actually require much of player’s
lasts for 1 round/Rank). action to perform, therefore they can perform this in
In the first two cases, the Technique is fully Resisted. In addition to a Standard Speed Action. One Free Speed
the last case, the Technique is only temporarily Resisted Action can be taken before or after a Standard Action.
(the target gains full control for 1 round per Rank ++All Potent Effects are Free Actions.
Spending, but the Technique returns in full >> Standard - It takes a character’s action
after that moment of rebellion). to perform this Technique; however, they are
not so focused as to be unaware of their
A Technique may be Resisted at any
environment.
time (immediately or later).
>> Slow - This Technique takes an
Resisting has several effects: unspecified number of minutes as the
Potent Effects
>> Manifestation shifts one step towards This means that, if used during combat,
Blatant, for the Resisting character. it will not come into effect until after a
>> Except when using Rebel to Resist, the combat scene.
chapter viii: Techniques
character cannot be affected by that The Speed listed under each ++ If you were in the target’s presence
Technique for 1 scene. Technique defines how long it for at least 5 minutes before a combat
Unnamed characters (i.e. Thugs) cannot takes for the Core Effect to take
action is declared, you can Spend a Drama
take Trauma to resist Techniques. Point to preempt their combat action with
hold.
a Slow Technique. Your Slow Technique
However, all Potent Effects are will occur first, which may force them to
considered to have a Speed of change their action.
Free.
144
Duration Contradicting Techniques
There will be some situations where a character is affected
It is often important to know for how long a Technique’s by two (or more) Techniques. A player should attempt to
Effects last. do their best to engage all the Techniques by which they
>> Instant – takes effect immediately but does not last beyond are affected. However, in the case of extremely conflicting
the round. Techniques, the Technique that was most recently used is
>> Lasting - lasts a scene and may be increased (see below). the predominant one.
>> Lingering - the effects last for a pre-determined set time, or
some event will trigger its end.
Prowesses - Dynamic vs. Reactive Many Combat Techniques allow you to affect each
opponent who is in Close distance or in combat with you,
Generally, the player using the Technique is the active
thus they circumvent the single target restriction.
player and will be using their Dynamic Prowess. The target
of the Technique will use their Reactive.
There are a few times where two Techniques are directly
opposed to each other and, in these cases, both players
are taking an action; thus, both players use their Dynamic
Prowess.
145
Repeated Attempts Trauma
You may not use the same Standard or Slow Speed A common Potent Effect is to make a the target of
Technique on another character repeatedly, whether the Technique perform a Contested Trauma Challenge
successful or not. after the Technique has run its course. Essentially, the
After the successful use of a Technique on a target, you Technique can make a person ashamed that they had
must wait for until after the next scene before you attempt acted in the way that they did, but the exact details of why
to use the same Technique on the same target. can be left to the players.
If you fail a Technique challenge, you may not attempt In these cases, the Contested Trauma Challenge is a
to use the same Technique on the same target for at least Reactive Prowess that matches the Set of the Technique
three scenes (about 30 minutes). (so Mind Techniques will always inflict Psychological
Trauma if the Reactive Mind test fails).
Note The Difficulty is always Medium (5).
Passive Techniques, such as Combat Techniques, are not Some Techniques have terrible consequences that could
subject to the Repeated Attempts restriction. (and often should) be dealt with by a person’s normal
Morality. This is generally Voluntary Contested Trauma
or Voluntary Trauma, as determined by the player and
Storyguide.
Summary
To use non-Passive Techniques you must:
>> Engage a target in a Challenge.
chapter viii: Techniques
++A target may submit to a Challenge, meaning that they choose to let it affect them without resistance.
>> If the challenge is won, then the target is affected by the Core Effect of the Technique.
++Win or lose, you cannot use that Technique for 1 scene (unless it is a Passive Technique).
>> Once a target is affected by your Core Effect, you may apply 1 Potent Effect per round, provided you are not Impeded.
++Applying a Potent Effect requires that you Spend a Rank of that Technique.
++Unless otherwise restricted, you can apply the same Potent Effect over and over again.
++Potent Effects are always Fast, meaning that they do not even take your full action in a given round. However, keep in
mind that the Core Effect may be Slow, meaning that it will take a few minutes for the Core Effect to ‘settle in’ before
you can technically apply a Potent Effect.
++With a Slow Technique, you can still apply the Potent Effect at the time of winning the challenge. But that Potent
Effect will not ‘settle’ in until the Core Effect does as well.
146
Embodiment Body Mind Soul
Core Hallow (P. 148) True Voice (P. 151) Nimbus (P. 150)
Charity Sacrifice (P. 183) Bless (P. 157) Shepherd (P. 186)
Faith Brimstone (P. 159) Accordance (P. 153) Impel (P. 172)
Fortitude Valor (P. 192) Renitence (P. 182) Endure (P. 166)
Hope Recure (P. 181) Absolution (P. 152) Sanctuary (P. 184)
Justice Scourge (P. 185) Augur (P. 156) Judgment (P. 178)
Prudence Bliss (P. 158) Foretelling (P. 168) Confession (P. 160)
Avarice Appropriation (P. 155) Harrow (P. 170) Covet (P. 162)
Envy Slay (P. 187) Inner Silence (P. 175) Despoil (P. 163)
Gluttony Voracity (P. 193) Indulge (P. 173) Dispensation (P. 165)
Lust Perversion (P. 179) Invidious (P. 177) Enslave (P. 167)
Pride Vainglory (P. 191) Approbation (P. 154) Subjugation (P. 190)
Sloth Infestation (P. 174) Slumber (P. 188) Corruption (P. 161)
Wrath Smite (P. 189) Detestation (P. 164) Ravage (P. 180)
147
Core Hallow
Officer Hobbs just couldn’t add it up. The cuffs he had used on the
Challenge: Comparable
suspect were over a year old, but for them just to break like that, it
didn’t make sense. As he knelt by the door frame of his cruiser, his
Duration: Lingering
entire world began to make less sense. He accepted that handcuffs
could break, but he couldn’t figure out how the suspect had just
Speed: Standard
kicked open the door. As he inspected it, the lock mechanism looked
rusted and brittle. The boys down at HQ kept better shape of their
Manifestation: Subtle
toys than this.
Prowess: Body
Description:
Beings with Hallow can become Affections only by Supplication.
One of the Core Techniques, Hallow allows characters to perform a This is detailed in the Vices section on P. 110.
crucial action: the act of Sanctifying or Desecrating.
With objects and locations, only something with some amount of
Sanctification makes an object stronger, more durable, and/or meaning can become Affections.
removes impurities or repairs some damage - makes it the best it can be,
but does not change the nature of the object. A piece of wood couldn’t The character who creates the Affection is known as the Begetter.
be made to be stronger than steel, but it could be Sanctified to be the
strongest piece of wood of its type, hard to break, hard to burn, without
impurities or damage. Sanctification can be used to repair an object, Core Effect:
but depending on the damage, it might take a while. A shattered chair
would not suddenly spring back together, but the Fallen could take The character can create Affections.
each piece and match it up to where it broke off and use Sanctify to
chapter viii: Techniques
148
Hallowed Weapon Companion
Every Fallen finds a calling to a Hallowed weapon, which can be A Companion is a steadfast human who comes to accept their role
anything that the universe would consider a melee weapon (tools that (whether through choice, fear, love, hate, etc.). Fallen simply seem to
can be used to harm another aren’t always considered a ‘weapon’). find one human who ‘gets them’.
A Hallowed weapon gains 1 Variable Maneuver A Companion gains 1 additional Inspiration per
for every Rank of Hallow the character rank of their Begetter’s Hallow.
possesses. A character who does not have a Companion
A Hallowed weapon is an Affection that may be summoned to a Fallen must take a Permanent Trauma until such time as
at a moment’s notice. Provided no one is looking directly at the weapon
itself, or specifically attempting to prevent its use, it can be summoned. they take one.
When no longer needed, it will return to the Domus. All other Affections are ‘normal’. They merely have a link to the
A Hallowed weapon represents a part of the Fallen’s body. Begetter for the Begetter’s reasons. However, all Affections can be
Domus
tracked through the Symphony (P. 229).
All human Affections (Companion included) are considered
Disadvantaged when challenges occur between their Begetter and
themselves.
A Domus is a home and is a critical part of a Fallen’s existence.
When a Fallen dies the Hollow Death, their Domus is the only way for The bond between a human Affection (Companions included) can
them to find their way back from Purgatory. Without one, it could take last a lifetime. However, if the Begetter no longer desires the bond,
weeks or years, and the location where they arrive would be wrong. they can remove it immediately. If the Affection no longer desires it,
they must avoid any contact with the Begetter for 1 month per rank
A Fallen’s place of residence becomes their Domus. There is no
of Hallow.
‘fooling’ the universe. A Fallen cannot pick a place to be their Domus
and then try never to live there.
Fallen can share a Domus if they live together.
Potent Effect:
May 1 Being
Potent Effect:
May take 1 Lingering Trauma to perform the
opposite Morality of Hallow.
Note: There are whispers that the Remnant scoff at the limited power that
other Fallen display with Hallow. It is rumored that the Remnant can make
their Affections much more powerful than lesser Fallen.
149
Core Nimbus
“Just a sec,” Malachim said. Turning away from Jacob, his hand
Challenge: Comparable
burst into flame and a warm blue glow emanated from his eyes. The
Fallen took care to look around, not out of concern that someone
Duration: Instant
might see him, but to glance over the many people about. There
was a moment, just a second, where Jacob could see them begin to
Speed: Free
respond, but the halo within Malachim extinguished any thought
from their minds that there might be anything amiss.
Manifestation: Special
Jacob leaned in and lit his cigarette from Malachim’s hand.
Prowess: Soul “Nothing like using the power that ignited the sun to light your
effin’ cigarette.”
150
True Voice Core
He stared at her for a long time; she blushed under his scrutiny. He
listened to the music that surrounded her, a ripple of sound crashing
Challenge: Comparable
against the music with which the building resonated. Her song was
of indulgence, of chemicals in her veins and spinning wild nights.
Duration: Lingering
The distant lyrics also spoke of Heaven, of folly and regret.
Speed: Slow
“You’re one of us.” He smiled at her. “You’re a Fallen… sorry… a…
an angel who fell. And unless I miss my guess, I’m going to say that Manifestation: Inconspicuous
your Embodiment is Gluttony.”
Prowess: Mind
“I don’t understand what the hell you’re talking about.” She began
to sob.
151
Hope Absolution
“Hush little baby, don’t say a word.” Saraphael began to sing the
Challenge: Comparable
song she had heard so long ago. She brushed her fingertips lightly
against the temples of her sleeping friend. He had been through
Duration: Lasting
so much, so quickly. To see his home destroyed by the Infernal, to
discover his Affections murdered by demons: it had been too much.
Speed: Slow
He had been found weeping in a dirty alley and brought to her by
Charlotte of the Deistical. His mind had shut down, tuned the
Manifestation: Inconspicuous
world out. Saraphael could fix him, given enough time, but as she
spent time with him, her heart ached for what would happen when
Prowess: Mind
he recovered and remembered the damage inflicted upon him.
152
Accordance Faith
door” will force the target to open the being compelled to do so.
be affected by another Agreement. They can
door and they will not be able to close it. willingly break their previous Agreement, with However with a Blatant
all the risks that comes with this action. Manifestation, after that
scene is over, likely there
Potent Effect: If either character breaks the terms of
will be hell to pay.
the Agreement, they are Forced to take a
If (and only if) the target was
Psychological Lingering Wound. Furthermore,
issued a command that took one the Faithful character knows the moment that
action to perform, you can issue the target intends to break the terms.
another one-action command. This Effect has a Lingering Duration.
153
Pride Approbation
The Infernal sauntered over to him. “Maybe next time, I can offer
Challenge: Contest
you a word of advice. You’d do a lot better to listen to me than try
to ignore me. Go get him, tiger.” The Infernal’s voice was dripping
Duration: Lasting
with disdain.
Speed: Slow “I can handle this fight by myself.” Arabriel spat at the Infernal’s
feet. “I don’t need your help.”
Manifestation: Subtle
The Infernal grinned from ear to ear. “Of course you don’t.”
Prowess: Mind As the duel was coming to an end, Arabriel couldn’t comprehend
how he was losing so badly. He was superior in every way to this
weakling, and yet, he just couldn’t connect with a solid blow.
Confidence grants the target 1 must take a Trauma Test at Low Knight. He Spends a Rank
temporary Inspiration to be used (2) Difficulty. to give her a 2nd temporary
within the scene. The Inspirations used do not have to be the Inspiration.
Overconfidence forces a temporary ones gained from Approbation.
The Symptom gained, if any, will always be Because she is being sent out
Disadvantage to be applied
to do battle, Dracon spends
Dependent State.
against them, for one round, a Drama point to extend
during the scene. Potent Effect: the duration to Lingering,
Note that you must choose when to trigger defining that this will last
the Disadvantaged action. The target does not understand until her fight with the
humility and feels that they are demons.
An ally who wants the benefits of
Approbation may Submit to this challenge; the simply the best.
however, nothing actually prevents you It cannot occur to the character that there is Also, he spends another
from not instilling overconfidence in them. any threat they cannot overcome. Rank to ensure that if she
Furthermore, unless it becomes Blatant, the does use any Inspirations,
Manifestation hides the truth of the matter to Furthermore, they refuse to work with
she’ll have to make a
the target. anybody else. They cannot acknowledge
needing anyone else. Trauma test. Despite being
on the same side, he’s still
Potent Effect: This can result in the target taking very
evil.
dangerous actions.
The target gains one more
temporary Inspiration or a 2nd
round suffering a Disadvantage.
154
Appropriation Avarice
“H-how did you find me?” She realized at that moment, had she
wanted to run, she had very few options.
Challenge: See Below
“Oh, precious girl.” He smiled. “Do you not remember me taking Duration: Lingering
an interest in that little brooch of yours?”
Speed: Slow
Deliah’s necklace almost came alive as memory flooded back to her.
At the Gathering, he had handled it. She hadn’t wanted him to do Manifestation: Inconspicuous
that, to be so close, but to be polite she had allowed it. “What… did
you do to it?” She tore the brooch away from her neck and examined Prowess: Body
it. It had a small crack, but nothing more. She threw it away into
the trash. “What did you do to it?”
155
Justice Augur
He cried out as his eyes flashed open, sick with nausea as the
Challenge: Contest
world of color and sound struck him. The hazy images to which
he had attuned himself danced across his vision. Shadowy images,
Duration: Instant
distorted people, hazy weapons and overwhelming emotions. The
world in black and white… except the blood. The blood was always
Speed: Slow
in color. His companion was waiting, but he could see her patience
was wearing thin. “It was Belial… he was here… he… hurt those
Manifestation: Subtle
children…” He began to weep.
Prowess: Mind “Love.” She knelt down beside him and began to wipe away the
tears. “It’s okay. That was in the past.”
156
Bless Charity
“It doesn’t really matter, sweetie.” With that she kissed him on
the forehead, stood up and began to walk away. “Time to get up,
hero.”
157
Prudence Bliss
“Aren’t cha scared?” The man with the knife approached her. “Or
Challenge: Contest
you too stupid to be scared? Maybe you took a karate course at the
Y and think you’re all that.”
Duration: Lasting
She smiled at him, a disconcerting smile given the gravity of the
Speed: Slow situation. He reached her and put the knife to her throat. She
pressed a hand to his chest but not with enough pressure to hold
Manifestation: Subtle him back.
Prowess: Body He reeled back as his head flooded. He was a young man again and
he was in love with Amanda. They dated but she just used him to
make another boy jealous. He remembered the attack, forcing her
to the ground. Why didn’t she love him like he loved her?!? It wasn’t
fair! His mind snapped back to the present; he began to weep.
love.
158
Brimstone Faith
Magnus coughed out blood. “I agree.” He raised his arm and felt Manifestation: Blatant
the fire inside him, letting it free, unleashing it. Palm up, fingers
pointed towards his enemy, the air between them was filled Prowess: Warfare
with burning ozone. There was a blinding light and a deafening
crack, and both men cried out, but it was Purgial who dropped,
smouldering and lifeless.
You may protect one other person by holding it has taken so far).
them close or carrying them, but movement is Potent Effect:
greatly hindered in this fashion (Treat it like You infuse your attack with fire or lightning,
the Lame Vice (P. 108). causing your foe to reel away or suffer brutal
You can boost or quell natural existing damage.
fire, lightning, lava, smoke, etc. This cannot After winning a round of
normally be used as an ‘attack’, but will have
various game effects. combat, one chosen opponent
must Exhaust up to two Traits
or take 1 wound per Trait they
fail to Exhaust.
159
Prudence Confession
“It would help,” she smiled, “if you would tell me the truth.”
Challenge: Comparable/Contest
He gave her a weak smile that faded. “It’s… just… really hard to
Duration: Lingering talk about it.”
She smiled and sat across the table from him. She had to lower
Manifestation: Inconspicuous her face so that he could see her eyes, but eventually he caught on
and stared deeply into hers. Something at that moment changed. It
Prowess: Soul was as if her smile made the chilly, dank room warm, comfortable,
and inviting. He found himself relaxing, and an earnest smile crept
across his face.
“Okay. So the whole thing started like this.” he began, opening the
floodgates of this recent tragedy.
may perform an
at ease. you can force the target to be
act of grace to your satisfaction
unable to lie about a specific
Core Effect: (or the Storyguide’s). question.
A character refuse to enact Penance, but they
You can get a target to speak must Voluntarily take an Emotional Trauma
This does not force the target to tell the
truth. They may evade the question or simply
about a painful event (whether to do so.
refuse to answer.
or not it caused a Traumatic A Moral character who successful performs
wound). Penance, provide it is approved by you and
If the event did cause a Traumatic wound,
the Storyguide, will heal a Trauma. If the
Penance was questionable to the Storyguide
example
the target can eventually not only recognize or the Prudent character, then the target Sky has been
that they have a Traumatic wound, but realize gains a Medium (5) Healing Test to remove a offered Penance
the nature of it. If the Trauma was caused by a Trauma.
Subtle Technique, this is one way to recognize through Confession.
it. An Immoral character gains no benefit out During the game, she
of the act of Grace. Since they are Moral at performs an Act of Grace
A target may Submit to the Confession if the time, they will not incur a Trauma test by forgiving an Infernal
they are willing. An unwilling target can be for it; however, they must Voluntarily take an
forced to confess with a Test. publicly. It is a touching
Emotional Trauma should they ever attempt
scene, for which she gains a
After undergoing Confession, a target is to go back and in any way unravel it or harm
immune to this Technique until the next the people affected by it. Healing Test.
month of play.
Note that it takes 1 full scene for Confession Potent Effect:
to work. It takes time, after all, to speak about
these things. While under the above Potent
Effect, the target cannot have a
Symptom become Active.
160
Corruption Sloth
161
Avarice Covet
“Excuse me, but what the hell are you doing here?” The man was
Challenge: Contest
frightened and shocked at seeing a stranger in his home. He put a
hand to guide his wife behind him. He thought, at first, that the
Duration: Lasting
stranger was ignoring them, looking around at the decor.
Speed: Slow “I really like your place. It’s quite beautiful.” the stranger
answered.
Manifestation: Subtle
“Look... take anything you want... just don’t hurt us.” The
Prowess: Soul homeowner began to back away.
“See,” the strange man finally looked at the couple. “I really want
your place. And you’re gonna go and call the cops. So I’m afraid
that hurting you... well it’s just an extra bonus for me.”
162
Despoil Envy
“What are you trying to say?” Sarim growled at Nithiel from the
other side of the bar.
Challenge: Contest
163
Wrath Detestation
Talos began to walk away. From over his shoulder, he heard
Challenge: Contest
Desdemona call him a coward. Despite his Choir’s protests, he
turned around and charged up to her. “You bitch!” He shoved her
Duration: Lasting
hard. “You think you can hurt innocent people and get away with
it!” His Choir began to try to pull him back. He was stronger than
Speed: Standard
they were.
Manifestation: Blatant “Do tell, hero.” She grinned at him. “I guess if you were better at
being a good guy, I wouldn’t get away with hurting all those talking
Prowess: Mind monkeys.”
Talos shrugged off his Choir-mates and let a clumsy punch fly. It
was quick, but in his anger he failed to see that Desdemona had
already taken a subtle step back. His blow went wide, leaving him
exposed, and she would make him pay for that.
Description: Potent Effect: named person and not you; however, they are
still not compelled to act on that anger.
chapter viii: Techniques
Detestation gives the Wrathful Fallen the During combat, the target
power to cause others to hate them. While
most people rarely seek to be hated, it serves gives into their anger and
the Wrathful well. Hatred is a powerful makes a vital mistake.They are
emotion and the Wrathful gain strength from Disadvantaged for 1 action. example
it. When they make others hate them, they
win. This Potent Effect only works if the target Raum and Sarim
takes a Combat Action. meet in an alley and
164
Dispensation Gluttony
Kyle stood over the body of the ganger, breathing heavily. “N-no
more hurting people in my neighborhood.”
Challenge: Contest
The stranger leaned against the wall and shrugged. “That’s really Duration: Lasting
not going to help, is it? Beating him up will only make him mad.
He’ll come back with friends.” Speed: Slow
“Well, what other options do I have?” Kyle read something in the Manifestation: Subtle
glint of the stranger’s eye. “What? Kill him? Screw you! I ain’t no
murderer.” Prowess: Soul
“Kyle…” the stranger said. “You’ve beaten this man within an inch
of his life. What would be so hard in finishing what you started?
Show the gangs of this neighborhood that they won’t find any
purchase here. Show the world just how tough you can be, if you
have to.”
165
Fortitude Endure
Samiel gave a battlecry as he swung his blade around in a feint.
Challenge: Comparable Arcturus took the bait and raised his sword in defense. Samiel
connected swords for a second, but there was no force behind
Duration: Instant his blow. He was already spinning the opposite way, swinging
his blade under Arcturus’ guard, ramming it home through his
Speed: Passive enemy’s stomach. Arcturus gasped and both men came to a halt, as
indication that this fight had come to an end.
Manifestation: Blatant
Samiel sneered. “Sorry, old ‘friend’. Guess you lose her to me.”
Prowess: Soul A backhand sent Samiel reeling away, crashing to the ground. He
looked up in shock to watch as Arcturus pulled the sword from his
own stomach, stood upright and tossed it away. It should have been
a killing blow.
Recorded but the Defeated of a successful Combat Action Later he takes his Mortal
State is Canceled. against you. Thus, if you are wound. He rolls a 4 on his
This includes all the effects of the Defeated caused 1 or more wounds from Endure challenge. Seeing as
state. Opponents are not offered the chance a blow from a single opponent, this fails, he uses another
to declare they’re killing you, and need not you may simply ignore it.
Potent Effect to use the 4
make a Mercy) Roll otherwise. Thus a True as a success.
Death roll cannot arise - until you are Mortally Remember, you can only spend a single
wounded again. Potent Effect from a Technique in a round,
so you cannot ignore multiple attackers. You Again, he is struck and he
You cannot take more than 1 Mortal wound could ignore the damage over several rounds rolls a 1. He is defeated but
in a round (so if you end up receiving multiple from a single attacker. the angel does not intend
wounds in a round, any one of which would to kill him for some reason
bring you to your Mortal wound, ignore all
Potent Effect: (and passes the Mercy roll).
further wounds for that round).
Every time you are dealt one or more physical Once defeated by a Mortal Casiel refuses to go gently
wounds thereafter, you must roll again. On a wound, provided you are not into the night. Therefore,
5 or better, you Cancel the Defeated State.
Any other result means that you are finally killed, youCancel the Defeated he Spends his third Potent
166
Enslave Lust
“That’s the third dove you’ve sent,” Thomas said. “This week.”
Challenge: Contest
Araiel smiled. “Oh? I wasn’t counting.” She rested her elbows on
the stone ledge of the building, eyes cast off into the sunset. She Duration: Lasting
thought of Remiel’s wonderful grin; it made her blush.
Speed: Slow
“Four doves last week,” Thomas murmured.
“So?” Araiel looked back at him annoyed. “Remiel is a wonderful Manifestation: Subtle
man.”
Prowess: Soul
“Excuse me!?” Thomas almost choked. “No, he isn’t! Or don’t you
remember what that monster has put us through this past year?!”
The target will not take any action against Potent Effect: from a trusted friend, he is
their nature, and they don’t forget their compelled to follow it.
The target will answer one
existing friends.
question as if you were one of
Had Remy suggested to
their most trusted friends. Casiel that he betray the
Civitas, such a suggestion
Potent Effect: could be dismissed, as it is
not in Casiel’s nature.
The target must make a
Trauma Test with a Medium (5)
Difficulty.
The Symptom, if any, is always Dependent
State (P. 206).
167
Prudence Foretelling
She looked at him and frowned. “You’ll… need this. More than I
Challenge: Contest
do.” She reached her hand out towards him, slowly, unthreatening.
He was confused, but didn’t protest.
Duration: Instant/Lingering
Then, his world exploded. There were monsters and swords, and
Speed: Slow disturbing images in the background that were better left there. A
baby’s cries could be heard.
Manifestation: Inconspicuous
“Stop it!” He pulled away from her hand. “I can’t even make sense
Prowess: Mind of what you’re showing me!” His world returned from liquid to
solid.
She lowered her head and clasped her hands together. She seemed
altogether very sad. Her voice was quiet, “You will. When the time
is right.”
Description: look, the more obscure events will be. At may penalize them with a Disadvantage for 1
some point, it is merely emotion that can be round of your choice.
It is said that, like a person, the Symphony
discerned.
dreams. But when the Symphony dreams, it
sees all the possible futures of all things in All Prudent know that the future is not set. Potent Effect:
Creation. Events can be changed. Foretelling only sees You can pluck flashes of information from
the most possible outcome. your immediate future to aid others.
With Foretelling, a Prudent character can
view the most likely event that will come to The information given by the Storyguide is
pass about a given subject. entirely story-driven; however, it must not be You gain a temporary
chapter viii: Techniques
168
Harmony Temperance
Araqael swore under her breath. She had attacked Kassidye with
her best moves, but she could barely land a serious hit. One moment
Challenge: Combat
when Kassidye appeared off-balance, Araqael tried to punish her,
but the attack was casually side-stepped. Another moment, Araqael
Duration: Instant
thought she had her opponent and went in for the killing blow, but
Kassidye deflected the blow like it wasn’t even there. The pain in
Speed: Passive
Araqael’s ribs flared up when a sudden blow got past her defenses.
The first time Kassidye had struck her, it was entirely unexpected.
Manifestation: Inconspicuous
Araqael had blocked the sword that was coming at her, but hadn’t
seen that Kassidye was using the momentum of the blade as a feint.
Prowess: Warfare
The real attack was a knee to the ribs.
Araqael backed off. “Break.” She said. Kassidye smiled and grabbed
a nearby bottled water.
“You just need to learn how to blend with your foe.” She grinned.
“And then… make them your bitch.”
169
Avarice Harrow
“We can do this two ways. Easy. Or very easy.” The suit grinned as
Challenge: Contest
he scrutinized his meticulous fingernails.
Duration: Lingering The man took a long drag of his cigarette. “I’m telling ya,” smoke
billowing out with every word, “I don’t know nothing.”
Speed: Slow
The suit leaned forward and locked eyes with his prey. A grin
Manifestation: Subtle flickered across his face. “First, please don’t use double negatives.
You may be a thug but diction should not be ignored. And second,
Prowess: Mind that is a lovely cottage to which you took the girl; however, I would
have gone with pale blues, rather than the dull brown you painted
it.”
forget the person they love. You could, Church burning down.
with the target, you can slip into
however, make them forget their lover’s name.
their mind and sense whether They would still recognize their lover, of He uses Harrow on her and
they are being deceptive in their course, but they couldn’t recall their lover’s when she tells him that she
conversation. name for the life of them. had nothing to do with it,
This includes any deception, evasion or The target may force themselves to remember Tamara’s player must inform
outright lie. This does not reveal the details of the stolen information, but Harrow tricks the him that he senses deception
the deception, just that they are doing so. mind into thinking that the knowledge has from her.
been lost to them as a means of protection. The
target must Voluntarily take a Psychological
Potent Effect: wound to ‘remember’ a locked thought. He uses the Potent Effect
to get the truth from her
You can pluck the truthful
mind (which is that she did
answer from the mind of a
Potent Effect:
do it).
target. You can change the way in
This must have been brought up in which the target recalls your
conversation, and the target must have given personal involvement in, or
some form of answer (a refusal to answer, even
with, the memory you just read.
a verbal one, prevents you from using this
Effect). You must first have ‘plucked’ an answer
from the target’s mind using the initial Potent
Effect above.
You could edit yourself out of or into a
170
Impartation Temperance
His fist lashed out at his enemy’s face. The punch lasted less than a
second from beginning to end. The strike connected well, knocking
Challenge: Comparable
his opponent back, sending a spurt of blood from a lip that cracked
open.
Duration: Instant
At first, he thought that he must have broken a knuckle or broken Speed: Passive
a tooth off with his hand, because it hurt so much after that
punch that he had to step back, giving his opponent a moment to Manifestation: Blatant
recover while he checked out his fist. He winced as an ugly black
bruise appeared, covering the knuckles that had connected with his Prowess: Soul
enemy’s jaw. He swore under his breath and grimaced as he balled
up his hand into a fist once more. He might still be able to win this,
but it was going to hurt a whole lot.
171
Faith Impel
“What’s wrong?” the handsome young man asked.
Challenge: Comparable
The older man hissed pain through his teeth. “L-leg. I think it’s
Duration: Lasting broken.”
“No. I can’t let them see me like this. I’ve got to be strong. No
Manifestation: Inconspicuous weakness. If they see me like this...”
Prowess: Soul “I understand completely,” the handsome man smiled. “I can still
help you. Because I believe in you.”
The older man looked confused for a moment, but then felt the
doubt flee and the pain dull. He stood up; he knew his leg was
still bad, but it wouldn’t bother him and it wouldn’t get worse for
walking on it.
The old man smiled, swore under his breathe and exited the ally. He
proceeded to walk past the local gang, all of whom had incredulous
looks on their faces. They wouldn’t mess with the old man anytime
soon.
172
Indulge Gluttony
He stood and felt the jitter of anticipation come over him. The Manifestation: Blatant
word ‘unstoppable’ echoed in his head. He raced out the door to the
walkway. The hunters were below, armed with guns and badges. Prowess: Mind
He leapt. One saw him and shot. The bullet hit clean but he didn’t
feel a thing. They couldn’t stop him.
He landed between two of them. He cried out for battle, and they
panicked and fired wild. He would kill them all. Each and every
one of them. Even in the hail of gunfire, his knife wouldn’t stop
slicing them open. He was unstoppable.
Description: choice) to come under this Core Effect. You Potent Effect:
can normally only have one person under the
Indulge allows Gluttonous Fallen to use an Provided the benefit is used,
Effect of Indulge at a time.
‘indulgence’ to allow themselves or another to
take remarkable punishment. This requires you can give the target a
173
Sloth Infestation
“If cleanliness is next to Godliness… but God has no power… then
Challenge: Contest
imagine what the opposite would be.” The man spoke the words,
lifting the bucket up over him. “Give me your power,” he said to the
Duration: Lasting
master and poured the blood of his victims all over him.
Speed: Slow The master pressed his palm upon him and said, “Time to hunt.”
Manifestation: Subtle The man crashed through the glass without effort and landed on
a car in the street below. The street was crowded, nightlife in full
Prowess: Body swing. Gasps and cries rang out as the blood-soaked apostle stood
up, scanning the crowd for tonight’s victim. He found her, such
sweet pale skin, black clothes and makeup. “And the Lord said,” he
spoke and pointed to her. “Eat of my flesh.”
Slothful often love to quote the classic At your discretion, the target gains a
Transcendent Advantage for a challenge of
For one round, you may remove
saying: cleanliness is next to Godliness. Thus
lies the interpretation that to be filthy is to be their choice, but again this action becomes the Inspired Advantage or the
as far away from the Creator as possible. extremely Blatant (as they vomit flies, or Disadvantage from the target,
Desecrate the area that surrounds them, etc.).
Sloth can create a breeding pit of disease and allowing the fever to ravage
yet show that it does not always have to be as them or the fervor to drive
debilitating as some might think. Potent Effect:
them.
You can affect an additional
Core Effect: Target. Secular Effect
You fill a target full of filth, disease and rot
and yet they somehow come out stronger for A character who is under the effects of
it.
Potent Effect: Infestation can take a Cry Havoc action with
an additional result. Provided the target is
The filth that ravages their
Your target can declare that
immoral, they can treat it as a successful
one of their successful combat Rehabilitation action, allowing them to have
system causes them to possess
actions will cause their opponent a Healing Test (P. 228).
an Inspired Advantage and the
Disadvantaged State for the
to Exhaust a trait.
The disease that your target is exhibiting can
duration (which means that the
afflict their enemies in combat, if you so allow
target cannot gain either of it.
those again). You may set this up in advance but only one
The target and their actions become Blatant, for each target.
as they leave behind bits of filth and disease. This is in addition to any other effect or
This extends to their Techniques, which
damage that might happen.
in turn become Blatant when used under
the influence of Infestation. Their Hallow
174
Inner Silence Envy
Alone, she closed her eyes and grew very quiet, shutting herself off
from the Symphony. It felt like she was going silent deep inside
Challenge: Contest
herself. When she opened her eyes, she could see her mirrored
reflection in the floor as if it were a silvery pool.
Duration: Lasting
The mob burst into the room and fanned out, but the disappointment Speed: Slow
in their eyes was apparent. Blunted voices were raised, but it was
too difficult to make out what anyone was saying; words became Manifestation: Inconspicuous
swallowed by the utter silence. She walked past them; they were
shadows to her, she was shadow to them. She waited at the doorway Prowess: Mind
for one large shadow to move aside before she left them to continue
their ineffectual search.
175
Temperance Inquisition
The ground raced under him. Satellite dishes and abandoned
Challenge: Contest
antennae flew past. He leapt from one building to another, crushing
tiles underfoot when he landed. He paused and sniffed the air. His
Duration: Lingering
senses stronger than ever, he heard a baby cry and caught the scent
of a woman - a mother. She was in tears, calling out for her baby.
Speed: Slow
He stood and listened to what the music told him. The music had
brought him here, and in it, he heard the baby and its mother. And
Manifestation: Inconspicuous
his prey. His prey had been here. The music told him. His prey was
close now. It wouldn’t be long.
Prowess: Mind
He began to run again, letting the music lead him in this dance.
Description: still feel that they are Divine and are merely
paying the Deistical lip-service so that they are
Through Inquisition, Temperate Fallen
learn specific things about others via the
not Bygone, for example. example
Symphony. Rusial leaves a
Potent Effect: Census prematurely and
Core Effect: You can use your knowledge of people find out about his
You can assess a person’s song in the a target to hunt them down. involvement in a kidnapping.
Symphony more carefully.
This is best performed in the downtime, but
chapter viii: Techniques
176
Invidious Lust
Annoyed, he darted away and turned to look at her. “What are you Duration: Lasting
talking about?”
Speed: Slow
She nodded towards Lilyanna and the Black Rook speaking quietly.
He didn’t like it, but he knew that Lilyanna was a caregiver, and Manifestation: Subtle
that the Black Rook was borderline psychotic, but he had recognized
his predicament and asked her for help. She couldn’t refuse. Prowess: Mind
“A cute little couple, aren’t they?” ruby-red-lipped Daeva said.
“They could be whispering anything to each other, couldn’t they?”
“Shut up, will ya.” he said, but immediately felt his anger rise as he
watched Lilyanna touch the Rook’s hand in a gesture that seemed
all-too intimate. Part of him realized that he could be reading too
much into that simple touch, but his mind wandered to all the
times she had left to meet the Rook, and what might really be
happening.
177
Justice Judgment
The devil threw him up against the brick wall; both began to
Challenge: Contest
collapse. He dropped down, a crumpled form, spitting out blood on
his nice leather jacket. He had liked that jacket a whole lot.
Duration: Lasting
The devil knelt down, seeing the fight leave his opponent. “Last
Speed: Standard requests?” It raised a taloned hand.
Manifestation: Blatant “Sure.” He fished out a cigarette from his pocket. “ “Just wondering…
Do You Repent?”
Prowess: Soul The devil snarled and talons began to descend, but not before he
touched the beast, palm pressed against its forehead. The deathblow
didn’t come. Instead, the creature reeled back and began to
scream.
178
Perversion Lust
When the fight started, she remembered one of the demons putting
its hand on her shoulder and saying something to her. She had
Challenge: Comparable
pulled its hand away and kicked it hard. It had stumbled back,
and stayed back.
Duration: Lasting
She was sweating and her breath was hot and heavy; if she could Speed: Free
blush she would have, but it wasn’t because of the fighting. Her
knees were weak and they buckled as a demon punched her, leaving Manifestation: Blatant
a delicious pain in her cheek. She collapsed to the floor and smiled,
not even bothering to block a kick to her ribs. Later, she would be Prowess: Body
mortified to admit how pleasurable the pain was, but for now, she
leapt back up to try to finish this fight.
179
Wrath Ravage
The angel stood, lean and tall, a statuesque figure with a lithe
Challenge: Comparable
frame. “Kael, harlot of the Grigori. Tonight, I have come for you.
May the Creator grant you the mercy I cannot.”
Duration: Instant
She grinned and laughed. “Hey, when I send you back to Heaven
Speed: Passive in a body bag, tell the Creator he can lick my…”
Manifestation: Blatant The angel’s sword was unleashed, but she had already prepared
herself for it. She buried the part of her brain that told her she
Prowess: Soul couldn’t win this fight. She unlocked all of her hatred and spite,
and forgot what fear was.
Kael leapt at the angel, just over its sword arc, and slammed into
it, plunging her dagger into its chest. Its powerful hand gripped her
head and began to pull her away, but not before she rapidly stabbed,
her dagger thick with its crimson blood. It threw her into a wall. She
just stood and giggled.
180
Recure Hope
“I’m glad…” she said wearily, “you agree.” The devil was holding
her up by her hair and she reached up to lay a firm grip on its arm.
The devil howled in pain as the wounds on Bella melded into it.
181
Fortitude Renitence
Jacob was on his knees, struggling against an unseen enemy. Beside
Challenge: Comparable
him a monster, and before him a young boy.
Duration: Instant The man leaned down. “Mmmmm,” he cooed in Jacob’s ear.
“Doesn’t that boy just look… tasty.”
Speed: Passive
Jacob wanted to vomit as his thoughts betrayed him; horrifying
Manifestation: Inconspicuous images flashed in his head. For the longest second of his life, he
thought he was going to give in. Then the music came. It washed
Prowess: Mind away the pain, washed away the images and returned to him his
resolve. Jacob slammed his elbow home into the monster’s groin.
The boy looked on in horror, but there was some hope in his big
brown eyes. As Jacob stood up, he gave the man an uppercut.
“Don’t worry, kid. Nobody here is going to hurt you. Ever.”
182
Sacrifice Charity
Isaac stood again, blood pouring from his face, from his fists, from
his body. He was getting looks from the crowd.
Challenge: Combat
“Looks worse than it really is.” Isaac looked to the Kings, who Duration: Instant
nodded. The duel would only end when one fighter could no longer
stand. Speed: Passive
Isaac winced as his opponent connected with a hook; a rib Manifestation: Subtle
spontaneously cracked. The pain flared but with it, a tide washed
over him. His Nimbus flared uncontrollably and with an almost Prowess: Warfare
gentle ease he blocked the next punch and retaliated with a perfect
blow of his own, sending his opponent wind-milling backwards.
183
Hope Sanctuary
They surrounded her, yelling at her, laughing, screaming in her face.
Challenge: Contest
She held her Affection tightly. They threw liquid on her; the smell
of gasoline was nauseating. The demons growled at her and mocked
Duration: Lasting
her, told her the rude and profane things they would do to her and
to her friend.
Speed: Standard
She walked slowly, deliberately, out of the warehouse. They moved
Manifestation: Blatant with her, but none would stop her. One even tried to light a match…
but he just tossed it away, trying to pretend that he was just scaring
Prowess: Soul her.
She marched on, and they would not stop her. They could not lay
a finger upon her and were frustrated, growing even angrier. When
she finally reached the street outside, they fled, with claims that this
was boring and that they would be back for her. She smiled in the
beautiful taste of sunlight.
Description: past the aura. Doing this only breaks the aura
for that character.
Sanctuary provides a form of protection to
the Hopeful character. It offers the power to Those protected by the aura cannot take example
bestow upon the Hopeful an overwhelming immoral or harmful actions themselves Elias uses
Innocence. without ending the effect for themselves.
Sanctuary to guard
chapter viii: Techniques
184
Scourge Justice
“Get lost,” Raum said. When the other Fallen didn’t move he Duration: Instant
added, “No Divine invited to this party!”
Speed: Passive
The Fallen didn’t look impressed and just sauntered over. Raum
stepped away from the bloody and broken hostage he had tied to a
Manifestation: Subtle
chair. He wiped blood away from his bruised fists.
The punch driven into Raum’s ribs told him that the Divine Justice
wasn’t here to talk. The punch hurt but suddenly, Raum’s back
exploded in pain, a ribbon of flesh tearing itself away from muscle,
like he had been struck by an unseen whip.
185
Charity Shepherd
He read the burnt letter again and fought away the tears. She’d
Challenge: Comparable
never loved him; she had just used him. But the feelings in his heart
were all too real. The pain inside him was unbearable. Sarah sat
Duration: Lasting/Lingering
down next to him. He told her to go away. “No,” she replied.
Speed: Slow “I... can’t believe I fell for that… Lust.” He crumpled the letter in
his hands. “I was such a fool…”
Manifestation: Subtle
“It’ll be alright.” She put a hand on his knee and he sat up straight
Prowess: Soul and looked at her for a long time.
“That would work.” She smiled but it was weak. “I… need to go.”
He thanked her as she fled; she held the tears back until she got
outside into the street.
Description: Potent Effect: tired or cold. If the target is under the effects
of a Technique, this does not counter those
This Technique allows the Shepherd (a You can take another’s effects. This lasts for a day.
Charitable Fallen) to help another in a
difficult time. They can relieve minor ailments Traumatic wound into
or major problems, such as Trauma. Yourself.
example
chapter viii: Techniques
186
Slay Envy
The last demon ran through the church, breathing and bleeding
hard. Challenge: Combat
“I thought,” a voice said from behind him, “you’d never make it.” Duration: Instant
The demon spun around. The Fallen was standing there at the
Speed: Passive
other end of the church.
The demon pulled out twin pistols and opened fire. But the man Manifestation: Subtle
before him was a blur of motion, leaping onto the pews, then to the
wall nearby, and then the Fallen was beside him. Prowess: Warfare
The demon ditched the guns for its claws and slashed at the Fallen,
but missed. The demon felt a small cut on its leg. For such a small
cut, the blood just poured and poured...
187
Sloth Slumber
Casiel slammed Nathaniel hard against the wall. “You killed
Challenge: Contest
her!”
Duration: Lasting Nathaniel coughed and tasted blood. “No, I didn’t. Don’t you
remember?”
Speed: Standard
“What the hell are you talking about?” Casiel raised his fist ready.
Manifestation: Subtle “Casiel,” Nathaniel let the Symphony carry his words. “Remember...
in the alley. It was you who killed her.”
Prowess: Mind
The Fallen blinked slowly, loosened his grip and nodded. “Oh...
yeah. I forgot. It was my fault. It was the worst thing I’ve ever
done.
Turning a character into a Sleepwalker means design. In essence, the character believe that his love is dead.
the target is technically asleep and is in a state has a specific delusion for a
of partial awareness. Their subconscious and
dreams (or nightmares) can influence them. scene. Tarmiel’s rage is certainly
unexpected, as Tarmiel
The target will not really remember what
moves to attack another
Core Effect: they did, unless reminded of their actions (but
swear, at least initially, that it all sounds like a Infernal.
You can make a target desire dream that they had recently).
sleep.This will give them the Note that this sort of delusion could easily Balsamus uses a Slumber
Impeded State. cause a Traumatic wound Test. Potent Effect to Disorient
(and Disadvantage) Tarmiel
They are not required to go to sleep.
for a round.
Potent Effect:
You can change or alter the Balsamus weighs the options
delusion that you caused. and decides it is better
to calm things down; he
Potent Effect: changes the delusion to
Tarmiel believing that
The Target gains the his love is not dead, but
Disoriented and Disadvantaged just not here, thus ending
State for this round. Tarmiel’s rage.
You can use this Effect to preempt your
target’s potential action.
188
Smite Wrath
“Get outta the car, dipshit.” The man had a sour look tempered
with boredom. Challenge: Combat
The football star and his friends laughed. “Seriously, dude, you’re Duration: Instant
only going to get hurt. Get lost.”
Speed: Passive
“Kid… you’ve got no idea.” With a sigh, the man casually tore the
door from its hinges. He then grabbed the lad from his seat and
Manifestation: Blatant
hoisted him in the air with one arm. “Didn’t nobody tell ya, always
wear yer seat belt, bitch?”
Prowess: Warfare
The man crushed the quarterback’s throat, dropped him and leaned
to look into the car at the other two youths. “So, boys, who wants
ta die next?”
189
Pride Subjugation
Michael shuffled his feet as he approached his Choir-mate. “Raziel?
Challenge: Contest
Ummm... I... can you not kill him?”
“No.” Michael’s voice was meek and he sighed, “Just... don’t kill
him.”
Subjugation on Dumah
necessarily do it willingly. just prior to starting their
Core Effect: Duel.
You forcibly cause the target Potent Effect:
to become your Affection. The target must take a Medium Dumah will gain nothing
from his Hallowed weapon
They lose access to their Core (5) Trauma Test. during the Duel, for
Techniques and cannot willingly starters. Further, he
Spend Inspirations or Drama Potent Effect: will not be able to spend
Points unless you allow. The reins of control (Core Inspirations or Drama
Points.
The target appears as your Affection in the Effect) pass to another.
Symphony. The target of the Technique is now the
In turn, all of the target’s Affections are
During one round, Dante
Affection of another and the Core Effect
treated as your own (for example, you can applies towards their ‘new Begetter’. orders Dumah to lose the
summon the target’s hallowed weapon and round. Dumah must obey.
You may take control back by Spending
use all Maneuvers therein, while the target another Rank of Subjugation.
could not). During the fight, Dumah
Note that the target can still Exhaust is put into his severe
Inspirations and Drama Points. wounds. Instead of taking
a Disadvantage, Dumah can
still use his Inspirations or
Drama points to cover the
forcedExhaustion.
190
Vainglory Pride
She struck at him, and then swore to herself as she pulled her punch
once again. What was wrong with her? This was a devil, and there Challenge: Combat
was no screwing around with the likes of them.
Duration: Instant
It grabbed her and slammed her hard into a wall, its face getting
close. “What’s wrong, dear? Don’t want to hurt my pretty face?” Speed: Passive
“No!” she lied. That was it, she realized. The devil was perfect, so
Manifestation: Subtle
perfect that she didn’t want to hurt it. But that was over. She hated
herself for wanting to smash something so beautiful, but she didn’t
Prowess: Warfare
have any choice.
191
Fortitude Valor
She cried out as she was kicked to the ground. She would have
Challenge: Combat
screamed even more, had she realized these punks were actually
demons. If she could see their true faces, she would be hysterical.
Duration: Instant
“What do you want with me?”
Speed: Passive
One shrugged. “Violence? Sex? Food?” The others laughed.
Manifestation: Inconspicuous One raised a bat and swung it down. Before it could connect, it was
caught in a powerful hand. “Try again.” Jeremiah shoved the first
Prowess: Warfare demon back and stood between the woman and her attackers.
192
Voracity Gluttony
Demons ran into the nightclub. Music was thundering and the
crowd engaged in their sweaty dancing and grinding. Their prey Challenge: Combat
couldn’t hide from them. They could sense the Fallen here. They
just had to locate him. Duration: Instant
Malice barked orders for Spite and Tragedy to go to the back, while Speed: Passive
Shame and Disgust watched the front. Malice began slithering
through the crowd, searching for the lone Fallen. Manifestation: Subtle
He saw a few fingers pointing and a few cheers going out towards
Prowess: Warfare
the top of the speaker. He followed the outburst to see his prey,
crouched atop a massive speaker. Armon licked his bloody lips and
leapt like a tiger. Too fast for Malice to dodge, the Fallen crashed
into him, pinning the demon into the ground. Without a second of
hesitation, Armon began to slam his spiked fist into the demon’s
head. The crowd parted, with some gasps of astonishment and some
applause.
The applause stopped when Armon stood up, his fist dripping in
blood as the demon expired noisily on the dance floor.
193
chapter ix
Trauma
chapter ix: Trauma
194
“When the day is long and the night, the night is yours alone, Full of broken thoughts I cannot repair
When you’re sure you’ve had enough of this life, well hang on Beneath the stains of time Feelings disappear
Don’t let yourself go, ‘cause everybody cries and everybody You are someone else I am still right here
hurts sometimes” What have I become”
REM, Everybody Hurts Nine Inch Nails: Hurt
195
When you take Severe wounds, you gain an active it causes, it is regular.
Symptom; you are usually free to choose which Symptom.
A Symptom doesn’t hinder you constantly, but it should Lingering Trauma
come up at least once per event. Lingering Traumatic Wounds represent a monumental
If you accumulate too much Trauma, you end up having and traumatic event in a character’s life. It’s not something
to cross off your Mortal wound. When that happens, a character can easily ‘get over’. These are dire situations
you suffer a Breakdown. During a breakdown, you are that often force a Trauma onto a character and add a
overcome by your Symptoms and are unable to function. Contest to avoid taking that Trauma as Lingering.
This corresponds with taking a Mortal Physical Lingering Trauma can come from:
Wound, in which you are utterly incapacitated >> Crucifixion.
until you heal your Mortal Wound. Mortal >>Hollow Death.
Trauma leaves you psychologically or >> A Heinous Act performed on a
emotionally incapacitated, unable to character, such as torture, as deemed by
How
deal with the ‘real world’. the Storyguide.
Many Tests?
After taking a Mortal Trauma, the Lingering Trauma takes more effort
player suffers a Breakdown and may to heal than regular Trauma.
choose either to wait until the Mortal
Trauma is healed, an act which requires You can make any number of Permanent Trauma
the aid of another, or they may take For the most part, Permanent Trauma
Trauma Tests in a given month,
a Crisis to restore their character’s is only gained during character creation.
sanity. A Crisis, however, comes with a but you can only take 1 Trauma
However, there is one specific instance
price, and it doesn’t always fully cure a as a result of a failed Trauma where a character can gain a Permanent
character. Test. Psychological Severe wound, by having a
It’s important to know what type of Breakdown and then accepting a Crisis.
You can take any number of
Trauma you have taken along the way.
Forced or Voluntary Trauma
Trauma Tests
Trauma Categories (including any number of
There are many ways to provoke
chapter ix: Trauma
There are several Categories of Voluntary Tests). a Trauma test: Techniques, Secular
Traumatic wounds: actions, or even actions at a game. All
>> Regular represents the most common Trauma tests are performed against your
form of Trauma. In all cases when Reactive Soul or Reactive Mind. If the
Trauma does not mention what type situation does not state which is being
of category it is, it is regular. used, you may choose which to use.
>> Lingering Trauma is a special form Trauma tests are performed against
that is harder to get rid of than a Fixed Difficulty (some specific
regular Trauma. Throughout the course experiences, such as Hollow Death and
of play, situations such as Crucifixion and Crucifixion, are dealt with later). Medium (5)
Hollow Death can cause Lingering Trauma. Difficulty is the default. Techniques default to a
>> Permanent Trauma is the worst form of Trauma. It Medium (5) Difficulty.
cannot be removed, barring a very lengthy journey or soul
If you fail the Trauma Test, you take a Traumatic wound
searching. Permanent Trauma is gained via Maturity,
in the appropriate area (Emotional or Psychological).
Vices or a Crisis.
A Secular Action is needed to cure a Traumatic wound.
Regular Trauma
The most common form of Trauma is ‘regular’, which Tested Trauma
means it possesses no special additional rules. When a A Trauma Test simply means that you must make a
particular section of text doesn’t state what type of Trauma challenge to avoid taking a Traumatic wound. You must
196
make the challenge with the appropriate Dynamic Prowess Effects of Trauma
(Mind for Psychological wounds and Soul for Emotional
wounds).
Surface Trauma
There is no limit to the number of times you may need Surface Trauma is pretty minor; it’s the kind of stress
to make a Trauma test; however, you can only take 1 that a person might normally experience. In game terms,
Trauma per game as the result of a failed test. it does little to affect a character’s performance, but can
always affect role-playing. Surface wounds are difficult for
Voluntary Trauma others to notice, since there is little or no sign of them.
A player may choose to take Trauma voluntarily, if they
feel a situation or event warrants it. Additionally, a player Severe Trauma
may voluntarily choose to turn a regular Trauma into a Severe Trauma becomes
Lingering Trauma. a problem; it represents
“And I will be the one
mental or emotional
Voluntary Test
To hold you down
problems that may lead
Sometimes a player will have a Voluntary Test. This up to a full breakdown of
Kiss you so hard
means a character willingly accepts another Test and may those faculties. For every
Mortal Trauma
If for some reason Raziel is killed again that
Mortal Trauma is a character’s breaking point; when
month, he will not be forced to take another
Trauma (but only for that month) you take your last Mortal Trauma, you can no longer cope
with the real world. You have a Breakdown (P. 204).
197
Morality
Your Morality plays into your ability to endure traumatic events. It also helps determine if you have ever had to face
trauma before. There are certain Acts that characters may perform, based on their Morality, without any problems at
all. Some Acts are prohibited, which means a character will probably gain Trauma from participating in them.
Acts Innocent
Potent Talent
>> Grace: Charitable work, acts of mercy, encouraging love,
giving hope, etc. It should be noted that it is very hard to
force another character to perform an Act of Grace. There
can be all sorts of secret and selfish motives for pretending Innocent characters are Moral and possess a strength of
to take an Act of Grace. hope and confidence that can be inspiring.
>> Minor: Hurting someone who can take care of themselves, >> Acts of Grace are acceptable.
cheating at a game, petty shoplifting, etc. >> Minor Acts are prohibited.
>> Questionable: Killing for a purpose/necessity, maiming, >> Questionable and Heinous Acts are restricted.
stealing, etc.
>> Heinous: Violation (rape), cannibalism, suicide, killing Innocence can only be acquired by purchasing the Potent
for pleasure, torture, intentionally harming someone who Talent of the same name.
cannot take care of themselves (children and elderly), etc. Supernatural beings who attack an Innocent character
Each Morality has an acceptable, a prohibited and may take Trauma (see P. 200 Damaging an Innocent).
possibly restricted Acts.
Acceptable acts will generally not involve Trauma; Typical
however, it is situational, so it is not out of the question
Typical characters are Moral. They are the ‘average’
for an acceptable act to spiral into a prohibited act.
person who lives in the world.
A prohibited act is one that cannot be done without >> Acts of Grace and Minor Acts are acceptable.
either taking or risk taking Trauma. >> Minor Acts and Questionable Acts are prohibited.
A restricted act is simply one that is not within the make- >> Heinous Acts are restricted.
chapter ix: Trauma
up of a healthy character. However, if such a character A Typical Morality can decide for themselves whether
has developed at least one Symptom, then restricted acts a Minor Act is acceptable or prohibited. This choice can
become prohibited acts except that by performing such an change over time.
act they will Voluntarily take Trauma.
See P. 200 for more details about Breaking Morality. Hardened
A Hardened character is Moral. These are your ‘average’
Moral Alignment soldier, or anybody who leads a rough life.
Some situations ask for a character’s Moral Alignment. >> Acts of Grace, Minor and Questionable Acts are
Simply put, a character is considered Moral if they are acceptable.
Innocent, Typical or Hardened. They are considered >> Questionable and Heinous Acts are prohibited.
Immoral if they are Hardcore or Irredeemable. Like a Typical Morality, it is up to the player to decide
which Questionable Acts fall under acceptable and which
are prohibited.
198
Hardcore Trauma test for that character with a Low (2) Difficulty.
Hardcore characters are Immoral. This type of character An Innocent who successfully performs their Upkeep
falls into two categories: those who try to be good, but can, once per event, prevent another character (including
know they are capable of taking horrible actions, often to themselves) from taking a Trauma. They must be present
spare others around them, and those who are evil but have at the time that Trauma is inflicted, but they need not be
some limits or principles that prevent them from sliding aware of it.
into something as inhuman as Irredeemable. An Irredeemable who successful performs a Cry Havoc
>> Acts of Grace, Minor and Questionable Acts are Intimidate or Upkeep action avoids the Contest.
acceptable.
>> Heinous Acts are prohibited, but by default come with a Players’ Responsibility
lower Difficulty than for Hardened characters. Kingdom Come is a game designed for mature players;
very mature events can unfold. Kingdom Come provides
Irredeemable the opportunity to play Irredeemable characters who
have full access to (and who thrive in) the darkest parts
Potent Talent
of human nature. Still, players must conduct themselves
with maturity and sensitivity. An Irredeemable character
doesn’t see the wrong in their actions, but the player
Irredeemable characters are Immoral, and there should. The character can commit Heinous actions
are two types of Irredeemable characters: Controlled without penalty and this can (and often should) be
and Uncontrolled. A Controlled Irredeemable is the quite disturbing to other players. For this reason, if you
result of a player purchasing the Talent: Irredeemable. choose to play an Irredeemable character, you must take
Uncontrolled Irredeemable happens when a Hardcore your responsibility to other players very seriously. Yes, an
character suffers an Emotional Crisis and does not have Irredeemable character can do horrid things, but no, they
the Irredeemable Talent. It can also happen when an don’t have to describe them in detail, write stories about
already Irredeemable it or insist on live role-playing something that is awkward
“Can you feel my trigger hand,
character suffers an for another player. All players are strongly encouraged to
Emotional Crisis
moving further down your back
use caution when approaching sensitive subject material
and chooses to and gratuitous, graphic exposition.
Upkeep
Innocent - Irredeemable
199
Traumatic Situations
Below is a guideline of various situations that will or may cause Trauma:
200
Severely Injured Technique - Attack
Acquired: Contest - Medium (5) Acquired: Contest - Medium (5)
Set: Choice Set: Appropriate
Morality: Innocent, Typical Morality: All
Severity: Normal Severity: Normal
Normal people do not get into fights on A variety of Techniques can inflict
a regular basis. When Severely wounded, Trauma upon an enemy.
they take a Contest. >> Approbation
>> Appropriation
>> Bliss
Suicide
Acquired: Voluntary >> Corruption
Set: Choice >> Covet
Morality: All >> Despoil
Severity: Permanent Severe (Lingering >> Dispensation
Severe for Irredeemable) >> Enslave
Some Fallen choose suicide as an evasion >> Harrow
from their problems, hoping that they end ++Voluntary instead of Contest
in Purgatory. However, the ramifications >> Indulge
are considerable. >> Invidious
The Fallen will gain Trauma upon >> Judgment
choosing to commit Suicide and will >> Nimbus
immediately have to make the True Death ++Only against humans
roll against themselves, with a +1 to the >> Sanctuary
roll for every Self-Hatred Symptom.
>> Subjugation
Because any Symptom gained from >> Vainglory
Suicide will be Self-Hatred, this
immediately applies. Technique - Inadvertent
Additionally, the character will Acquired: See Technique
accordingly receive Trauma when they Set: Appropriate
201
Healing
Healing Trauma is neither easy nor expedient. In Healing Tests
game terms, it is handled in the downtime system via a The actual Healing Test is made with a character’s
Rehabilitation Action. Dynamic Mind or Soul (as appropriate) against the
The number of marks gained on the Rehabilitation Difficulty listed by the Rehabilitation action.
action determines how difficult the Healing Test will be. A successful action removes a Trauma in the appropriate
Set, and the Rehabilitation action ends.
Healing Trauma It’s important to note that failing a Healing Test does
Rehabilitation Success Healing Test not remove the Rehabilitation Progress nor are any Marks
lost. The Rehabilitation action may continue in the next
2 Marks Medium (5)
downtime and unlock more Healing Tests (or eventually
5 Marks Low (2) automatically heal it).
8 Marks Automatic As the Healing Test is generally considered to be
happening over a longer period of time, there is no
Trauma Category Modification
single point during which an Inspired or Transcendent
Advantage would be appropriate. If, however, a player is
Normal As Above willing to spend a Drama point, they may also spend an
Lingering Disadvantage Inspiration. Neither will be Refreshed for the next Event.
Permanent Story Only If the Trauma is Lingering, it counts as a Disadvantage.
Order of Healing
The player(s) involved in the Rehabilitation action get to
example determine which Traumatic wound is tackled.
Ashley takes a Rehabilitation Players are free to target any Traumatic wound on their
action on Joey’s character. In one sheet, in any order they like; however, existing Trauma
downtime, she achieves 6 Marks, which is does not ‘shift’ around. Healing a Surface wound does
enough to give Joey’s character two Healing nothing to affect any Severe (or Mortal) Trauma that the
tests, one at Medium (5) and one at Low (2). character has, it merely opens up a Surface wound ‘spot’.
Generally, the order of Surface Trauma levels are
Note that while Joey has two tests, he
can only hope to heal one Trauma per
irrelevant. When healing Severe Trauma levels, it is easiest
Rehabilitation action. to determine which Symptom is being targeted.
202
Moral Rehabilitation Mortal Trauma
A character does not need the Therapist Profession Mortal Trauma results in a Breakdown and, as such, the
to perform a Rehabilitation Action to help someone; it character isn’t sufficiently functional to take their own
merely helps. personal Rehabilitation. They must receive aid from an
The fundamentals of Therapy are that people want to external source.
return to a normal, civilized and social lifestyle. Most
Hardcore and Irredeemable people have a fairly skewed Risk
view of what is ‘normal’. It is possible to acquire Risk (Bad Things that happen as
a result of a roll of 6 on Effort Dice in downtime Actions)
A Moral character who attempts to help a Hardcore
on a Rehabilitation action. By default, Risk acquired on a
or Irredeemable character will not provide them with a
Rehabilitation Action gives the target a Disadvantage on
Healing Test at each stage, but will instead cause them an
their Healing test.
Emotional Trauma test against a Medium (5) Difficulty.
As with all Trauma tests, this will be made with the
“I can’t wake up.
target’s Reactive Soul.
Save me.
a Traumatic wound, bringing them one step closer to a
Breakdown or an Emotional Crisis (see next page).
In this case, because the Moral Therapist was working Save me from the nothing I’ve
to help the Immoral character, should the Immoral become.”
Evanescence: Bring Me To Life
character choose a Crisis, they must choose to shift
towards Morality.
Immoral Therapy
Therapy, like many things, may be subjective; the goal
of Therapy is to help people once again be normal,
functioning citizens. However, history has proven that the
Immoral can (and usually do) pervert anything.
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Breakdown
A character who suffers a Mortal Trauma has a Breakdown. They are no longer able to handle and interact properly
with the world around them. Without the express permission of the Storyguide (and your own strong desire), you cannot
play your character at events while Broken. If you and the Storyguide do come to an agreement, you are considered
Disoriented, Disadvantaged and Impeded all the time.
Rehabilitation
The slow answer to a Breakdown is to take the time to Rehabilitate the Mortal wound that caused it. Mortal wounds are
often difficult to heal; this can be a time-consuming task. Once the Mortal wound is healed, the Breakdown condition
is no longer in effect.
Crisis
In the real world, there is no quick-fix to a Breakdown. Emotional Crisis
However, in an action-packed setting such as Kingdom An Emotional Breakdown represents a loss of control
Come, there is. over one’s emotions. The exact emotional state is generally
After suffering a Breakdown for one month, a player may left to the player, but they are no longer in control over
choose to accept a Crisis, which acts as a turning point for themselves. A character often has difficulty understanding
their character. what is right and wrong. They are morally confused.
Accepting a Crisis allows the character to remove all non- As such, a Crisis will force a character to change their
Lingering and non-Permanent Trauma in that particular Morality, shifting it towards Innocence or towards
Set. However, there is a price. A price that the player may Irredeemable.
or may not be willing to pay. It should be noted that a character cannot gain the
The price to pay depends on certain conditions, such as Innocent state without the Talent. Simply put, even when
whether it is a Psychological Breakdown or an Emotional willing, few have the strength to be truly innocent. If a
Breakdown. Typical character wants an Emotional Crisis, their only
choice is to turn Hardened.
chapter ix: Trauma
204
character who has devolved into a complete monster gains
the following:
>> Double their Offensive Maneuvers.
>> Gains the Fighter and Warrior Talent if they do not
possess them, regardless of the requirements.
>> Can take a Lingering Traumatic wound to ignore the
results of a challenge (such as a Technique or a hit in
combat).
An Uncontrolled Irredeemable character loses access to
all Secular Power and Resources (it doesn’t go away, you
just aren’t sane enough to use it). However, every effort
you put towards a Cry Havoc generates an automatic
Mark. If the Cry Havoc is prevented in any way (through
a Hinder or a Patrol action), it results in a Confrontation
between you and the character who stopped you.
example
After months of game-play, Mr.
Coffin has a Breakdown and, much to the
peril of his Civitas, he was Irredeemable.
Nephilim Crisis
Nephilim who have Breakdowns may always choose to
take a special Crisis.
With this Crisis, the Nephilim immediately devolves
into an Uncontrolled Irredeemable character. They gain
all the features listed above and some extra.
>> They double up on all their Abnormalities, but the new
ones become Obvious (no Drama Points are awarded,
however).
>> They gain a Transcendent Advantage on all challenges
while in combat.
There is no way back from this Crisis without some sort
of major story (and, likely, Drama points being spent).
Should a Nephilim be cured in some way, they lose all
benefits above.
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Symptoms
When a character takes a Severe Traumatic wound, they must take a Symptom. You are expected to role-play your
Symptom(s) to the best of your ability during each event. Each Symptom should become ‘active’ for one scene., when
deemed appropriate. Below is a suggested list of Symptoms. Characters can propose other Symptoms for Storyguide
approval:
to ease the pain. Drugs help you avoid and often frightening. everything you do.
memories of all your problems.
Emotional Numbness Hyper-vigilance
Bouts of crying You do not react emotionally when You are suddenly very watchful
You are consumed with sudden and faced with a stressful situation. Often of everything around you. There is
uncontrolled weeping. you are seen as callous and uncaring. something to be watched, something
that you must look out for, but you
Delusions Experimental don’t know what that might be.
You hold a certain belief in spite of You come to the realization that Interacting with others can cause
invalidating evidence. Perhaps you things that used to give you pleasure distractions, so it is often best to avoid
are convinced the building is on fire; simply do not any longer. Maybe you conversation. Note: Hyper-vigilance
more likely you believe something were fond of reading, sports, or even is different from paranoia (one of
wholeheartedly about some other a romantic partner; for some reason, many possible delusions), because
character, and nothing anyone else says you just don’t feel the same way you it is specifically you watching for
is going to convince you otherwise. used to. Often associated with other something, not necessarily you being
Symptoms like Emotional Numbness, convinced someone is ‘out to get you’,
you begin to experiment with new or an amorphous, inexplicable fear.
(and often more extreme) past-times
and people. As time goes on, even
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Insomnia Partial paralysis Suicidal tendencies
You often have trouble sleeping, Your motor functions are at least You are predisposed to suicidal
making you extremely tired and partially disabled. If you are a warrior, behavior and self-harm. You often talk
stressed out, especially during your sword arm will fail you; if you are about killing yourself, although you
important events such as gatherings. a writer, you may be unable to write. aren’t necessarily serious about it. You
It can also cause fuzzy thinking and a may injure yourself or put yourself in
short temper. Prolonged shock harm’s way.
You are in shock and will not react
Loss of control to the world around you. Because Tremors
For a short period of time, you the shock is ‘prolonged’, you will You are stricken with uncontrollable
cannot control your impulses and/ typically zone out for a few minutes, and unpredictable trembling, often
or desires. Any suggestion, no matter not reacting to any stimuli. You need in the knees or hands. The effects
how subtle, seems like a really good a moment alone with no stimulation. of Trembling should be somewhat
idea. Of course, if there are no obvious.
suggestions offered, you should over- Physical ailments
react to whatever situation you are in. Trauma can actually produce minor Violent bursts of temper
physical problems, such as hair loss, You are prone to unprovoked
Nightmares digestive problems, or ill health. bursts of anger. There need be no
You have no trouble falling asleep provocation, as you usually conjure
or staying asleep, but you suffer Repression some reason to lose your temper.
from terrible nightmares. The You repress painful impulses, desires,
Storyguide may choose to give you a or fears from your conscious mind.
specific nightmare (such as declaring You refuse to deal with the situation
another character as the subject of that caused the Trauma. You will do
the horrible dream, or a situation anything you can to avoid dealing
that arises being the same as the one with it. This Symptom is subtle and
at the beginning of the nightmare) is difficult to play, since you refuse to
that has affected you deeply. Because
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chapter ix: Trauma
208
Summary
209
chapter x
Drama Points
chapter x: Drama Points
210
“They told me there was nothing out there, nothing to fear. But the night my parents were murdered, I caught
a glimpse of something. I’ve looked for it ever since. I went around the world, searched in all the shadows.
And there is something out there in the darkness, something terrifying, something that will not stop until it gets
revenge... Me.”
Batman Begins: Bruce Wayne
211
Usage Combat
Combat can become furious and complex quickly and,
It’s important for players and Storyguide alike to know as such, Drama points in KC combat must be stricter. As
what is an appropriate use of Drama points. There are five such, there should only be two ways to use Drama points
ways to use them: in combat:
>> Burning >> Exhausting Attack - Your successful attack this round will
++Surviving a Death force your opponent to Exhaust a Trait.
++Succeed >> Scene Change - You change the scene for you and one
>> Combat other opponent, by moving from one location to another.
++Setting Change Picture the fight either flowing naturally from location to
++Exhausting Blow location or violently as you slam your opponent through a
>> Fueling convenient plate glass window.
++Sovereignty ++Your opponent will suffer a Disadvantage unless
++Potent Transgressions they Exhaust a rank.
>> Story Control ++Other characters are Disoriented unless they want
++Speech keep up, which they may do by Exhausting a rank.
++Creating Plot
>> Techniques Fueling
++Lingering Duration There are two types of abilities that require Drama points
++Preempting Combat to fuel them. They are:
>> Sovereignty - The positions of the Hierarchy require Drama
points to be used.
Burning >> Moderate/Potent Transgressions - KC is an unpredictable
To Burn a Drama point is to remove it permanently. A universe and there are many things that are unique to a
player may always Burn a Drama point if they have one character. Transgressions cover these things.
available. ++A player can Attune a Transgression so it costs
them less (or nothing).
Burning a Drama point allows a player to change the
story in a significant way. The two most common ways to Story Control
do this are:
A player may use this to exert some control over the
chapter x: Drama Points
212
whims of the player. If the reason for using the Drama
point is only ‘cuz it would be cool’, it is not good enough
unless it would be ‘cool’ for the story as a whole and not
just the player.
Intent is extremely important to consider with Story
Control. A player who wants to meet up with a demon
for a chat cannot then claim to have knowledge of the
demon’s lair. Basically, they bought that scene with a
Drama point and cannot get more than they purchased.
example
Johnathan wants to have his
character encounter a devil that
is plaguing the Civitas. His character is
convinced that they can made some sort of
deal.
Techniques
For ease of play, Drama points do not alter how a
Technique works, except through a Transgression. The
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chapter i: Introduction
214
chapter xi
Downtime
During the course of a chronicle, it becomes important for characters to be able to perform actions outside of game
Events. This known in KC as downtime. Players can take Actions which tell the Storyguide what they want their
character to get up to between Events.
The downtime system is abstract, and has a level of randomness in order to factor in all the many unplanned things
that can crop up in the world.
This system is purposely designed to base the difficulty of an action on what merit it brings to the story, and not how
difficult it would be to perform in the real world. That is to say, if a player wants their character to get a new house in
which to live, that barely impacts the story and thus, it will be very easy to achieve in the downtime. Consequently, a
player who wants to hunt down a devil could have a huge impact on the story and thus it likely has a high difficulty.
Not all actions need to be covered with a downtime action. Players who host a party or who agree to have their
characters meet do not need to take an action unless they are trying to get a particular result out of the situation.
Marks
example
One or more Marks are needed to determine whether an James takes a Safe Action with 4
Effort dice. He assigned two Appropriate
215
Secular Power
Secular Power
Secular Power is purchased with build points as a example
Characteristic. It represents how efficiently a character Mary has purchased 3 Secular
uses their time (whereas Effort represents how much time Power for her character. Therefore, when
a character has to get things done between game events). writing up her action, she has 7 Effort and
Every point of Secular Power assigned to an Effort on 3 Secular Power to devote to her Secular
an action converts that Effort to an automatic Mark. This Action. In essence, this gives her 3 Marks and
Mark generates no Risk (described below). 7 dice to divide among her actions.
Assigning
gains 1 Mark if they possess that Technique. When assigning downtime traits, a player must take care
that they are assigning Effort to it. That is to say, with one
Ideal vs. Appropriate exception, an action cannot take place without assigning
Many actions use the words Ideal and/or Appropriate, that action some Effort (or Secular Power) first.
most often for Resources. The only exception to this is when the Overseer Resource
>> Ideal Resources gain Marks that will be added to that is used. An Overseer may be assigned to an action to fulfill
action. that base Effort (it creates 1 Effort), after which other
>> Appropriate Resources grant an Advantage to an Effort. Resources may be assigned to the action. It should be
>> Ideal Techniques provide 1 Mark per Rank possessed. noted that, in this case, the Overseer is taking the action
>> Ideal Professions will convert Effort to Marks without the on your behalf, so your Professions, Techniques and
need of a roll. Boons do not normally apply.
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Action Difficulty
Every action has a Difficulty which determines how hard it is to succeed at that endeavor.
There are two types of Difficulties:
>> Fixed - With 5 Difficulty levels.
++Trivial (1) – only used for things that should require some time but have no real consequence to the story.
++Low (2) – when the impact on the game is low, or the action itself is a cakewalk.
++Medium (5) – the standard ‘default’ difficulty of most actions.
++High (8) – for actions that will have a significant impact on the game.
++Epic (15) – reserved for monumental actions that will have a lasting effect on the game.
>> Defense - Based on the target character.
Each Action (see sample list) has the suggested Difficulty type, but generally, if the action is against another player
character, it is against a Defense value and if it is against a story element, including non-player characters, it is against a
Fixed Difficulty.
As already mentioned, the Fixed Difficulty is based more on the value to the story as opposed to how actually difficult
it would be to perform such an action the real world.
Risk
Risk represents unforeseen situations that add Each action generates its own Risk separately, so
complications to a character’s downtime actions. Risk generating 2 Risk on one action and 1 Risk on another
cannot make an action fail, but can add unwanted action does not mean that the character has generated 3
witnesses, public interest, physical wounds, or moral Risk for themselves.
conflict. Risk makes a character’s life more complicated. There are three ranks of Risk that a character can
Every time the Storyguide rolls a 6 for Effort, it generates generate on a single action:
1 Risk in addition to a Mark. Risk is meant to make things >> Minor (1) – a Minor Problem occurs.
more interesting. The Storyguide is encouraged to use >> Major (2) – a Major Problem occurs.
Risk to enhance the story, not just to ruin a character’s >> Dire (3+) – a Dire Problem occurs.
life.
Things that avoid generating Risk: Risk Effects
>> Anything that generate automatic Marks, such as Secular Handling Risk is more art than science. While suggestions
Power, Professions and some Resources. are given, the Storyguide should tailor the Risk to the
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Challenges
Once the Marks and Difficulty of an action are figured out, the next step is to figure out what type of Contest the
action is.
Just like the core resolution system, actions can be in two types:
>> Comparable - The Marks will be compared against the Difficulty and, if there are an equal or greater number of Marks, the
character succeeds at the action.
>> Contested - The Marks will be compared against the Difficulty and a final Test is performed to determine which side wins.
Comparable Challenges
A Comparable action requires the Storyguide to example
compare the Marks achieved against the Fixed Difficulty.
If the number of Marks is equal or better, then the action Belial is trying to research
an angel’s name, which is a Contested
succeeds.
challenge. He has 6 Marks on his action and
the Difficulty of the action is Hard (8). The
example angel gains the Prowess Advantage.
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Other Details
Progress Timing
Some actions require more time, whether through If it becomes important, use the following guidelines to
careful planning or because of a high Difficulty. Some determine when one action happens before another.
Secular actions allow a player to build their Marks over Things that Speed an Action up:
any number of months until the action is complete. This
>> Reckless Actions.
is known as Progress.
>> More Marks.
Each action will state whether Progress is an option or >> Whatever is better for the story.
not. Things that Slow an Action down:
As a character builds Marks towards these actions, the >> Safe Action.
Storyguide will track them. Once enough Marks are >> Contested Re-rolls.
achieved to complete the action (with a Comparable Note that some Techniques, such as Inquisition, have an
Difficulty) or after a Contested Difficulty test is won, the exception of always going first.
action is completed and all Marks are discarded.
If it becomes important to know how long ago one action
took place, assume that every point of difference in Marks
Deterioration represents 1 day. Thus an Action with 5 Marks takes place
The success of a long-term action (one for which Progress 3 days prior to an Action that only achieved 2 Marks.
is used) suffers Deterioration at the rate of one Mark per
month, if an action is not taken each month to contribute Public
to it. This only occurs when a character does not attempt
the action. If an unsuccessful attempt is made (i.e., an Actions create Incidents; some of those Incidents
action was taken but received no Marks), Deterioration become public.
does not apply, as long as at least 1 Effort was allocated The reasons for an Incident becoming public is in part
toward the action. due to the type of action (Cry Havoc actions always end
up being public) or oftentimes due to Risk.
example A public Incident is merely one that is disclosed to some
or all of the player base.
Belial is taking an Acquire action
The full details of an Incident are not necessarily given
with a fixed Difficulty of High (8). He
(but perhaps with enough Risk, everybody will know who
generates 6 Marks in a month, so he is not
successful. His Progress is tracked, however.
was responsible for it).
219
Resources
While Secular Power is an abstract system to govern a character’s efficiency in the downtime, Resources are a more
specific way. They provide more specific benefits, listed below.
Resources are also a unique characteristic, in that they can be temporarily Acquired in the downtime.
It is important to note that permanent Resources can be lost briefly, but the character will always be able to regain
them with nominal effort.
Temporary Resources may be gained as a one-shot use. They need not be used immediately, but can be stored for
eventual use. A player may only gain 3 of each type of Resource in a Temporary fashion. Temporary Resources can be
used alongside Permanent Resources.
Thugs
Lackey Thugs are good at beating other people up, or watching
Someone who helps supervise an action when you cannot somebody’s back.
be present. A Lackey cannot take actions of their own; >> Ideal for the following actions: Cry Havoc, Intimidate,
they merely help the player’s action out. When assigned Patrol, Protect, and Hunt.
to an action they: >> Appropriate to many other actions.
>> Are Appropriate most Actions but Ideal to none. >> If a fight ensues during downtime (via a Hunt or Protect
>> Remove one Risk acquired by that action. action), every Thugs Resource represents 3 thugs with the
>> If assigned with Thugs, each Lackey acts as a named Characteristics listed below.
lieutenant. >> Special: Each Lackey assigned alongside Thugs represents
Overseer
a named person in addition to the 3 thugs.
Thug Characteristics:
An Overseer represents a friend, ally, Affection, blackmail Body: 3, Mind: 1, Soul: 2
victim, etc. Someone who agrees to do your dirty work for Warfare: 3
you, in other words. Offensive Maneuvers: 3
Defensive Maneuvers: 1
>> An Overseer is the only Resource that may be assigned to
Wounds: Surface: 2, Severe: 3, Mortal: 1
‘lead’ an action. In this case, each Overseer generates 1 Inspirations: 1
Effort towards taking an action on your behalf. Note: When successfully hitting a thug in combat, a player will
>> Other Resources (including other Overseers, who will inflict a number of wounds equal to their Base Damage plus
generate 1 Effort each) may be assigned to this action. their total number of Offensive Maneuvers.
Spies
Furthermore, Thugs cannot Voluntarily take Trauma.
chapter xi: Downtime
Wealth
Money does make the world go around.
>> Ideal for Acquire actions, generating 2 Marks.
>> Appropriate for most other actions.
220
Incidents
All actions create an Incident, which is simply evidence of the action (and a way for a Storyguide to track the results
of each action). Most Incidents are entirely hidden and do not need to be dealt with. Some may have ramifications for
the story that could become public. The amount of detail is up to the Storyguide, but, in general, a ‘newspaper clip’ of
the Incident is a good place to start. It’s usually just enough to make other players curious. Incidents exist for players to
“Investigate” (see Sample actions later), Research (if done well after the fact) or ignore.
The difficulty of investigating a fresh Incident is based on Each Dead End, whether or not it successfully stops
the original Action itself. The Difficulty to Investigate a an Investigation, will only be encountered once per
Incident is: character.
>> A Reckless Action has a Low (2) Difficulty.
>> A regular Action has a Medium (5) Difficulty.
>> A Cautious Action has a High (8) Difficulty.
example
For every full downtime that occurs between when the Jared is attempting to find out
Incident occurred and the time it takes for a player to about a ritual that a devil previously
submit an Investigate action, there is an increase in the performed. The Devil has already put up 3
Difficulty by one Rank. If this puts it beyond Epic (15), Dead Ends to cover the Incident.
then it is a lost cause and cannot be investigated, but it
could be Researched starting at the original Difficulty and Jared gets 5 Marks on the Investigation, but
before he can make a contest against the
proceeding 1 stage harder for every month that passes.
Difficulty of the Incident, he must make three
challenges against the Dead Ends.
example
He succeeds on the first but fails the second.
Jared finds out that his This prevents him from making a Contest
neighborhood was recently attacked and against the Difficulty of the Incident itself.
some people were killed, and that’s all the However, he will not have to face those two
Storyguide tells him. In the following month, Dead Ends again. His next Investigation action
he performs an Investigation to figure out (which will keep its Progress) will have to
what happened. If successful, he will uncover defeat the third and final Dead End before his
the Secular Event and find out that it was the action will make the actual Contest against
result of a failedHunt action (that generated the Incident.
some Risk) by an Infernal character. Jared’s
Difficulty on this Investigate action will be
dependent on the original Event.
221
Main Plots
Not all Incidents are equal. In particular, the Storyguide will often create a Main Plot or two for their game. This is the
reason why things are happening the way they are in the game.
Players, being a greedy bunch, will often want quick and efficient answers. But the Storyguides, often more concerned
with pacing, want to keep that information withheld from players. An epic story will rarely reveal all truths after 1 or 2
chapters and likewise, a game needs to keep some things hidden for many games.
Main Plots are sets of events and hidden truths which are deeper than a single Incident. A Main Plot is represented in
the downtime system as a cluster of linked Incidents, which will have to be resolved separately for the truth to be fully
revealed..
Tiers
A Main Plot is constructed using the 6 parts, divided example
under 3 Tiers. The Main Plot of the Paradise
>> Who? Who was involved? Lost Chronicle concerns a devil named
>> What? What happened (what’s the story)? Raum and his long and convoluted plot
>> Where? Where did it take place? concerned an artifact buried in the Civitas.
against the Defense value of an individual involved in Fallen must possess Raum’s key and use Moral
the Main Plot. If that is the case, then it is governed by Hallow on the site where it is buried). This
the usual Opposed Roll instead of merely achieving a set Final Tier will be governed by more Research
Actions, and they will be at a High (8)
Fixed Difficulty.
Difficulty.
What’s important to note here is that a player who
performs all 6 Actions, moving diligently through all three The player who achieves all this will have all
Tiers will collect all the information that Main Plot has to the pieces of the plot.
offer. A Storyguide is expected to reveal all to that player.
Players can work together in some cases but they must
each have a piece of the puzzle. Two players, for example
can work on Tier 1 together, each trying to tackle one of
the two Actions, but neither involved could jump ahead
to Tier 2.
222
Group Actions
Oftentimes, players will want to help each other out with their actions. There are two ways for this to occur, although it
should be noted that having more characters working on something does not always make something more efficient. In
the real world, scheduling problems, work, time constraints and busy lives can contribute to the difficulty of something
as simple as arranging for a few friends to gather to play a LARP.
223
Downtime Combat
The Hunt and Patrol actions allow characters to confront each other in the downtime system, and this may result in
combat. Ideally, gathering all the players involved is the best way to handle this situation, but realistically, this isn’t always
possible. If this cannot happen, the Storyguide may choose to use “Downtime Combat”.
Although normally wounds heal swiftly, for dramatic bestowed. For example:
purposes characters should have the wounds marked off >> A Forced Traumatic wound.
their character sheet at the beginning of the next event; >> Gaining the Vice: Adversary.
they may heal them normally when they begin the game. >> Hollow Death.
If a character is defeated via Abstract combat, then there Barring death, a defeated character is considered helpless;
may be further consequences. Note: Storyguides generally thus, any number of events could unfold. They could be
should not allow characters to die in Abstract Combat (See tortured, mugged or left for dead. The hunted character
Abstract Defeat, below). needs to be apprised of their situation before the event so
they can make an informed decision.
224
Districts
A Civitas can have as much character as, well, the player characters. Every city has its rich history; the Symphony
remembers each and every moment that went in to making a city as it is today. Thus, to the True Voice, each city ‘feels’
different. As an extension of this idea, each city ends up becoming a collection of Districts, areas where the people are
like-minded and have developed some sort of community.
Devoted
will have to decide on a number of Districts within their
Civitas.
As a good rule of thumb, a standard-sized city would
A Devoted District is much like an Invested District,
have between 10 to 15 Districts, but the Storyguide could
only that it is solidified in its views and beliefs. Changing
choose less or more. Districts are general, large locations
minds or opinions there is a struggle.
where there might be a theme. Every city has a Downtown,
for example. There would be several Districts that would A Moral Devoted District is referred to as a Paradise. An
merely be a collection of neighborhoods (North West, Immoral Invested District is called a Hellhole.
North East, etc). There might be an industrial District. A A District that is Devoted has its Invested Marks
University might be a District all to itself. converted to Devoted Marks.
Alignment Discordant
Districts are very important for Predominations (see A Discordant District only happens when there are
later). What is important to understand now is that competing Investments in a single District. It represents
each District can have both a Moral Alignment and an a ‘civil war’ going on in a District, where some people are
Embodiment. following one belief and the others focused on another
Districts cannot have one without the other. If they have belief.
an Alignment, both must used. A Discordant District is of little benefit to anybody until
its issues are resolved.
Categories
As far as Predomination is concerned, there are several Fallen
types of Districts. Those born of Heaven have a special unity with humanity.
Neutral
Fallen (as well as angels and devils) can perform a special
act, known as Predomination, that allows them to spread
Invested
Fallen cause the effect by talking to people enough, but
others can merely stand in the apex of the District and
‘open’ themselves to the people. Fallen do not know how
An Invested District has an Alignment. A Moral Invested they can do it, only that they can.
District is referred to as a Pleasant. An Immoral Invested The restriction is that you need an Embodiment to do it,
District is called a Slum. at least in this fashion.
Being that a District represents many hundreds or even The reason that this is so important to Fallen is that an
thousands of people, it will never just randomly become area that is ‘attuned’ to them can grant them power.
Invested. Only a person whose ideas catch and compel
See the next section for details.
others can Invest a District.
A District has 5 Invested Marks available.
225
Predomination
Provided a character possesses an Embodiment and has Investing
ranks in Hallow, Predomination is available as a special
Investing a District can be done upon a Neutral, Invested
action (thus, Celestial - Fallen, Angels, and Devils - can
or Discordant District.
perform Predomination, while Nephilim and Humans
cannot). Predomination is an attempt to sway a community The Predomination Difficulty is Medium (5).
towards a particular Embodiment and Morality. While If a single character takes a Predomination action on a
often disruptive, the gain involved for Celestial beings to Neutral District and achieves a success on the Contested
whom the community is aligned is usually worth any risk. Difficulty, then they successfully Attune and Invest the
A location, whether defined as the city (in an abstract city) District.
or a neighborhood (in a detailed city) has the potential
If multiple characters are attempting to go after the same
to be swayed by both Embodiment and Morality. While
District during the same downtime, use the following
humans don’t have proof of this, every location has its
rules:
own feel. Ritzy places might feel like they are governed by
>> If nobody succeeds, then they keep their Marks as Progress.
Avarice; gang areas are often Wrathful; a hospital might
>> If only one person succeeds, then they successfully Invest the
be influenced by Hope, but could equally be governed by
Avarice, Sloth, etc. District but, due to the competition, they do not Attune it
to themselves yet. It will require a separate Predomination
Morality plays a large part as well. The ritzy place might be to Attune it to themselves.
Avarice; if it is Morally aligned, then it is a place where the >> If multiple characters succeed, then they each Invest part of
wealthy and elite gather for charitable and philanthropic the District, which turns it Discordant until it is resolved.
events. If the Predominated area is Immorally aligned,
A player who targets an Invested Predomination with
then it is much more textbook Avarice, where the people
their own Predomination action must gain their own
in the neighborhood are dedicated to accumulating power,
Investment in that area. This will result in a Discordant
where unwelcome people are turned away at the door; the
District.
masses exist to be exploited. If you look hard enough, you
can get the feel of a place. That feel is an almost tangible Every attempt to Predominate an already Attuned
thing for any creature with True Voice; they can actually District will be known to the character who has Attuned
sense the Embodiment and Morality of a location. it.
Predomination is a very personal thing. You cannot
perform a Group Predomination. Furthermore, you example
cannot gain Aid from another character unless they have
Belial has created an Avaricious
your same Moral stance. When a character Predominates
Slum. Joshua, a Wrathful character,
an area, it is Predominated for them and only they will cannot steal it, so he attempts to Invest
gain Secular Potency (see later) from it. Other characters in it. He takes a Predomination action on
chapter xi: Downtime
of like Embodiment and Morality will gain a small benefit that District and fails but does not lose his
when they are currently in the influenced area. Progress. Belial will know that somebody is
challenging his authority there, and may take
all due caution.
Challenge
The Predomination action is a little more involved than
most, simply because it’s very important for Fallen.
All Predomination challenges are Contests against a Upkeep
Fixed Difficulty. This is true even if a Fallen has attuned a It is also possible for the Attuned character to take
District to themselves. It is not the Fallen being attacked, an Upkeep action to maintain control over their
but his people in this case. Predominations. If they do this in the same downtime,
they prevent any Challenges from wresting away control
of their District.
226
Discordant Another character must first challenge your Devoted
state before they can hope to Invest in your District.
When multiple characters take control over a District
Any Predomination made against your Devoted District
at the same time, or another character comes along and
is against a Hard (8) Difficulty. A successful action will
performs a successful Predomination over a District (which
remove your Devoted District, returning it to an Invested
was not prevented by an Upkeep action), it becomes
District, still Attuned to you. What is important to note
Discordant.
here is that you can never go from a Devoted District to a
A Discordant District is of no value to any Fallen. It is Discordant District. Even if multiple characters are taking
essentially not Attuned to anybody but Invested to many. Predomination actions on your Devoted District, nobody
Players can take future Predomination actions to gain else can become Invested that downtime, only reduce your
control over that District. Devoted to Invested.
The first player to make a successful Predomination The Common Sin Talent (P. 99) can challenge a Devoted
action will successfully Attune the District to themselves District at a Medium (5) Difficulty instead of a Hard (8).
and, in doing so, will remove all other Investments. Should they occur at the same time, Devoting a District
If multiple characters succeed in the same downtime trumps all other Predomination actions.
then: You will know about any Predomination challenges on
>> Anybody who was not successful will lose their Investment your District.
in that District.
>> All other characters will continue with Progress in the next
downtime.
Predominance
Stealing
Fallen who Attune a District to themselves gain rare
When a District is Attuned and Invested, there is another
strength from that District. Indeed, a Fallen can become
option for a character whose Embodiment matches the
very powerful with several Districts under their control.
District. Attuning is essentially a back door to gaining
control over a District. They gain two benefits:
If your Embodiment matches, you can take a >> Once per Event, they may gain a Transcendent Advantage
Predomination action to Attune the District to yourself. for any one challenge.
++This includes a Contested downtime action.
If successful, instead of creating your own Investment >> For every Attuned District (Invested or Devoted) they may
(and thus creating a Discordant District), you Attune the Refresh one Trait immediately.
District to yourself. This may cause the District to shift ++It should be noted that both of these effects are
Moral Alignment. obvious to those who have True Voice (who can
227
Sample Actions
The following pages list the various pre-constructed actions available to characters. Anything not on the list
should be a Player-Defined action. The Storyguide should use the other sample actions as a guideline.
>> High (8) will get you 3 Resources. Research action must be informed about each
You must indicate which Resources you want Dead End that they hit.
to gain when you take the action. They can be
different Resources with the same action.
Note that you can only take this action once
per downtime, but each time you attempt this
action, your Difficulty starts fresh. Thus if
you wanted to get 3 Spies you could do it over
three downtimes getting a Low (2) Difficulty
each time or over one downtime if you could
achieve a High (8) Difficulty.
You can only possess 3 of each Temporary
Resource.
228
Hinder Intimidate Machination
Challenge: Contest Challenge: Contest Challenge: Comparable
Profession: Power Monger Profession: Bully Profession: Power Monger
Technique: - Technique: - Technique: -
Difficulty: Defense Difficulty: Defense Difficulty: Medium/High
Progress: No Progress: No Progress: Yes
Bonus Marks: - Bonus Marks: Thugs (+1) Bonus Marks: Thugs (+1)
Effort Advantage: Lackeys, Spies, Thugs, Effort Advantage: Lackey, , Spies, Wealth Effort Advantage: Lackeys, Spies, Thugs,
Wealth Wealth
This action is used to attempt to coerce
Hinder is used to prevent another action a target into taking a traumatic wound. By You perform Machination to act as a plan
from being successful. You must declare approaching a victim in the right conditions, for another action. Basically, this just means
either: an action & a target, or an action & or even injuring their friends, this action sends that you are putting in a great deal of planning
an Incident. You could attempt to ‘Hinder all a message to another character: “Be afraid. towards this action. A Machination may be
Investigation actions’ against yourself, a friend, This can happen again.” The action should done prior to or concurrent with the assigned
or the “Murder on Bakerstreet Incident”, or be written up in a plausible fashion (a Mind- action.
you could attempt to Hinder Casiel’s Hunt based character cannot physically push around Once accomplished, the assigned action has
action, or you could attempt to Hinder all a Body-based character, for example). an Inspired Advantage for all Tests in which
Patrols on your Cry Havoc action. it will be involved. A Machination will also
If the Contested test is successful, the victim
Your Hinder action enters into a Contest must make a Traumatic wound test against a increase the Difficulty of any Incident that the
with the Defense of each other character Difficulty equal to the number of Marks that action creates.
against whom your action might apply. were generated.
If your Contest fails, you will remove 1 Mark Masterpiece
from the targeted action. If your Contest wins, Investigate Challenge: Contest
you will remove 3 Marks from each targeted Challenge: Contest Profession: Artist
action. Profession: Investigator Technique: -
Whether successful or not, the target will Technique: Foretelling Difficulty: Epic (15)
know that they have been Hindered, but not Difficulty: Defense/Incident Progress: Yes
by whom (an Incident is created). Naturally, Progress: Yes Bonus Marks: -
an Investigation can be used to reveal your Bonus Marks: Spies (+2) Effort Advantage: -
connection to that Incident. Effort Advantage: Lackeys, Thugs, Wealth You can create an object of lasting
You investigate the details of an Incident emotional appeal and inspiration.
Hunt (using the Incident Difficulty), NPC (using This is not an easy thing to do, but
Challenge: Contest a successful masterpiece gives you a
Profession: Investigator a story-based Difficulty) or a character
temporary Drama point as you are
Technique: Inquisition/Hallow (using their Defense).
inspired by the creation. You can
Difficulty: Defense If successful against an Incident, you choose to sell your creation
Progress: No will learn all the salient details, primarily: for a Temporary Wealth
Bonus Marks: Thugs (+1) what really happened and who caused the Resource, as well.
229
Patrol Player Defined is taken against your Defense, you will be
Challenge: Contest Challenge: Variable informed of such (although you will not
Profession: Guardian Profession: Variable be given any more details than that it was
Technique: - Technique: - attempted).
Difficulty: Defense Difficulty: Variable For a Hunter who wants to circumvent a
Progress: No Progress: Variable Protect action, they must successfully Hinder
Bonus Marks: Thugs (+1) Bonus Marks: -- it in the same downtime as their Hunt goes
off.
Effort Advantage: Lackey, Spies, Wealth Effort Advantage: Lackeys, Spies, Thugs,
Wealth
You get a chance to interrupt another Rehabilitation
character’s action. Unless otherwise specified, The list of possible actions hardly defines Challenge: Comparable
actions will be interrupted in the following what can be done as a downtime action. There
Profession: Artist/Therapist
order: Cry Havocs, Hunts, Persecutions, are many things outside the limits of these
suggestions which may come from a player’s Technique: Absolution/Confession
Sabotages.
imagination: helping out at a soup kitchen, Difficulty: Variable
Your Patrol action is compared to the Progress: Yes
finding a new Domus, falsifying and delivering
Defense of the character performing the
information to other characters, etc. Bonus Marks: -
aforementioned action. If you were to interrupt
a Group action, the lowest Defense is used. If The Difficulty is based on the impact it Effort Advantage: -
interrupted, you get to Confront the character has upon the game and upon how difficult You are spending some time trying to cure
performing the action. If you fail, you get to the Storyguide feels it would actually be to Traumatic wounds. The methods may vary;
test against the next such action until either accomplish. everybody has their own way to deal with
you succeed or run out of actions. guilt, anxiety, stress and pain. This action
Your Confrontation will occur before Predomination may be performed on yourself using the Artist
their action finishes. If you do something of Challenge: Contest Profession, or on another character, using
significance in the confrontation to reasonably Profession: - the Therapist Profession. Neither Profession
interrupt the character, then you prevent the Technique: Hallow is required; they just make things much
action. easier. Only one Profession may be used in a
Difficulty: Medium/High
Rehabilitation action.
Progress: Yes
Persecute Bonus Marks: - This action has a Variable Difficulty rank.
Challenge: Contest Effort Advantage: Lackeys, Spies, Thugs, Once a Difficulty rank has been achieved, the
Profession: Rebel Wealth character makes a Healing test (using Dynamic
Technique: - Mind or Soul) to remove one appropriate
Predomination is an action in which a
Traumatic wound. If this test is failed, no
Difficulty: Defense character sways a large portion of a city Progress on the action is lost, so long as it is
Progress: No towards their Morality and Embodiment. continued in further downtimes (Deterioration
Bonus Marks: - It is dealt with in detail earlier in this applies as normal). The character gets another
Effort Advantage: Lackeys, Spies, Thugs, chapter. Healing test when their Rehabilitation action
Wealth >> Medium (5) = Invested District. reaches the next Difficulty Rank.
This action is used to attack another >> High (8) = Devoted District. If this action achieve a Low (2) success, the
character’s Resources. A successful action target gets a Medium (5) Healing Test.
chapter xi: Downtime
230
Research Secure
Challenge: Contest Challenge: Comparable
Profession: Academic Profession: Criminal
Technique: Augur Technique: Inner Silence
Difficulty: Variable Difficulty: Low
Progress: Yes Progress: No
Bonus Marks: - Bonus Marks: --
Effort Advantage: Lackeys, Spies, Thugs, Effort Advantage: Lackeys, Thugs, Wealth
Wealth
You take an action to temporarily increase
You can learn details of old Incidents or your Defense by 2 points for that month.
the history of another character. This could
include the True Name of an angel, the use of Train
some obscure relic, etc. You can use Research Challenge: Comparable
to attempt to re-open an Event that has expired Profession: Any
(gone past Epic Difficulty).
Technique: -
An Incident has a Fixed Difficulty. The Difficulty: Low (2)
Default Difficulty when dealing with another Progress: Yes
character’s past is a default of Medium Bonus Marks: -
(5). Otherwise, the Difficulty is set by the
Effort Advantage: -
Storyguide, based on how important this
information is to the chronicle. Through Training, you can achieve one of
the following: a temporary Inspiration, a one-
Players, however, will have to accept that
shot use of a Prowess-based Talent for which
some things simply cannot be answered
you qualify, a one-shot Profession rank.
through Research actions alone; however, a
Research action is a wonderful way to lead into If the results of the Training are not used at
what needs to be done next. the next Event, they may be retained for future
use by the Upkeep action below.
Sabotage
Challenge: Contest Upkeep
Profession: Rebel Challenge: Comparable
Technique: Covet Profession: N/A
Difficulty: Defense Technique: -
Progress: No Difficulty: Low (2)
Bonus Marks: - Progress: No
Effort Advantage: Lackeys, Spies, Thugs, Bonus Marks: -
Wealth Effort Advantage: Lackeys, Spies, Thugs,
Wealth
You target another character and throw a
monkey wrench in their plans, which, in game A character who is Innocent or Irredeemable
231
Sample Downtime
232
The Storyguide processes Sarah’s Actions: Sample Result:
Action 1: Sarah has 1 Secular Power, 1 Effort and a Lackey, You manage to acquire enough money to get yourself in
so she has 1 automatic Mark (Secular Power) and 1 die (Effort) better financial shape by performing several shows this
rolled with a +1 to that Effort due to her Lackey. The Storyguide month. (Acquired Wealth)
rolls a 4, which is a Mark (making the Lackey’s +1 unnecessary).
Mr. Kempt agrees to spare a few of his boys to go look
This gives her two Marks against the Low (2) Difficulty, meaning
into Raziel’s business but sends you a note near the end
that she has succeeded. The Storyguide adds to her sheet 1
of the month apologizing for his people’s inability to
Temporary Wealth, which she will be able to use in the future.
collect anything useful. (Failed Contest)
Action 2: Without Effort (or Secular Power), normally she
Your years of being a street thief pay off as usual. You
could not take such an action; however, an Overseer allows her
go to ground and make sure you watch your back at all
to make this possible. The Overseer will create 1 Effort for this
times. (Secure Successful)
action and the Spies will count as 2 Marks. The Storyguide rolls
for the Effort, getting a 3. That does not create a Mark so the You throw caution to the wind and send a dove to some
action proceeds with only 2 Marks. of your Deistical friends in other Civitas to ask them to
help in the research with Jael.
Investigation actions are Contested, so her 2 Marks will have
to go up against the Difficulty, which in this case is the Defense One of them writes back, explaining that he found a
of Raziel. Sarah doesn’t know his Defense value but is hoping it passage in an old book that talks about a similar ritual
is low. As it turns out, it is 2, so her action is equal to his Defense done 200 years ago in the same part of world. Jael comes
and therefore there is no Advantage to either side. back with a scroll that reveals hints that the ritual was
first constructed 400 years ago, taught by a “powerful
The Storyguide rolls the Test and gets a 3. Unfortunately
spirit” to the local tribe in the area. The ritual was used
Sarah’s challenge fails. She gets no concrete information about
to keep something asleep in the ground.
what Raziel is up to this month.
The Storyguide informs them that they have successfully
Action 3: She put 1 Effort and 1 Secular Power into this action,
uncovered one of the 6 parts of a Main Story.
and she has a rank of the Criminal Profession which will, like
Secular Power, convert her Effort on a 1-for-1 basis. Therefore, However, the Risk that was incurred comes in the form
this action achieves 2 Marks which is enough to be Comparable. of a Remnant contacting the Deistical Prelate, explaining
Thus she succeeds in this challenge and boosts her Defense from that he is coming to the Civitas at once, and suggesting
2 to 4. A good thing too, because Raziel was trying to hunt her that they have “no idea what they’ve gotten themselves
this month and this could tip the scales in her favor. into”.
Action 4: She has 6 Effort on this Reckless action, which has a Finally there is a hint that she feels like she’s being
Lackey. The Storyguide rolls, getting 6, 4, 3, 2, 2 and 1. Not a watched.
great roll. The Reckless Advantage applies to all the dice so they When Sarah gets her turn back she realizes what Jael
233
Summary
Effort - P. 215
Effort represents dice rolls used to achieve Marks (1-3 = No Mark, 4-6 = 1 Mark).
Characters start with 10 Effort (which may be converted into automatic Marks by Secular Power or Professions).
Every Effort that results in a 6+ on the die creates 1 point of Risk on that action.
Incidents - P. 221
Cautious actions create High (8), Normal actions create Medium (5) and Reckless actions create Low (2) Incidents. This is the Difficulty
rank that an Investigation would have to start at to uncover the details of the original Action.
Trivial (1) - Minor Events like moving, buying a car, feeding a story to the newspaper.
Low (2) - Events that have a tangible, if not large, impact on the story.
Medium (5) - Important actions that could affect a few characters.
High (8) - Significant actions that could affect many characters.
Epic (15) - Huge actions that could affect all characters.
234
Summary
235
chapter xii
chapter i: Introduction
Storyguide
Section
236
Story Basics
It’s not an easy thing to create a story and it’s even more difficult to explain. To describe an RPG story as art might be
pretentious, but it is very much a form of self expression, coupled with a desire to entertain, although the audience is
interactive. And, like art, it’s a very difficult process to teach. Fortunately, telling stories seems to be a trait that all people
possess to some extent.
Creating a story and running a live RPG is a difficult and time-consuming endeavor. Of course, that hardly stops most
Storyguides, because the passion to run the story overrides their better judgment. And in the end, running a great story
has its rewards.
What follows is a guide for Storyguides. It is not a formula that they must follow, and they no doubt have their own
opinion of what does and doesn’t work. They should read the following as a guide, and maybe they’ll find something
useful. After this guide, there is some in-depth information about the world of Kingdom Come. Players are warned not
to read this section because it will ruin some of the secrets of the Kingdom Come world.
Why do we do it?
No better question has been asked of a Storyguide
Starting
(Storyteller, Game Master, Dungeon Master, etc.) than Below are some areas with which to start. These aren’t
“Why do we do it?” The answer is not simple. Running a meant to be listed in any particular order. A Storyguide
story takes a great deal of effort. Players can be demanding, is just as likely to start with one of these basics and work
searching for sites can be trying, and the story one hopes to from there. It could begin with a great premise, a setting
run won’t always work. It can be stressful and frustrating. that you want to try or even just a plot thread that won’t
But there are rewards. First and foremost, there is the be developed into a full plot for a while.
legacy that a great game leaves. When it’s all said and done
and people are talking about the game, telling stories of Concept
what their characters did, retelling what the Storyguide This is perhaps the most common place to start with a
made possible - well, that’s what it’s all about. If people story. What is the general idea behind the story you want
speak fondly of the game, then it’s made an impression to tell? A concept can start very simply with a single idea
on them. It has entertained them. If the game touched or for some, a whole story just reveals itself.
them emotionally, then the Storyguide has come as close The concept is the most common motivation for running
to creating art as any game will. a story. The Storyguide might read a book, look at a
There are other benefits, of course. No doubt being the picture, watch a movie and suddenly say to themselves,
center of attention is very appealing. Don’t be fooled; ‘that’ would be a cool idea for a story. That thought would,
237
as a goal and less of an absolute. to interact or interfere with the game. Are you going
Your storyline will need a place to start; you will want to use their hometown? Is it going to be exact down to
an outline. You can start a Story with a lightly- or heavily every detail or will it be the dramatic version of home?
-fleshed out storyline. Are you going to have their players suspend their disbelief
to pretend to be in another, more popular, city, such as
Theme Vancouver, Montreal, New York, Chicago, London, etc?
What is the main idea behind the story? Is there one? A long time convention of past KC games have been to
Does there need to be one? use a fictional city, such New Jerusalem, New Babylon,
Paradise, etc. These cities often bear a striking resemblance
A theme is fundamental in a piece of literature but isn’t
to real world cities, but their history can be toyed with to
something that can always work in a LARP. The reason is
fit the story.
that your game is not one story but a collection of stories
from many different people. The setting most often gives a Storyguide a better
understanding of why things happen in their city and how
Nevertheless, a theme in a LARP can work to give it a
their premise and theme might have come about. A city
unified feel. It can work very well to pick a few themes and
steeped in religion is very different from a city drowning
have your plots revolve around those.
in sin.
Using themes gets difficult when there are too many
players. The best idea is not to be too married to any Style
themes you pick. It might help you work on your plot and Style is the way in which the story will be told. Is
keep you focused, but if you pick love, and end up forcing everything that the Storyguide does going to be handled
every player to have to figure out how love relates to their with deadly seriousness? Will you use humor to break
plot thread, you’re only going to frustrate those players. up the monotony? Are the NPCs always witty and
Themes such as Redemption, Penitence, Hatred, Love, intelligent? Will the rules dictate the
Duty and Mystery are common ones in Kingdom Come. limitations of the characters or will the
If, for example, they have a premise of a Fallen who’s characters’ motivations allow them to bend
lost his soul, what is the theme behind it that will drive or break the rules?
this lost Fallen? If it’s Redemption, then the Fallen would Style is less of a conscious decision and more
likely be trying to do good deeds for her own salvation. of a habit that the Storyguide will form while
If it’s Hatred, then maybe the Fallen has been trapped by running RPG stories. Style is often something
his more base nature and inflicts suffering upon others as that they end up creating, or that appears in
a way to feel something. Either way, the theme tells them all their work.
why things are happening and keeps that as a focus for the What’s important to examine is whether
Storyguide during the course of the game. your style conflicts with the players having
Letting the players know the theme is a good idea. It a good time. Having intelligent, witty
might help influence players or give them an idea of
chapter xii: Storyguide
238
Scope
The scope is often an after-thought. Most times, a storyline will generally dictate whether this is a short-term or long-
term game.
You have to determine what scope is best for your idea. A one-shot game is much like a movie, whereas an ongoing
story is like a television series.
In a movie, we expect bigger, better and faster-paced events. Everything in a movie needs to be delivered, processed and
acted upon in a relatively short time.
In a television show, we expect more development of concepts and characters. The story is in no hurry to reveal itself.
There is more potential for a build-up of events. Once a major plotline reaches its conclusion, the show can end - or it
can continue in a new season, offering new plots and conflict.
239
one-shot, but there are many events and a great deal of chronicle. It is very possible to have a character-driven
upkeep to manage in between those events. chronicle, provided that the players are well aware that
Chronicles most often work better when players make their character’s actions will dictate the motivation of the
their own characters. There will be time for them to story. This gives the Storyguide the ability to sit back and
explore their character and gain motivation for things in watch, to give guidance as needed or requested. There
which they are interested. will be more talk about plot-driven stories and character-
driven stories.
Most Chronicles take their time introducing the plot
and events. Introducing everything at once might lead to Continuity
an overload of scenes, action and conflict and threaten to
An important part of chronicles is continuity. Unless the
leave nothing to do in the future. Pacing becomes a very
story is meant to be surreal, and the players understand
important part of a chronicle. When does the Storyguide
that, they will expect continuity. What worked once
introduce a major element - their premise and theme, for
should work again.
example? Do they make it sudden, or slow and dragged
out? For this reason, most Storyguides choose to obscure Continuity is a little tricky with a Chronicle because
their plot behind a mystery. Things are happening, and the everyone tends to forget some details. As a Storyguide,
characters might want to discover why. Clues are dropped they’ll be expected to uphold the continuity. If an actor
and these can pique the interest of the characters. This is a is abusive in one event, they shouldn’t be all flowers and
common way of doing this because it works well. It allows sunshine the next - unless that is a part of their story,
the Storyguide to determine which players are interested in perhaps a clue to follow. If the Storyguide gives out a diary
exploring what clues that they drop, and which characters filled with spelling mistakes, is it their fault or is it on
are interested in exploring a plot or sub-plot. purpose? Maybe the person who wrote it is supposed to be
dumb; however, if all their writing has spelling mistakes in
Chronicles can suffer from slow pacing and become
it, this might be completely ignored.
stagnant. If not enough clues are given or characters hit
brick walls in their investigation, then the Storyguide can Be consistent by remembering what was planned before
deter the motivation that they hope to achieve. and what has been presented already.
An external plot, however, need not be the focus of a
Next Step
The next step is everything else: getting your storyline ready, getting players excited, getting characters created, etc.
chapter xii: Storyguide
If this is your first Story, think about getting help. If this is your first Kingdom Come Story, you’ll want to encourage
players to become familiar with the setting.
Set dates and times, find a place to play and dive in. What follows is some general advice for running a Larp.
240
Story Pieces
Rule of Three follow if they were to stumble upon them. Think about
how they could stumble upon those threads.
There are three major parts of a story. The introduction,
the middle and the end. Seems pretty simple, but it never The more preparation work that the Storyguide does at
is. the beginning, for the beginning, the more work they’ll
save themselves later on.
The Introduction will likely require the bulk of the
pre-game work. The Storyguide will need to make many
Storyline
decisions and figure out what direction they want their
story to take. This is the most control that a Storyguide The storyline is the path upon which the characters will
will ever have over their story. travel. It is the secret plan for where the Storyguide sees
the story heading. The basics will help them see how their
Creating a good Introduction will require a good idea. plot starts and ends.
And there are a great many good ideas to be had. Most
Storyguides start with either a basic concept of the story For the game to have meaning, the players need to be
or a basic concept of the setting. able to affect the storyline. This may mean that it deviates
from the Storyguide’s original ideas. The ending that they
The basic concepts of the story will answer the ‘What’ might have envisioned may not work. That’s oftentimes a
part of the story. What is the story about? Is it about good thing. Give them what they want, not what you want
an ancient Nephilim who is terrorizing the Fallen? Is it to force upon them.
about a group of researchers stumbling upon the Fallen
secret? Is it about a Choir of angels who besiege the city? A good idea is to think about several outcomes from the
Is it about the war between the Divine and Infernal? The beginning. In how many ways could a character resolve
‘What’ of the story is very important, as this will likely be the storyline?
a Storyguide’s strongest hook for players to get into the
game. The Hook: Introduction
Writers are told that their first sentence must draw the
If it’s a simple concept, then a good twist might be
reader in. Then their first paragraph. Then their first
warranted. Even if it’s a complex concept, the Storyguide
chapter. And then the rest of the book should compel
can add a good twist. A good twist is just something that
the reader along to the very end. This is not so different
sets a story about angels attacking the Fallen apart from
in gaming. Fortunately, they should likely have a smaller
another person’s story about angels attacking the Fallen.
audience to cater to than an author.
Maybe these angels are capturing Fallen rather than killing
them. Maybe these angels can shatter buildings as easily A chronicle will have two Introductions. The first
as they can the bodies of the Fallen. Maybe these angels introduction is in the form of the invite to the game, while
are not from the Legion who is hunting the Fallen. The the second will be the first game itself. The invitation
Storyguide won’t likely be telling the players everything to the game will show players how much work they’ve
about their plot but they’ll want to give them a hint of done on the chronicle. If the Storyguide approaches new
both the concept and the twist, if any. players and tell them that they want to run a Kingdom
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roles and dive right in. Any combination of the above will Fortunately, the journey in a chronicle is the longest
breed a great deal of chaos. and more drawn-out part. As the Storyguide lets players
The conflict here is whether or not they will bring interact with their plot, they can learn their reaction to it.
anything to the table, so to speak. Will the Storyguide If they don’t care for or aren’t interested in the plot, then
start with a bang and introduce some of the plot right they have the time to consider what needs to be done, if
away, or will they save it for the next game? This is a anything, to rectify the situation.
very important decision to make. Players will be busying
themselves with introductions and figuring out who their
immediate allies are and who their immediate enemies Ending: Finale
are. One may disrupt this by overshadowing them with The ending happens whenever it happens. Maybe interest
plot, but without it, the Storyguide may bore them with is lost, maybe the story is getting tired and worn, or maybe
nothing to do. real life conspires to bring it to a halt. The ending quite
As in many parts of life, a good compromise is in order. often becomes a low point for a story, unless a chronicle
It is a very good idea to have several small plots that was built up from day one to be hurtling towards the
characters can either be told about or actors can be used end.
to deliver. It is a good idea as well to include a hint of the The ending should fulfill all the promises made and loose
major plot that one hopes to see unfold. ends should largely be tied up. See the Tips section below
for more details on how to handle ending a chronicle.
Journey: Middle
The middle of the story is where the journey of the players Preparation
will take place. In all likelihood, unless one manages a This is the single best thing a Storyguide can do. Prepare
stellar ending, players will reflect most fondly upon the as much as possible beforehand. It always pays off. If the
journey of the story. So there is a great deal of work one setting is very important, create many locations characters
has to do to guide their story. could visit. If an enemy is very important, create her details
beforehand. If the theme is important, think about how
one intends to show that to the characters at every event.
Non-Player Characters
Creating NPC’s make up their goals and motivations, maybe even give
A Non-Playing Character (NPC) is one who has little them some interesting characteristics.
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242
certain plot points are enforced or fulfilled. They are the show. A player character may not actually know what
under their control and their character actions are subject to do in the position, or may grossly misinterpret their
to what the Storyguide thinks is for the best. power or the Commandments. They may not have the
Actors are a little tricky to handle sometimes. They often motivation to keep their position or even do a good job in
allow the Storyguide to move the story in a direction that it. Other characters may not listen to them at all.
they think is suitable. They allow one to speak with the It is highly advisable at least to choose the Kings oneself,
actor and get ideas from them about what is going on or allow players to create a character designed to be a
with some of the other characters. They allow them to King.
manipulate the story by pulling their strings. Actors are Pre-making a King can settle several problems at the
meant to infuse drama and conflict into the story, and the beginning of a game. It is simple enough to give the player
sad truth is that many times, they will do a better job than or actor the proper motivation and even some good
some players. This point will be discussed later. conflict right at the beginning. Having an actor for the
However, with all these benefits, there are some serious King allows one to watch carefully over the actions of that
drawbacks. First, no player is guaranteed to attend every King and manipulate it for their story.
event and actors are no exception. If the Storyguide places
too much importance on an actor who doesn’t show up,
their event may be lacking plot and drama. Also, some Drama
players resent actors and their presence. This is especially
Ultimately, Kingdom Come encourages players to make
true if they arrange it so the actors are untouchable or
the game dramatic and exciting. The entire point of the
they perform elaborate scenes and refuse to let player
game is to create an interesting story, and stories are made
characters get involved. Players can resent actors who are
interesting by passion and conflict. However, drama and
given too much power, making their characters seem weak
conflict can be, as often as not, put aside for efficiency by
and ineffectual.
many players. In the real world, we are taught time and
Actors will be discussed in more detail later in the drama again that efficiency in a situation is the best way to resolve
section. it. A soldier does not enter an enemy camp and challenge
the leader to one-on-one combat. Besides being simply
foolish, it would be far more efficient to get a sniper rifle
Choosing a Court and shoot the leader from a safe distance.
This is always an important decision, with only a few However, this is a game about Fallen angels and their
options. The Storyguide will, before they begin, have struggles. Efficiency is for real life. This is a story about
to choose whether or not they will fill the major Court fictional beings. Thus, Kingdom Come should encourage
positions. Every game has its movers and shakers, those dramatic conflict. At the same time, to ensure that the
characters around whom the game seems to revolve. Those game doesn’t devolve into pure fantasy, efficient actions
who are members of the Court - in particular the Kings - should not be punished. A balance must be found between
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their input into the matter is pointless. Make sure that any Nevertheless, the Storyguide might need to create an
actors who are given instructions on a dramatic scene are actor or an enemy to provide conflict for one or more
also advised to get other characters involved. characters. If their city is under siege, then of course,
they will have obvious conflict in the form of the Host
or Horde.
Conflict Combat is the most direct and basic form of conflict.
Regardless of whether it’s dramatic or not, conflict is There’s nothing wrong with relying upon this standard
the most important element of any story. A character as it’s very exciting and most often interesting. Since the
needs something or someone to oppose their journey, game has the overtones of war, combat can work well as
something to overcome. Fortunately, many times, this will the end result of a growing conflict.
be other characters. However, conflict is broader than just combat. Conflict
is simple, two sides that are opposed to each other; one
should encourage characters to create conflict and deal
with it in a variety of ways.
Players
Dealing with Players no chance. The Storyguide will have to deal with these
The story one wants to create might be much easier situations when they come up.
without players. However, it wouldn’t be as exciting. There
is a golden rule for dealing with players: they will always The Big Picture
do what is least expected. Stop and think about one thing. The characters in your
If the Storyguide introduces a terrible enemy who they game are responsible for the creation of the cosmos. They
are ‘supposed’ to fight, one can put money on the chance created seasons, landscapes, growth, death, cell structure,
that at least one character will not want to fight it for some physics, psychology, ketosis, time and even emotions. From
reason. the hollow, painful feeling when you lose a loved one to
the way a mouth curls when they smile, the characters in
It’s not possible to be prepared for every contingency, so your game created these things and so much more.
hopefully the Storyguide can be flexible when a character
comes along and does the unexpected. It is a good thing to keep in mind when introducing
powerful opposition. The characters, while no longer
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244
‘secrets’. Min-maxing isn’t a crime; however, it can become
Many players find it very difficult to separate what they intrusive if the min-maxer likes to throw their character’s
know and what their character should know. weight around or likes to bog the game down in challenges.
They can also be disruptive outside of play if they like to
A player who constantly explains how something should ‘show off’ their Characteristics. The most common min-
actually work might be a ‘know it all’, especially if they tell maxer is the combat tank, a character who is designed to
you how it should work or if they are convincing other exploit the combat system, to crush other characters with
characters about information that they shouldn’t have. ease.
It might be important to remind problematic know-it-alls The Storyguide can deal with min-maxers in two ways.
that this is both a story and a game, and the information One way is to ignore them, which isn’t as bad an idea as
that they share should not come from the Storyguide it might seem. Everyone has the option of making their
section. Besides, you’ve already changed a bunch of things, character efficient; if they don’t make it too much of a
right? problem, it might not become one. Also, they can make
for fine opposition and challenges for other characters.
The other way to handle them is to go out of one’s way
Rules Lawyers to exploit the weaknesses they do have. If they have built
When one gets down to it, rules lawyers can always be themselves a nice little combat tank, then they are most
a problem. These are players who place the rules higher likely weak in their Mind or Soul Characteristics, making
than the story. In some attempt to ensure fairness, they them ripe for Traumatic wounds to fell their character.
often insist that the rules should be followed strictly. Always check out their Vices and negative Secular Talents
The rules presented in Kingdom Come are to promote and ensure that these are hounding the character.
fairness in play; however, the story should always take Another idea, if they are particularly powerful, is to make
precedence over the rules. The rules merely exist so that them the target of hidden forces in the world. If they are
two players can move through a challenge without needing tough enough to beat an angel or devil one on one, that
a Storyguide around. Should a Storyguide be present and sort of thing gets out. It could come to the attention of
make a ruling based on the situation, they are always the sort of group who might use and or even kidnap
correct, even if it is technically incorrect by the written great warriors for some ulterior purpose. Heck, why is a
rule. Why? Because they are running the game and might wandering Envious not seeking this person out and using
believe that at a particular moment it would be more Despoil to steal their fabled combat skills?
interesting for a particular character to win a challenge.
One thing not to do is to just bring in somebody bigger
Making one mistake for the good of the story isn’t a bad
and more bad-ass than them. It will be obvious that you’re
thing. Making constant mistakes is, however.
punishing the player for making his character that way.
There isn’t a perfect method for dealing with a rules
lawyer. You could consider sitting down with them and Character Death
explaining that there are things like Drama points and
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For a chronicle, the downtime can be an excellent tool Scenes
to drive the storyline. At the same time, it can be a serious To get a player interested in something, you need to get
source of frustration and confusion. them to invest their interest in it.
Some suggestions on how to make it work for you Players are here to play a live action game, not to see how
follow. excellent a writer you are. You can write amazing prose
but at the end of the day, it’s the game that they’ve come
Logistics to play.
The system can actually be a hassle to execute. It was If you take one piece of information from this section
designed for the ease of both player and Storyguide but make it this: run scenes (sometimes called side-scenes).
that doesn’t mean it can avoid all tangles. It’s very much
a numbers game. Downtime responses are just words and words can only
have a limited impact. To make a more potent impact, you
To help, you should try to get very organized. Spreadsheets need to have the players playing their characters. This has
are your friend. Putting all the players, characters, all their the added bonus that it makes the player(s) feel special by
downtime Characteristics and details of their actions can setting up a scene for them.
really help to keep you sane.
A fight scene is a classic one: Arrange for the characters to
Furthermore, having a spreadsheet to track things barge in or get ambushed by an enemy. Fun for everybody,
like Events and Predominations can avoid potential but they are often short on chances to role-play.
nightmares. It is exceptionally easy to forget the little
details. Scenes are almost always better than written responses.
Just make sure that the player has a moment to role-play
Communicate during them.
Unless you have a reason for it, there is rarely a reason
Weapons of Mass Destruction
not to provide a player with all the numbers. It takes more
work on your part, but revealing the Marks that they Some players will expect or insist that they can perform
generated and their Difficulty numbers can go a long way or trigger outrageous and destructive events in the
to showing how fair you are. Even showing your dice rolls downtime.
can display how impartial you are. This is always a delicate situation. You want to give
players a chance of success but at the same time, blowing
Correcting up your city isn’t something you should really entertain,
Players will make mistakes. They also might go on weird, just because a player can generate a ton of Marks.
unhelpful tangents that will only waste their time. Feel The best solution is just to talk to the player and find
free to contact the player and correct their mistakes or out what they want, explain what you want and figure it
suggest that an action they are taking is a waste of their out from there. At the end of the day, you can invoke a
time. Presence that will try to stop such crazy acts of violence.
chapter xii: Storyguide
Railroading
One Storyguide sin is to ignore actions that don’t fit into Main Plots
their story. This can be done as subtly as writing plain and Do not screw over players with a Main plot that is far too
boring responses to turns that don’t follow the storyline, difficult to uncover. This means that it is unnecessary to
or it can be as blunt as altering their turns so that they fail put in tons of Dead Ends (which are actually against the
to achieve their objective but happen to learn details about rules if you missed that) or to fudge rolls or give them false
the storyline. information.
In a word: don’t. Avoid railroading players like this. Let Let the players learn about and interact with your Main
the story explore what they want to explore. It can result plot. Better yet, figure out a way to get them to invest in
in something extremely rewarding. it.
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Player Frustrations The third situation that frustrates players is when their
Players will sometimes get frustrated with parts of the actions fail because of the actions of other players. If the
downtime system. It is very important for players and the opposing action is ‘public knowledge’ (meaning another
Storyguide to communicate well with each other while character has Hindered the action), the Storyguide should
submitting and processing Secular Actions. Players, in be telling the Hindered player that an action was taken
general, will always want to be successful; they will want against them and this is the result. Sometimes, however,
all their actions to succeed and will most often want them players take secret actions (and may even use Machination
to succeed in the month in which they perform them. to cover their tracks). In cases like these, the players have
come into conflict. The Storyguide can be in quite a bind
A player’s action can fail in one of three ways:
here; they must try to respect both sides, one of which is
The action outright fails - the player’s action does not trying to succeed at their action and one trying secretly
achieve the Marks needed or the Opposed Roll fails. In the to stop it. As a Storyguide, you don’t want to give out too
former, the player can really only blame bad luck; in the much information, but on the other hand, sometimes it’s
latter, the player may feel ‘cheated’, especially if they put a more frustrating if you say nothing. The Storyguide can
great deal of effort into that action. However, actions do compromise, and provide hints or clues that something
not always have guaranteed outcomes, and players need to odd might have happened.
understand this.
The Storyguide needs to stay on top of things. Every
The action technically succeeds, but the Storyguide player in the game will often feel frustrated due to some
doesn’t give them a fair result. A common Storyguide failure that occurs in downtime. Frustration happens.
error is with the player who investigates/researches the Players need to realize that there may be information that
‘big plot’ and is given information which is in no way the Storyguide hasn’t given them, and that there may be
helpful, or when a player takes a successful Patrol action, good reasons why that information was not provided.
fails to encounter any problems but then finds out that Storyguides need to realize that, whenever possible, they
NPCs (Non-Player Characters) successfully hunted down should provide the player (not always the character) with
another PC. This then becomes the responsibility of the ALL the mechanics of their actions.
Storyguide; he or she needs to respect all actions across
the board and needs to reward successful characters.
There are many ways to deal with the mistakes you will
inevitably make as a Storyguide - giving the character in
the first example an important clue or some part of the
puzzle, for instance. In the second example, the character
might be permitted to find out about the NPCs “free”, as
if they’d done a successful Investigate action. Running a
game and playing in a game are sometimes as much about
learning how to communicate effectively as they are about
role-playing.
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Downtime
You can always place limits on when a character can burn The Silver Rule of Players
play LARPs because they are games. Those who are just
playing a game will not always care about the scene and
instead care more about what happens to their character,
and often how tough their character is.
Ultimately, it is a live game and most of the time, the
Storyguide will want the action to take place during the
event. They might want to find a good way to reward
players for putting on dramatic scenes, such as bonus
Zeal.
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The Bronze Rule of Players
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Storyguide Tips
The true value of a chronicle can be seen if players will speak well of it in the weeks, months and years to come. This
is the tribute to be gained from a good story. The following are tips that can be used to make a game great, but they are
by no means comprehensive, nor will they apply to all situations. There are no surefire instructions to creating a great
story. If a Storyguide cares about their story, it will show.
What follows are a collection of tips from various Storyguides. These are not ‘commandments’, to be etched in stone
and followed. Like a recipe, one will use a blend of these tips or none at all.
The game will be the Storyguide’s to run. Not all of these tips will work for their story. They’ll have to decide which
ones will help and which are to be ignored.
Playing your own game If your players are talking about the game, that’s a good
In a word: don’t. You are needed to run the game, to thing. If they are positive, that’s good too.
be available at a moments notice to help the players with If your players are talking about other things, while it is
questions and rules. possible that they indeed have lives outside your game, it’s
You might be able to get away with an extremely trivial a very good indication that your story is failing to keep
character, if you like to pass the time; however, not to put their rapt attention. There is also the possibility that they
too fine of a point on it, a Storyguide who wants to be are not enjoying the game but don’t want to offend you.
their own King is probably doing so for self-gratification. The more talk you hear about your game, especially
If you do go with an extremely trivial character, it’s best when it’s not directed at you, the more likely your game
to make it someone who won’t end up doing much in is doing well.
the downtime or make waves in the game. It’s too easy to You are also free to ask your players directly, but take
make your character too important to the story; you can into account that many people have trouble expressing
easily generate much player resentment in that way. negative feedback to you directly.
Best to get actors to play the roles of which you do not
want to give up control. Kings: A Lonely Path
Whether actors or players, a King is a special role that
Plot vs Player Characters you as the Storyguide need to recognize.
In a word: the PCs. The most important thing to understand about a King
It’s not as simple as that, but honestly, if your storyline is that it smothers the personal agenda of the character.
isn’t enjoyed by the players, then it’s not really much of A good King is a King first and everything else second
a success. The simple act of running a game does not and, until you act in the role of King, this isn’t always
make it great. The players have to buy into and enjoy your obvious.
storyline; the easiest way to do that is to get them involved A King has a huge responsibility to the city. A King
in the story. Don’t force it down their throats, but make needs to fight the war, protect and organize their people,
chapter xii: Storyguide
them feel that they can affect the story in a tangible way. deal with the various conflicts, and be a diplomat to the
If you do not allow this, then you’re telling them the other Court. There is little time for any personal long-
story, making your storyline a plot that they can view, but term goals.
not truly interact with. If you expect the players to choose who plays the King,
It’s your storyline, but it’s their story. Without them your a player is best served by creating a character for that sole
storyline is just an idea in your head. purpose. This becomes a crucial point when starting a
game. Many new Storyguides make a critical mistake in
The Coffee Gauge offering the illusion of strong actor Kings, but with the
A really easy way to gauge whether your game is having plan to kill them off in the initial set of games. If no
an effect on players is a time-honored tradition of going players made their characters for the express purpose of
for coffee after the game. being a King, then your chronicle can run into trouble.
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Ignoring the fact that your Civitas could flounder are wielding to force the game to return to how you think
directionless for months, the bigger concern is for your it should be played.
player Kings. If they have any long term plans, they will
likely have to abandon them to be the King. This can Thread Weaving
wreak havoc on their enjoyment of the game. Running a game is not quite like writing a story. It is
Consider this before you decide to pull the rug out from more like attempting to sew a pattern together all at once,
under the players: what consequences will it have? You can working on many different threads. This is the key to
easily ameliorate the situation by suggesting to the entire many great stories.
player base or just a few select players that this is part of Each thread is like a different mini-storyline and is most
the opening story, so that you can have players who try to often directed towards a different group of players. Each
make a character worthy of being a King. thread, alone, will not likely make the story
good. But together, they weave the story into
The King Hammer something enjoyable to all.
There will be times when players of power, often Kings, A single thread will almost never interest
will act with reckless accord, trying to ignore or break the entire player base, unless it is a small
the Codex, such as (but not limited to) making up new one. No matter how epic or obviously
Commandments or striking others from the records. important the Storyguide makes a
There is no higher authority than a King of a Civitas. single thread, some players will be
Kings from other Civitas do not have meetings. There uninterested in it. One has to accept
are no grand Kings. In short, no one actually governs the that.
Codex. Using multiple threads becomes
As such, it’s strongly advised not to have other cities important. But the best threads are those
come to interfere or demand that a Civitas fix their woven by the characters themselves. It
transgressions against the Codex. Everybody is at war; becomes important to utilize a character-
who would spare their soldiers when their borders could made thread. When a character makes a
come under attack at any point? Neither the Remnant nor thread, they will ultimately be very attached
Shrouds care about the politics of the lesser Fallen. to it and thus, their interest will likely last
If you as a Storyguide do not mind, then let it play out. If until the very end. If the Storyguide can
you want to reprimand the players, you can simply remove arrange for other characters to find an interest
Sovereignty from them. After all, it took years of rote by in that thread then they will have less work for
thousands of Fallen in hundreds of cities, for Sovereignty themselves, likely needing few or no actors and
to come into effect. If the Codex were to be changed, then little direction on their part.
Sovereignty could fade.
You can also always speak to the players and ask them
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A single one of these in a game can create all sorts of
example interesting story arcs. All of them together means that
they all lose their uniqueness.
The Storyguide decides that he
wants to have angels siege the Civitas. Power of Plot
By itself, this is not enough to run the game
Far too often, a Storyguide feels the need to force an
from beginning to end. The players will need
something further to do.
otherwise impossible event in their story via a being of
disproportionate power. Mages and ghosts often end up
One Divine character has a small child who garnering the rare and coveted Power of Plot. Which is to
may be a Nephilim, rescued from her father.
say they can do anything they like until the Storyguide is
The Storyguide picks up on that and includes done with them. Oftentimes, the Power of Plot infuses
a group of Nephilim who are mucking around them with the cherished ability of being completely
and begin to attack the Fallen to get the immune to anything that the characters can throw at
child back. To further add complication to them.
this thread, the Storyguide makes sure that
It sounds great, until you consider the frustration of the
the Nephilim attack only the Infernal, thus
creating all manner of conflict between
players, the context of the game and how much a story
the two Convictions. The Infernal demand crutch it can be.
that the child is given up.The Divine refuse. KC is about angels. Although they’ve lost their power
Finally, the Storyguide decides to make the over Creation, they maintain their Core Techniques,
father a past Deistical. One of the Deistical
which are secretly de-powered tools that they once used to
finds a letter that informs him that he is
Create everything in the cosmos.
the godparent of this little girl and should
protect her accordingly. The Deistical may They created magic (what little there is in the world).
now want the child for his own and might just They created humanity, the human soul and the ghosts
kidnap her. This shows how one player thread that the soul can become. It is therefore against the design
can be developed into three threads. of the game that the Fallen should be subjected to an
unstoppable ghost, mage or whatever creature that the
Storyguide is keen to use.
Avoid Creature Features Players can get frustrated very easily if they encounter
Storyguide-created ‘monsters’ that are immune to their
The Storyguide will no doubt read all about other types
powers. It can come off as transparent that they are not
of creatures in the Kingdom Come world or they’ll be
allowed to do anything until given permission by the
interested in inventing their own. Kingdom Come is a
Storyguide.
vibrant world where a great many wild things can occur.
It may be tempting to use every different type of creature Truly great enemies have flaws. Flaws that can be
in the book, allowing the story to run wild with ideas. exploited by the characters of the game. These flaws do
chapter xii: Storyguide
However, more often than not this is not a good thing. not have to be obvious but if you do not hint at them,
then the players might get frustrated too quickly to bother
There are two ways to have a creature feature. One is to
trying to explore them.
allow the players to play things other than what is listed in
character creation. Another is to introduce a new ‘enemy’
of the month in the way of actors.
Dramatic Events
In a good story, there is drama. Drama is about emotion
Both methods can lead to destroying the rarity of a and excitement and, in Kingdom Come, both should be
creature. If you allow Fallen to be working with demons running high. A Storyguide rarely has much control over
and Nephilim in conjunction with a rogue angel, battling the character’s emotions. It is for the player to decide how
a group of devils who have created some sort of demon/ their character reacts emotionally to a situation.
Nephilim hybrid, you’re diluting the rarity of these
beings. Conflict is the purest and simplest way to infuse drama
into a story. Conflict can come in many forms and it
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doesn’t just have to be combat. Conflict tends to evoke
emotions and from there, the Storyguide can see some example
truly brilliant scenes unfold.
A character needs a reason to be interested in the conflict. Some players conspire to kill off
another character. They successfully
Simply having a point of conflict is not always enough for
kidnap the character and plan to do away with
many players. It has to become personal for some players him. They devise an ingenious way to kill the
to be interested in the conflict. character with no links to themselves. The
Teaching a Storyguide to create drama is not an easy Storyguide decides that he doesn’t want that
thing. Dramatic events are rarely logical; in fact, many character to die so he has the police show up,
led by an actor. It was dramatically suitable,
such events break what would be likely to happen. Can
but highly unlikely, that the police would have
a character get to another in time to save them from a
tracked the kidnappers.
swarm of demons? In all likelihood (in the real world),
the would-be hero was nowhere around to help, so they
wouldn’t get there in time. That does make a type of story,
but it’s not as dramatic as it could have been. Sure, the
would-be hero can now explore the loss of a friend, but it It is never fun to be railroaded, but a Storyguide must
hardly has the same impact. Now, if the would-be hero had sometimes use this tactic. Never force a character to take
shown up in the middle of the fight, what might happen? an action that they don’t want to, even for the good of the
Well, immediately it’s already got more edge as the would- story. They can request that they reconsider their actions,
be hero is desperate to save their friend. And what if the but never hit them over the head with a hammer with it.
friend still dies? Then the weight of that death can be If they do railroad some players, they must make sure they
carried by that character as they can blame themselves for understand what they are doing and why. If the Storyguide
the death. Regardless of whether the friend lives or dies, is aware that they may be railroading in advance, then it
the would-be hero has a more dramatic moment. may help as they can attempt to hide or minimize such
Furthermore, as a Storyguide, one will want to help railroading.
characters with any intended dramatic scenes.
Personal
Railroading It is said that the quickest way to a man’s heart is through
This term is used when a Storyguide creates a plot his stomach. If this is true, then the closest way to getting
where, despite the efforts of the characters, the Storyguide the interest of a player is to see what elements of their
introduces some reason why the plot cannot be altered or background they can pull into the Story. Players will
stopped. This is known as railroading. identify with their own background faster than they will
with parts of the Story.
For the most part, railroading is a very bad, but very
common, mistake that happens. Players will not appreciate However it’s more than just that. Almost every player
comes to a game to get a chance to be in the spotlight.
253
drama and should deliver. Like all drama, however, they
have to be careful with railroading. example
Melodrama During their investigation, a
player within the Choir postulates that
There may be some talk about being overdramatic, but
the presumed dead White Knight, who had a
it’s rarely a problem in live-action games. In a story there is
history of such acts of violence, is in fact alive
a great deal of emotion being portrayed, but a great deal of and responsible for many recent murders.
it will be emotions personal to the role, and this will rarely
surface for others to see. So it actually helps to overact in The Storyguide had originally planned that
most cases. Encourage it when possible. the White Knight had died at the hands
of demons (who were responsible) but then
Smoke and Mirrors considers, “what if he had lived?” What if he
(or when players make cool but wrong guesses) was betraying the Fallen for some reason?
Certainly that is a deeper, more involving
The Storyguide writes out the plot, makes all sorts of story. What was just a side plot that had
plans and begins running their story. During the course of nothing of consequence can now be developed
a game, a player might be talking out loud and volunteer into a minor or even a major thread and the
one of their doubtless incorrect theories. But sometimes, player feels smart for piecing it all together.
those theories are pretty darn good. Sometimes it might
lead to more interesting results than originally planned.
This is a time when you need to decide to consider the Scenes-Based Ending
player’s thoughts seriously. The story shouldn’t be written A great deal goes on during a story. Often too much ever
in stone before it’s done. If you allow some flexibility, then to wrap up at the final game. There is also the problem
you can alter some of the details of the story to fit with the that many plot threads were only ever experienced by a
‘crazy’ guesswork at which a keen player will arrive. small number of players.
Although sticking to one’s own plot might be your first One trick to trying to deal with a game that has several
instinct, there are several rewards for adapting it. Chiefly, plot threads is to have your entire final game or a large
players like validation. Making them feel like they were portion of your final game written as a series of scenes,
right often encourages them to be a stronger part of the instead of just a large gathering.
story. It also gives them a connection to the plot thread It’s not something easy to pull off, but with some
that they ‘guessed’ was correct. preparation, it can work.
If you decide that you like a character’s idea, then A scenes-based ending requires you to figure out what
implement whatever changes you need to retain continuity is important to all the players, gather the right actors and
and logic. Think how it will affect the story. then write each player (or group of players), through public
It is not recommended to reveal the truth to the player, scenes that disclose what has been going on all this time.
chapter xii: Storyguide
that you’re altering things. Just take what they suggest and While some players might act for the scene, if needed, the
make it into your own. rest of the players will be the audience.
Remember that players should be creating as much of This has a really great synergy to it. The audience gets
the story as the Storyguide. They are as responsible for to figure out what was driving each other character and
creating a good story as you are, and if they think of gets insight as to what was actually going on. The players
something that you didn’t, there is no reason not to use involved in the scene get personal resolution (hopefully)
their input, even if it’s inadvertently. from their scene. Everybody needs to get their own scene
to feel important. And there is nothing to say that a player
And always tell them after the story is over.
cannot end up appearing in multiple scenes.
Once you’ve decided to go for a scenes-based ending,
the other important decision is whether to have a more
standard gathering (i.e. a Census) game as well, presumably
254
during the same event. You can always ask the players how they see things
A gathering-style game can happen before the scenes as a ending. You don’t have to follow it verbatim, but it can
build up to them or after the scenes, possibly acting as the give you a very good indication of where the players see
climax or denouement. Both can work well. the promise going.
However your ending is written, don’t make it all a
dream. That ending always sucks.
Listen to the players
Promise Not everything you do will work. You cannot please
When you run a story, you make an unwritten promise everybody.
to your audience, in this case the players. You promise the If you want to improve things, you need to talk to and
players that your story will be worth their time and that listen to any complaints and concerns your players have.
what they bring into the event will be resolved by the end You shouldn’t argue with their point of view. Many times
of it. a player cannot properly pin down what part of the game
You will not always be able to fulfill that promise, because dissatisfied them, so they may not be clear.
players will do all sorts of things with their characters Some players will have useful insight and some will just
that will disrupt even the most carefully laid plans, but be grumbling.
that isn’t an excuse. Your goal should always be to try to Once done, you need to think about whether you can
understand what promise you’ve made with your story accommodate what they want or if you even want to do
and make every attempt, with little or no railroading, to so.
keep that promise.
If you can fix the problem for them, then do so. But if
The idea here is that if you or the players create a plot you don’t know how to, or if it’s gone on too long and the
thread, it’s going to come to a resolution which befits the player has already decided that there isn’t much you can
thread. do to fix it, then accept that you cannot please everybody.
For example: When you introduce a thread for a Choir, You don’t have to give up on that player, but it’s a good
you try your best to let it be resolved by that Choir, if it’s idea to reserve the thought that this player might never
in your control to do so. If the Choir goes to the Kings enjoy your game.
and the Kings assign a Murder to deal with it, and the
Murder does so, that’s the end of that. You don’t have
to go out of your way to make that thread impossible for
the Murder to resolve (unless that was the point from the Conflict, conflict, conflict
beginning).
The heart of any story is conflict.
That being said, if the Choir does try to resolve the
There will be two types of conflict: Driven by the storyline
thread, it’s breaking the promise to string them along
and driven by the players.
for game after game only to hand it over to another
255
player more invested in your thread and thereby making it the players, but don’t get transparent about it. Don’t ‘level
personal to them. But there will still always be more ‘face up’ your fights solely because the characters are tougher.
time’ for players to interact with each other’s characters If you don’t have enough actors to play the part of the
than they will have to interact with your thread. bad guys, consider having the actors come in as a 2nd, 3rd
or more of the same NPC. They were there all along, of
Central Conflict course, just waiting for their opportunity to get into the
Most stories will have some form of central conflict, fight.
sometimes known as a ‘Big Bad’, that will have to be dealt
Change things up. Maybe introduce elite troops
with at some point. A central conflict need not be an
possessing very high Warfares, but make them thugs
actor but instead a situation or even just the characters
without many wounds. They fight well but one good hit
themselves. But Big Bads are familiar, convenient and
takes them out. Also consider throwing several of the
present a traditional threat. At some point that Big Bad
weaker opponents at the PCs. Instead of 20 humans thugs
should be available to be trounced.
who have a mid-rank Warfare (4), how about 40 human
And make no mistake, once the Big Bad is established, thugs with only a 3 Warfare? It’s many dice being thrown
its days are numbered. When a number of players are about and although they’ll die in waves, they can still mess
focused on it, animosities will be quickly put aside and up a very tough character.
the Civitas will often work efficiently to crush the enemy.
You do not have to have a Big Bad; however, your story Mind and Soul
becomes a great deal more difficult. Not all the players A major mistake that a great deal of Storyguides fall
will respond to a psychological conflict as being the main into, both with Big Bads and thugs, is failure to take into
goal, for example. account the fact that Fallen aren’t just going to go toe to
Setting up the player base to come to blows eventually toe with them. This is a game that is full of Techniques,
as your central conflict is great, if you can pull it off. many of which shut down a very tough Big Bad or thug.
Players don’t take cues very well. Somebody may start the For thugs it doesn’t matter quite as much; they are
central conflict earlier than hoped. Somebody might work usually there to be defeated anyway. Thugs cannot resist
towards peace, successfully defusing the situation. Techniques.
Regardless, give your central conflict some serious Consider what the players will use against your Big Bad.
thought. If you have one, your central conflict should go Your Big Bad is not a thug, so they can take a Traumatic
hand in hand with your theme. wound to resist Techniques that might mess them up.
But a Technique like Judgment can still cripple them.
Fight Night Techniques like Impartation can turn what should be a
Several of games have a cut-loose sort of style, where the difficult fight into an easy one.
Storyguide throws hordes of enemies at the characters. KC
The absolute worst crime you could commit here is to
combat, once practiced, moves pretty quickly, so throwing
say that your Big Bad is immune to Techniques. Or to give
chapter xii: Storyguide
256
Story Ideas
Story Idea
Angels - Devils
The world is set up for a Civitas to be sieged by Angels
or Devils, so using them as a Central Conflict will likely A rogue devil is searching for Nephilim
be the easiest plot, and fits well within the Last Crusade. to use a Rite that can bind them into
cards. These cards allow the devil to create
Their absence may serve only to diminish the concepts of
very powerful demons who can rival Fallen
the Codex and threaten the Alliance between the Divine
in power. The devil is attempting to complete
and Infernal (which might be the conflict they seek).
a deck of cards and has located a powerful
The Last Crusade is detailed later. group of Nephilim in the Civitas. The final
showdown is coming.
Story Idea
in earthly pleasures. They stay away from Fallen because
they know that they will be massacred if discovered.
257
Shrouds around them but not caring about it. While in this state,
the target cannot be hurt nor will they do anything, frozen
Shrouds are powerful Fallen who take care of situations by the touch of the Shroud. A Shroud can touch up to
where large groups of humans may learn about the two people like this. Fallen who are affected with this
existence of the supernatural. They ask for no invitation Transgression feel cold afterwards, a feeling not entirely
to do this work and it is unknown who, if anyone, they dissimilar to dying the Hollow Death.
work for. They do seem to have a higher purpose. They
will attack Fallen if provoked and sometimes set to hunt a
Doom (Potent)
single Fallen who reveals too much to the human world.
If the Shroud grants Hollow Death to a Fallen, when
For these reasons, Shrouds can offer an excellent form
they return from Purgatory they will have all their
of conflict.
Traumatic wounds, save their Mortal wound, marked off.
Shrouds have unique Transgressions that are shared by Furthermore, they are weaker for a longer period of time
all of them, one of which allows them to pass through than normal afterwards, the weakness lasting for a week
solid objects by becoming ghostlike for a moment. This rather than an hour.
Story Idea
makes them relentless when they are pursuing a target.
Shrouds are typically silent and never seem to speak until
spoken to. When they do talk, they are often confused, as
if speaking is new to them. They will quickly overcome this A Shroud appears to the Kings and
confusion until the next time they are newly addressed. If demands that they offer up a select number
spoken to, Shrouds will reveal what it is they are trying of Fallen. When inquires are made, the Shroud
to accomplish and often times, they are not entirely reveals not that they have committed a public
unreceptive to aid, but they rarely offer a reward. crime but that they will (ascertained through
the use of Foretelling). It never occurs to the
Shrouds most often attempt to True Death a Fallen Shroud that they event could be changed, but
who gets in their way or who reveals themselves to the it is willing to allow them to ‘fix’ this future
world. However, they have another punishment in the trespass.
Transgression known as Doom. The Fallen must die the
Hollow Death to use Doom and when they come back,
Story Idea
they are frightened and weak for a greater length of time.
to possess a collection of these potent Transgressions. is anNPC who has caused this incident and
has managed to evade this Shroud and isn’t
chiming up about their involvement.
Fade (Potent)
A Shroud has a unique ability to pass through solid The players will have to destroy the Shroud
objects. It is said that when they use this ability, they or find out the truth and offer up the NPC to
the Shroud.
appear as ghosts for a brief moment.
Gloom (Potent)
Using their Hallow, the touch of a Shroud can cause
a target to become blank inside, perceiving the world
258
Nephilim The Cult of Ash
Nephilim can be dangerous when they act with cunning Very few Fallen have even heard of the Cult of Ash,
and intelligence. They are rarely strong enough to do battle but those who have would have others believe that it is
directly with Fallen but with superior numbers or tactics, responsible for all the world’s evils. While this is far from
they might be able to make themselves a true threat to the true, the Cult of Ash has accomplished some shocking
characters. feats.
Nephilim are truly strange creatures who can change The Cult of Ash is a network of Fallen, almost exclusively
and adapt as required. Because of this, they can develop Envious, who work for their own cause. To that end,
and display a wild assortment of abilities and Techniques. they are, in fact, a separate Conviction and not just a
They can also have bizarre and unique abilities, so long as cult. However, the Cult of Ash is so quiet and skilled at
these abilities are not too overpowering. hiding itself that the bulk of their members are hidden
An important thing to remember about using Nephilim within the Infernal. Infernal who do hear about the Cult’s
is that they are rarely more powerful than a Fallen. existence believe that it’s a cult that merely lingers within
Certainly, old Nephilim exist, but they are seldom fools the Infernal. They see it as some sort of Envious ‘club’,
and realize that if they mess with Fallen, they will come which leads to a fair bit of mistrust from most. Virtually
under their blades. no Fallen comprehend what the Cult of Ash actually is.
Story Idea
They recruit only through the Infernal and only the most
callous and vile individuals show enough promise to join
their ranks. When a Fallen joins, it’s for the rest of their
A Nephilim, preferably the child of a very long life.
player Fallen, has received the Message of The goals of the Cult are the same as the Infernal: to rule
a Messenger Angel (See P. 269). Due to being or ruin the world. However, they do not let things like
Evolved (See. P. 99) the Nephilim manages to the Codex and the Last Crusade sway them from their
hold on to a shred of their Free Will and
path, having existed for longer than both. Because the
secretly plots the downfall of their Father
Cult is comprised mostly of Envious Fallen, they have the
while leaving clues to their identity in hopes
that the Father can save him. advantage of Inner Silence. This Technique allows them
to elude even the most determined angel or devil. Given
a chance to run, Envious Fallen, by and large, can escape
by hiding themselves from the True Voice. Taking this
Story Idea
one step further, the members of the Cult have removed
themselves from most of the Last Crusade and continue
unopposed. Even before, during the Divine/Infernal war,
Several Nephilim are discovered the Cult ignored the hostilities and worked towards their
in the Civitas who are causing more own goals.
259
themselves. Once every six months, at scheduled times, all Tricks of the Trade
members of the Cult take the Hollow Death and somehow The Cult is tightly knit and even controls many Fallen
have special emissaries collect the knowledge imparted to outside their membership, which is why the Envious Vice:
them. When they return, they do not have the hatred that Perfect Loyalty exists. All members of the Cult (and those
other Fallen know after Hollow Death. The knowledge who have the aforementioned Vice) sign a special Pact
that is gifted to them is most often worthless to them or that links all the Cult together in some fashion. The Pact
irrelevant, but it moves into a collective pool from which strictly states that the Fallen will not betray the Cult of
to draw. Sometimes it can make all the difference. One Ash (or the Infernal Envious, for those who sign the Pact
plan might work more smoothly because of the knowledge unwittingly, via the Vice). They will not disclose the secrets
of one particular person’s secrets or the knowledge of a of the Cult to outsiders, except to bring new members
hidden place. Another plot might only be able to work in. They will not teach their unique Techniques to those
through the use of a long sought-after relic that another outside the Cult. Doing so will result in other members
member has uncovered half way around the world. of the Cult becoming aware of the fact. Within 1d6 days,
This is the true power of the Cult of Ash. The members assassins will be dispatched to dispose of that traitor. They
of the Cult always manage to be in the right place at the have never known failure. Envious who have the Perfect
right time. They are unbelievably well coordinated and Loyalty vice may not actually know about the Cult; they
yet, most have never met the bulk of the Cult. One of simply believe that there is a faction in the Envious which
their strictest codes is that power is elusive. Having power, binds them together.
through Techniques and age for example, does not ensure The Cult possesses a remarkable number of relics, tomes
anything. While they do collect relics, the power from an and magical items. They store these items throughout the
object is to be shunned compared to the power gained world, in hidden places. If a member has need for one of
from understanding. Knowledge is the true power. If they these, they can contact an emissary who may retrieve it
learn to unlock the secrets of the world, they will be able for them.
to choose whether to rule or ruin it.
The Cult represents a resource for the Storyguide. They Knowledge is Power
are an enemy to all Fallen but not because they are have The Cult of Ash is not powerful because they hold raw
more raw power, more Zeal, better Characteristics or power in their hands. A single Seraphim could possibly
strange unique Techniques. They are just more prepared, wipe them all out if it came down to it.
more cunning and more dangerous than most other The Cult is powerful because they know more about
enemies. what is going on. They also know that, in the great scheme
of things, they are the underdogs.
Pact
The Cult doesn’t win through brute force. They win by
A long time ago, members of the Cult of Ash uncovered
deceit and guile. They win by outmaneuvering a foe.
a potent Rite known as Pact. This rite allows them to make
a verbal or written deal that can grant power to another
Emissary
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260
the bosses, sometimes referred to as Upper Management, about them. It doesn’t serve the story to have an efficient
but there is no proof of their existence. player be so good as never to get caught.
Legendary Fallen
Story Idea
The most legendary and notorious member of the Cult
of Ash is one by the name of Mephistopheles. Rumor has
it that Mephistopheles is not one Fallen, but in fact, many A Cult member had been experimenting
who have just taken the mantle of this myth. He is vicious, on Nephilim for 30 or so years, trying to
cruel and cunning and has acted as an emissary for over make them both stronger and yet submissive to
100 years. Regardless, when Mephistopheles speaks, all him.A freak accident led to his death and now
members of the Cult listen. None question his orders, theNephilim, who are more powerful than
but he gives them rarely. This contradicts what a normal normal ones, are loose in the Civitas.
emissary does, but he is the exception to the rule.
Mephistopheles has his own goals as well, but no one in
the Cult of Ash knows what they are. In a Cult of secrets,
he has the most.
Huma is one of the oldest Assassins the Cult has ever
known. Of Middle Eastern decent, he is known as Huma
Story Idea
the devil. Huma has a collection of Nephilim children A Cult member fell in love with a
who he trains to be the best killers in the world. They Fallen who died the True Death. He
are sometimes referred to outside the Cult as the Devil’s managed to steal her essence before she passed
Children. When they come to a city, it becomes their on and has resurrected her. But she has
playground and they torment a victim before they kill. brought back something sinister with her.
Story Idea
who will not accept him as the leader of the Cult, and he
chooses not to press the issue. Therefore, he does not go
by any title to other members, but most revere him as the
one who guides the path of the Cult. A Cult member discovers a city where
the Divine and Infernal ‘play too well
Players as members together’. She decides that such efficiency
will make their Convictions weak. To stop
In a word: Don’t.
that, she begins to frame both sides to dissolve
261
The Last Crusade
The Enemy Banishing
At the core of the Last Crusade lie the enemies of the Killing an angel or devil only destroys their Guise. They
Fallen: angels and devils on a course of genocide without are shunted back to Heaven or Hell and may return within
reason or explanation. This section deals with how to three days (presumed to be how long it takes to get back
handle this enemy and alludes to some of the reasons for and build a new Guise).
the Last Crusade. To Banish an angel or devil, a character needs to use a
Potent Effect of Hallow.
Fighting the Host or Horde
The Potent Effect itself is a Standard action, but with no
Killing angels and devils in combat does little more than
challenge and causes one wound. To Banish them fully,
return them to their own realm. However, within three
the angel/devil must be at their Mortal wound after the
days, their strength will recover enough that they return to
Fallen uses the effect. Therefore unless they are privy to
their Domi, much like a Fallen returning from Purgatory.
the exact number of wound levels that the angel/devil
Fallen must banish them in order to stop this cycle. can take and the precise number of wounds that they’ve
They must use Sanctify on a devil and Desecrate on an taken, most the of time the players will need to inflict the
angel. Banishing is easier said than done. First, the being Mortal wound on that angel/devil and hopefully pass the
must be wounded even Mercy roll (i.e. Defeat rather than Kill the angel/devil). A
to attempt a Banishment. Defeated angel/devil is an easy target for Banishment.
“For the great day of their wrath
Angels and devils must be
If the Banishment is successful, then that being is
has come, and who can stand?”
brought down to at least
Banished and cannot return to the earth, barring
Severe wounds (preferably
Revelation 6: 17
exceptional circumstances.
Mortal wounds) before
they can be Banished.
Transcendence
There is a short period
of time in which the To represent their great power, beings of middle or
Banishment must be performed; angels and devils have higher Tier have Transcendence.
a great deal of control over their bodies. If battered to a >> Middle Tier beings gain a Transcendent Advantage over
Mortal wound through force, an angel or devil can heal all all Lower Tier beings (Fallen, demons, Nephilim, humans,
wounds within an appropriate number of scene. etc.).
>> Highest Tier beings gain a Transcendent Advantage over
If the being is defeated through serious force but is
the Middle and Lower Tier.
spared from death, it will die, and quickly if it has its way.
It will expire in about two rounds (one minute), no matter There are, however, ways to negate Transcendent
what aid is provided. Advantages. The Cult of Ash and the Remnant may know
several.
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262
The Host
The Host, as the Fallen know them, are angels from One thing that troubles Sandelphon since the war started
Heaven who have come down with one purpose: to is the absence of the Grigori’s highest Tier. With the sole
destroy all Fallen with extreme prejudice. The Fallen have exception of their seraphim, who was sent to Hell instead
attempted many times to understand the Host; some have of to the world of Clay, none have been found.
even broken the Codex and attempted to speak to them, While it’s entirely possible that they all were destroyed
but all efforts appear hopeless so far. The Host seem to a very long time ago, it seems strange to Sandelphon that
be unknowable, unstoppable, and silent. What follows there seems to be no trace of them.
is information for the Storyguide; characters should not
know this unless they learn this in game.
Orders
Ekrithin Dominions are captains and leaders; it is their
The Host on earth is the legion known as the Ekrithin; responsibility to carry out the duties given to them by their
“those who judge”, as the name of Grigori means “those superiors and, more specifically, to win this war. In fact,
who watch”. Dominions are sworn to this sacred duty. They also have
near absolute sway over Archangels. Dominions typically
The Ekrithin claim their duty is to punish the Fallen for come from the Embodiments of Faith, Temperance, or
the many millennia of crimes since their fall. The duty of Prudence.
the Ekrithin is neither to discuss the Fallen’s crimes nor
to contemplate (or offer) mercy; their sole duty is to obey Archangels are the warriors of every legion. The Ekrithin
and to judge. Archangels are no exceptions to this, and are no strangers
to war; they fought the forces of the Lightbringer without
Their seraphim, Sandalphon, is behind the Last surcease. Archangels are typically of the Embodiments of
Crusade. However, beings of the highest Tier cannot Fortitude, Justice, or Temperance. For reasons known only
enter the world without creating massive, world-wide to Sandalphon, the Aeon responsible for Archangels was
ripples in the Symphony (which would be sensed even instructed to place a mask upon those of the Ekrithin; this
by humans). Therefore, he and his highest are prohibited mask prevents the Archangels from speaking to or hearing
from entering the war directly. Even the middle-Tier angels the words of the Fallen. They can, however, communicate
cause problems when they enter the world. to those who cannot use the True Voice.
The Last Crusade, Angels are the messengers and scouts of the legion.
“I hate this place... I hate myself...
therefore, will be They too wear masks, and so they are easily mistaken for
and before I arrived, I didn’t even
fought with the archangels. In truth, the Angels’ duties are merely to scout
lowest Tier of angels.
know what that feeling was. ”
for the Fallen. Angels almost always retreat when they
For reasons that discover Fallen rather than attack, but they will defend
Gabriel: Uriel remain a mystery, themselves to the bitter end if need be.
263
Those Aeons in turn enter the physical realm and give the Fallen and, if they discover the presence of the Fallen,
directives to each specific order of angel. the majority of their Choir will leave immediately to
Dominions are responsible for applying the strategies travel to their Aeon. The Angels who stay behind do not
and leading the Archangels to war. All that is expected encounter the Fallen but merely attempt to gather further
from the Archangels is that they win the battles. Angels are information, particularly the rough numbers to be faced
responsible for scouring the world for the Dominions and and to confirm that the Fallen have not fled. Once their
for ensuring that the results of every battle are reported to Aeon has this information, they will regroup and wait for
their Aeon. a Dominion to lead a War choir to the city. Only then will
the Angels leave to continue their scouting, one staying
Strife behind to note the results of the fight.
Although to the Fallen the Ekrithin seem cold and The Dominion leads a Choir of Archangels, usually
calculating, they are besieged by strife. Free will has begun between three and five. This is known as a War choir. From
to spread among their number, although most are still there, the Dominion will assess the situation and decide
unaware of the phenomenon. The masks the Archangels how best to handle it. They will sometimes choose to act
and Angels wear hinder this newfound Free Will, and force with reservation and rely on investigating the Fallen first
them to obey orders from the Dominions and from their hand. The Dominion must largely handle this responsibly
own Aeon. Like the victims of hypnosis seem to blindy on their own and decide when the time is right to attack
follow direction, so too do the Angels and Archangels the Fallen in a series of strikes.
follow orders when wearing the masks. The Archangels cannot help but perform their duty, to
Still, this is minimal compared to the real strife emerging destroy the Fallen. Once they sense the Fallen, they will
among Dominions and Aeons. The Dominions are maneuver to attack the Fallen without hesitation. Unless
quietly beginning to question the purpose of their duties. the Dominion can stop them, this single-mindedness is a
Fortunately, this has had little effect on the Ekrithin’s flaw that the Fallen have exploited many times.
resolve. Dominions are judges, and the Fallen are criminals The Aeons have not yet acted against the Fallen and in
who must be punished. When confronted, however, some fact, their presence is a jealously guarded secret. If they
Dominions realize they were never told the specific crimes were to be banished, the tenuous lines of communication
the Fallen committed; the Dominions only know that that the Ekrithin rely upon would be severed.
their superiors have no interest in listening to the pleas
of the Fallen. This is beginning to sit uneasily with more
than one Dominion.
Restrictions
The three Aeons have also exhibited some strange signs Like the Fallen, the Host are forbidden to use technology.
of personal choice. It would almost seem to others that They must rely upon many of the same methods that
their constant travel between the world of spirit and the Fallen use, including adopting Affections and using
world of clay is affecting their sanity. But of course, they archaic weapons.
aren’t supposed to have a sanity to affect. The Aeons are
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still performing all their duties but are becoming notably The Host are also forbidden to harm a human
eccentric. intentionally; however, this restriction is based upon a code
of honor and is not enforced except by their superiors.
Archangels are helpless in abiding by this code of honor
but Dominions may choose not to. However, virtually
Tactics none do, for it would only further add to any internal
Some of the tactics that the Ekrithin use have been doubt that they might have concerning themselves. Of
glossed over already. The orders of Angels are left to their course, sinners can be punished with little compunction.
own devices to scour the world, scouting everywhere they
can to find the Fallen. Generally, they move in small
Choirs of three to five for their own safety and travel
from city to city. They use the True Voice to sense the
264
Office
Angels and devils possess a weapon that Fallen have long
forgotten how to wield. The Hierarchy of a legion grants
each angel an Order and in turn, this rank gives them a
unique power known as their Core Office. The Office of
an angel or devil is a powerful thing, allowing them to
sweep over lesser beings with little effort.
Each different Order has their own Office, a dominion
over the Mind, Body or Soul. The Office of each type is
listed below in the sample actors.
For the game’s sake, Offices work in a similar fashion,
dealing with the Sub-Prowesses. In order for a character
to be immune to an Office, their Sub-Prowess must be
Comparable (see Techniques) to that of the angel or devil.
They may spend as much Zeal as they wish to raise their
Sub-Prowess up to a Comparable level, but if they cannot
or will not do this, then they are subject to the Office.
Sodom’s End
Many Dominions have turned to a forbidden Rite that
allows them to focus humans against the Fallen. Normally
an angel is forbidden to interfere with the affairs of
humanity but a few Dominions have sought any means to
win the Last Crusade; this method is most effective.
An angel needs to have at least 1 Devoted District
attuned to themselves. For ease of play, presume that it
takes an angel 2 months to covert any Neutral District and
more if they must contest them with Fallen. All of this can
be thwarted by the players, of course.
Once done the angel performs the Rite which impels the
humans of the attuned Districts to enact the Last Crusade
on the Fallen. Additionally, part of the Rite will trigger a
natural disaster as a means to cover up the ensuing chaos
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Orders
There are nine existing orders of angels. Although the Fallen do not remember this immediately, it is part of the instinctual
knowledge that they possess. Should they dwell on or even research the subject, they will be able to piece together the following.
Except for the difference in power and strength, there is almost no way for Fallen to determine the Order from which they once
came. Player characters, regardless of mortal age, come from the Lowest Tier of angels.
Highest Tier
The Highest Tier is composed of nine angels who possess immense power. They could never hide themselves within the world and
would be sensed by any creature with the True Voice or any enlightened/aware human. It is largely presumed that since there is no
record of the Grigori’s Highest Tier ever being present in the world, they were not punished as the rest of the legion was.
Seraphim Emperor
The highest order of angels, the Seraphim is the leader of a legion of angels. The most well-known Seraphim are Gabriel, Michael,
Uriel and once even Lucifer. Salamiel is said to be the Seraphim of the Grigori. It is said that he was either destroyed outright or sent
to Hell; not to become a devil, but to reside as a prisoner.
Devils at this rank call themselves Emperors.
Power King
The Powers directly serve the Seraphim. They are the Seraphim’s shield and sword, eyes and ears. The Powers of the Grigori
are spoken of in few texts and have no known names. The Powers are assumed to have been destroyed, as there has been no rumor
of them.
Devils at this rank call themselves Kings.
Aeon Prince
The Aeons served the Orders by maintaining communication between them. There were to be nine Aeons, one for each
Order, including their own. Like the Powers, there are no known names, or even evidence that they still exist.
A devil of this rank would call itself a Prince.
Middle Tier
The Middle Tier is composed of the few Fallen who awoke shortly after the Great Deluge and began to sow the seeds of the
Convictions. Although powerful, most have met True Death since then. A handful of the Middle Tier, some as old as 1000 years,
chapter xii: Storyguide
still exist. Those of the Middle Tier who founded the three Convictions have abandoned them to form a new Conviction known as
the Remnant, which is detailed later.
Throne Archduke
The Thrones are leaders of many of the lower Orders. The Thrones were akin to the generals of the Seraphim. There are
several Thrones of the Grigori spoken of in the Book of Enoch, including Armaros, Arakiel, Azazel, Baraqel, Ezekeel, Gadreel,
Kokabel, Penemue, Sariel, Semjaza and Shamshiel. Azazel and Semjaza are notorious, in the Book of Enoch, for being prominent
in the fall of the Grigori.
Presuming that the Highest Tier of Grigori were destroyed outright instead of being allowed to Fall, the original Primeval
Fallen would probably have started here. There is no evidence of the Thrones being alive today, but there are many rumors of very
powerful Fallen who appear from time to time. If they are more than rumors, however, the question remains: why have they not given
aid to the Fallen in recent times?
A devil of this rank would take the title of an Archduke.
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Cherubim/ Duke
The Cherubim are rumored to be the least human-appearing of the angels, with the heads of lions and bodies of bulls. They
are the most powerful guardians of all the Orders, who do little beyond “pray and intercede”. The Cherubim would be lost without
anything to protect and it is likely that they were all destroyed, thought to be Nephilim by other Fallen.
Dukes are devils of the rank of a Cherubim. These are the most inhuman of the devils, the classic warlike devil with massive
horns and hooves, yet they still look more ‘human’ than the Cherubim did.
Authority Marquis
These were akin to the Captains of the Lower Tier of angels. They would serve the Thrones and give orders to their
Dominions. They would often lead combat with their Choirs.
It is believed that the majority of Authorities were present when the Divine and Infernal war first began, and that most
destroyed themselves during that war. The few Authorities who walk the earth, sometimes referred to as the last of the Primeval
Fallen, are a part of the Remnant or the mysterious Shrouds.
Marquis are the captains of the Horde.
Lower Tier
The Lowest Tier of Fallen represent those who have reached their Reckoning no more than 500 years ago. These Fallen
slowly became the rank and file of the three Convictions and inherited them completely when the Middle Tier left to form the
Remnant. All player characters are from the Lower Tier and are members of the three Convictions.
Dominion/ Count
Dominions are the direct leaders of Choirs. They are like Lieutenants, who lead their Choirs under the direction of an
Authority. A character who is a born leader is probably from the Order of Dominions.
A devil of this rank is known as a Count, although sometimes they are referred to as an Earl.
Archangel/ Viscount
The Archangels are the warriors of an Order. They are numerous, and tremendous warriors. A character who considers
himself or herself a warrior is probably from this Order.
A Viscount is the equivalent of an Archangel, but their noble title hardly fits their violent nature.
Messenger/ Baron
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Sample Angels
Dominion
Prowess: Body: 5, Mind: 7, Soul: 5, Warfare: 6
Archangel
Prowess: Body: 7, Mind: 4, Soul: 6, Warfare: 7
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Prowess: Body: 4, Mind: 5, Soul: 7, Warfare: 6
Aeons
The players should not normally be facing Aeons, as they are overwhelmingly powerful. Furthermore, because there are only three
Aeons, the death of even one could be a significant victory in the Last Crusade, so they are well guarded. It’s very important for a
Storyguide to decide whether or not they even want to use Aeons, and should come up with a very good reason to include them. Aeons
do not go into the battlefield to fight. They would have to be tracked down and confronted. And since the Fallen are unaware of their
presence, tracking them down should present some serious problems.
The Characteristics of an Aeon are largely irrelevant. All their Prowesses would be a 9, and they have Transcendence and a host
of Techniques and powerful Transgressions that would allow them to affect whole cities. This is not to say that an Aeon cannot be
defeated, but it would likely require some extreme preparation to equal out the playing field, to give the characters a chance against
such a being.
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The Horde
The Horde The influence and reign of devils and demons has all
but faded from the world. That is, until the Covenant.
A devil is a creature of malevolence, spite and hate. It
was once, long ago, an angel in the First Kingdom. It Covenant
made the choice to side with the Lightbringer against Sandelphon of the Ekrithin came to Hell shortly before
the Creator for control over the First Kingdom. For such the Fallen would find themselves at the first onslaught of
treason, the Creator banished these angels, one third the Last Crusade. Sandelphon offered a Covenant to a
of the Heavenly Host (three full Legions), to their own number of devils who would aid the Ekrithin in a measure
twisted and tortured world where they would dwell. These to destroy the Fallen angels.
angels became devils, as awful and ugly as angels were pure Their only reward was that they could live upon the earth
and beautiful. for a short period of time. Although a small reward, after
Devils have since been plotting their revenge against an eternity in Hell even such a short distraction would be
everything in creation. The war in Heaven began because better than lingering in Hell.
of humans, so of course, devils have seen fit to punish The older and more powerful devils were suspicious
and corrupt them. As they are the favored children of the of this Covenant but the arrangement was still forged.
Creator, all these centuries of abuse and temptation have Sandelphon granted permission to these select devils to
really been an indirect enter into the world for the duration of the war. Naturally,
“There are things for humans to do
stab at the Creator. it occurred to the devils who were allowed their freedom
all day long without His minding in
To attack the humans, that if they were only passingly efficient, then they could
a devil must travel from
the least – sleeping, washing, eating,
lengthen their time in the world.
Hell to the earth, avoiding Another condition of the Covenant is that the Ekrithin
drinking, making love, playing, praying, angels who jealously guard are granted permission to scour the realm of Hell for any
working. Everything has to be
the earth from the spiritual Fallen who might have found another way inside.
realm. The devil must
twisted before it’s any use to us” then make some form of Part of the Covenant forbids devils and angels from
them to take possession of a body. Corrupt people can however, only two of them are met on the battlefield with
easily be forced into this by a demon, so that is their most any regularity.
suitable choice. On the lowest rung are the Barons, devious devils who
Devils have waned in power, however, and they have perform a mixture of intelligence gathering and acting
found it more and more difficult to get to the physical as stewards to more powerful devils, when they aren’t
realm in the past few centuries. They have always had to indulging in some form of sin. Barons take care of all the
evade angels who guard the earth in the spiritual realm, secular affairs for devils and generally do not fight much
but it has gotten even harder for them to find a human in the Last Crusade. Most Barons come from Samiel’s
willing to grant them access to take a physical form. Even Legion, known as the Silent.
demons cannot find access to the world and cannot take A Viscount is the type of devil parallel with the Archangel.
possession without some form of permission first. They are cold, bloodthirsty and, when needed, savage in
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war. They come mostly from Satanael’s Legion, known as Devils do not easily get along with each other when
the Scourge. of equal status. Counts and Viscounts will listen to
Then there is the Count, who is every bit the parallel the orders of the Princes, only because the Princes are
of the Dominion. Intelligent, cunning and creative, the more powerful than they. If that role was ever reversed,
Count plots every move of the war and seeks to destroy they would not hesitate to abuse their former masters.
the Fallen through deception and guile. They mostly come Technically, Barons serve Counts and Viscounts, while
from Lucifer’s Legion, known as the Tragedy. Viscounts serve Counts. But the hierarchy of devils is
tenuous at best. Authority doesn’t come from titles but
Barons, Counts and Viscounts come from the lowest from raw power. Barons often play the part of a lesser only
Tier of devils and so they are as powerful as Messengers, in order to acquire all the power they need to turn the
Dominions and Archangels. tables on those of a higher rank.
The last type of devil that accepted the Covenant is from With careful secrecy, all devils search for a hope of
the Highest Tier. They are known only as the Princes, finding a permanent link to the world or gaining more
who are the counterparts to Aeons. These Princes have power, should they return. They know that the world of
guarded their presence in the war, careful when striking Clay has many secrets of its own and they seek to plunder
at the Fallen. Because they are of the highest Tier, their any treasure they can find.
power is unfathomable.
They will only strike when they can win and they know Tactics
well their own limitations, so they plan strategically. The Because devils do not play well with others, they will
Princes encourage the Counts and Viscounts to commit typically travel alone. They will find a city and look for
to the war, as the Barons coordinate the actions while signs of Fallen and other devils or angels. If they have
going about their various intricate schemes. found a city to their liking, they can take root in the city
and prepare for war against the Fallen.
Demons
Devils know that they are easily outnumbered, so they
It is known that demons are the pets of devils. They bolster themselves with swarms of demons. This requires
are evil spirits who can be summoned from Hell to take that a devil hide out in a city for a while and search for
possession of humans. Fallen are ignorant of what a corrupted humans. They may have to spend some time
demon actually is. The evil spirit is in fact the result of working on the Predominance of the city towards a more
a human soul tortured in Hell. The torture purges the sinful nature. This in turn allows them to find corrupt
human of love and compassion; all that is left is a vicious, individuals more readily.
ugly soul. If done correctly, the human soul dies in a way
and births a new type of soul. A demon. The devils do not After they Harvest two or three Swarms of demons,
call this process torturing. They call it harvesting. they will make their presence known, if it hasn’t been
discovered yet. They will typically surround themselves
Because of the torture used to create them, no demon with an Honor Guard (one Swarm) and will use the other
can ever disobey the command of a devil. Swarms as shock troops to be discarded against the Fallen.
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for the corrupt humans. The individual taste of the devil
does help to create the prison; many devils seem to have
a perchance for the distasteful. The prison could appear
to be anything ugly and horrid and entirely unnatural.
It could have bindings of flesh and bone or perhaps of
spider webs or an insect’s cocoon. The more twisted and
Demon
horrible, the more frightening it would be for the humans
and the more their fear makes them susceptible to the Demons are the lowest rung on the ladder. To devils,
possession. they are little more than cannon fodder. Demons typically
come in three flavors; a swarm is summoned for a sole
The next step is for the devil to summon an equal purpose.
number of demons. The call is a general and quiet one
that echoes into the spiritual world, aimed towards the The first, most common type of demon is the soldier.
gates of Hell. The call must be quiet, for if it is too loud, These are the front lines of the Horde; they launch
too sudden, then guardian angels may hear the call and be themselves blindly into combat. The uncommon type of
able to stop the demons from answering. demon is the honor guard. These demons protect their
master and the Domus. The honor guard are the toughest
Demons are able to use this call to find their way to the form of demon that the Fallen usually have to face; often
physical world. It is a journey that they are eager to take, the final assault against the devil requires hacking through
but one that has become increasingly difficult in the past their ranks. The least common type of demon are the
few centuries. The call allows them to find a safe and spies. They are sometimes used to act as distractions and
unhindered passage. alpha strikes because of their Inner Silence ability.
Finally, they will reach the world, where they can begin There are many more types of demons, but none of
to whisper into the ears of the captured humans. They them have Embodiments. Demons can only possess Core
will make sweet promises of power, of taking the fear and and Sinful Techniques, and they do not have a Hallowed
pain away. Eventually, the humans will usually accept the weapon.
demons and give them permission to enter the world and
possess them. When the possessed is slain, the demon is sent back to
hell, but leaves behind the human corpse.
The demons then simply have to break free from their
prison and are now ready to serve their master as a
Swarm. Demons called by a devil must obey that devil’s
commands. If they are left to their own devices, then they
are free to make their own decisions and run wild.
When a Swarm is made, they run together. They get
confused when they are ordered apart. For that reason,
if a devil wants to use multiple Swarms, they will need
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272
Sample Demons
Soldier (Thug)
Maneuvers: Off: 4, Def: 1, Var: 2
Honor Guard
Maneuvers: Off: 5, Def: 1, Var: 2, Rise to the Challenge
Spy (Thug)
chapter xii: Storyguide
Maneuvers: Off: 2, Def: 1, Var: 2
Harrow & Inner Silence (3 Ranks) Devils often use spies who focus
Techniques: Core, Perversion & Dispensation (2 Ranks) on being less disruptive than soldier
Corruption & Enslave: (1 Rank) demons. A spy collects information
and will try to flee before fighting.
Inspirations-Drama: 3&1
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Sample Devils
Counts
Prowess: Body: 5, Mind: 7, Soul: 4, Warfare: 6
Viscount
Prowess: Body: 8, Mind: 4, Soul: 5, Warfare: 7
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Barons
Prowess: Body: 4, Mind: 5, Soul: 7, Warfare: 6
Princes
Princes are rare and their presence is unknown to the Fallen. Officially, the Princes are dedicated to running the war. They give
orders to Barons who coordinate such things between the Counts and Viscounts. In practice, however, they are often more concerned
with their own affairs and personal goals.
Like Aeons, however, Princes are too powerful to act as normal adversaries. They have 9 Prowesses and Transcendence with a host of
Techniques and Transgressions in their arsenal. As a result, they are bound because their presence in the world will send ripples across
the globe that will cause unwanted notice. They are allowed to make contact with the Horde but not to act. Still, there is nothing to
say that they cannot use people, Fallen, demons or devils alike to serve their own personal agendas.
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chapter xiii
Appendix
chapter xiii: Appendix
276
Falling
A Fallen has an Embodiment, which has two sides. It is possible for a character to switch the Path that they have chosen
to walk. Faith can turn to Pride, Wrath to Fortitude, etc.
The reasons for this should all be story based. A relic, a magic spell, an angel’s Transgressions or just because of some
personal act of good or evil gives the character the instant opportunity to switch.
When a character ‘falls’ to their opposite Path, they need to switch all of their Techniques immediately to the opposite.
A Temperance who had two ranks in Harmony will now have two ranks in Voracity (both Body Techniques). If they
purchased one rank of Ravage (Wrath), then they will suddenly find themselves with one rank of Endure (Fortitude), as
both are Soul Techniques.
Nothing else needs to change; however, their Morality can shift, if it fits with the story, in whichever direction is better
for the story and player.
A player cannot change their Embodiment path, so a Faith cannot turn to any other Virtue, for example.
Masterpieces
Imbued Masterpieces Technique at one rank for free.
Instead of a Technique, a Transgression may be imbued
A Masterpiece is a piece of art that was created by a into an item. This also requires a Drama point to be used
character possessing the Artist Profession. In its simplest to fuel the Transgression.
form, it is an exquisite and inspiring work of art. In game
An Imbued Weapon Masterpiece gains the following:
terms, a masterpiece gives one temporary Drama point
>> 1 Dramatic Maneuver per Zeal, decided at the time of
to the character upon completion, and the object may be
kept or sold for one temporary Wealth Resource. creation.
>> 1 Variable Maneuver per Zeal.
However, Deistical characters who possess the Magnum
Weapons of this sort are desperately sought, but the most
Opus Talent have learned the largely forgotten skill
common Masterpieces are paintings and sculptures. Books
of Imbuing a Masterpiece. This creates a very special
and even buildings can be Masterpieces. For something to
Affection that is of far greater value than they might first
become an Imbued Masterpiece, however, the object in
appear.
question must be unique.
An Imbued Masterpiece object requires at least one
Future supplements will give more details on Imbuing
Zeal and may accept up to three Zeal. The creator must
Masterpieces.
contribute at least one Zeal, but the rest can come from
others. Every Zeal is charged with the Embodiment of the
giver, so if the creator was Charity and they had a Faithful
Fallen spend a Zeal, the item would have two Zeal, one example
Charity and one Faith.
Jonah creates a sword for his
Below are some examples of possible items.
Faithful King. The sword is Imbued with chapter xiii: Appendix
An Imbued Item Masterpiece gains the following: Jonah’s Zeal (Charity), the King’s and the
>> 1 Drama point per Zeal put into it. King’s Rook (Fortitude).
>> Access to 1 non-Combat Technique based on the
Embodiment of the Zeal put into it. The weapon will have 2 Dramatic Maneuvers;
>> Access to a Transgression. they decide thatRise to the Challenge and
Leader of the Pack are appropriate. The
While the item has access to one or more Techniques, weapon will also have 2 Variable Maneuvers.
the rank is variable. The owner of the item can access the
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Sovereignty
A curious power has crept into the Fallen ranks. This power seems new, but as the Remnant have surmised, the power
is in fact a very old one given new form. The Remnant caution that it is a dangerous power to wield. Strong leaders
within the Fallen have found that when trust has been afforded to them, they are stronger for it. When the Codex was
first instituted, there was little to distinguish a King or a Queen other than the title. However, in recent years, members
of the Court have found that they have developed powers which allow them to perform their own duties better.
The function of Sovereignty is different for each member of the Court but the rules behind them are similar. Sovereignty
allows a Court member to perform a special action, often without a challenge. This effect is either personal (thus
bolstering themselves) or influential (bolstering others). Each member of the Court gains two abilities that befit their
station.
Sovereignty is gained after a Fallen’s second Affirmation (which is when all Fallen are asked to swear to the First
Commandment).
It takes a Drama Point to fuel an Internal or External Effect below. A Benefit does not have a cost.
The King has three powers but one drawback, since there is so much power riding on this position.
empower a single Fallen or a single Choir and send the two groups on separate
King or Murder (never a Brood, nor a mixture tasks.
Kings are not only the leaders but also of Choirs and Murders or just a declared
group) towards a particular task against
the central power in a Civitas. It is a Reveal (Internal)
dangerous position to be in because many an Enemy. King’s Blessing is an attempt
The King may reduce the Manifestation
would grudge the power the Kings gain to give power to a smaller group or to an
of a Technique used against them by one
from the Civitas, even though in return individual attempting to defeat an Enemy
Rank.
the Kings have pledged to protect it. through sheer power rather than through
Consequently, if the King is taken out by superior numbers.
enemies of the city, it is the Civitas that >> Each member of a Choir/Murder Downfall (Drawback)
suffers the most from that loss. may: Refresh 1 Inspiration and If a King is killed in any other fashion
Maneuver during their quest. than the Knight’s Challenge (honorable
>> An Individual may: Refresh 1 combat), the Civitas immediately feels
Absolute Authority (Internal) it. For three days after a King suffers
A King can gain a Transcendent Inspiration, 1 Technique Rank and
the Hollow Death, all members of the
Advantage for a challenge. This is a 1 of each Maneuver during their
Civitas are Disadvantaged and Impeded.
Blatant effect that triggers True Voice. quest. This effect extends for at least one month
This cannot be used on a Knight who All these benefits immediately end following the True Death of a King. If a
challenges them. the moment the target Congregation or new King is not chosen, then the Civitas
individual receives aid from others. That continues to suffer. If a new King is chosen
is to say, they must perform the declared within the month a Civitas loses a King
King’s Blessing (External) action on their own. to True Death, the effect ends during
chapter xiii: Appendix
During Affirmation, the Kings ask for Affirmation at the first Census that falls
A King may only give one Blessing at a
all the skills, Techniques and even the at least one month after the True Death
time and a character may never be blessed
lives of their subjects. With the King’s of the King.
twice in this fashion for the same task.
Blessing, this oath is put to the test.
Through the King’s Blessing, a King may Both Kings could give their Blessings
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Queen - Minister Rook Knight
The role of the Queen has been the The Rook’s duties are clear and precise: The Knights need to be ready to lead the
most mutable over the years. She is seen protect the King and be a loyal officer to way into the fray at a moment’s notice.
as one part advisor, one part enforcer deal with troublesome Fallen. Furthermore, their duties extend as a
and one part war leader. She is what the check to keep a King in balance.
situation requires her to be. In chess, she Rook’s Defense (Internal)
is the most powerful piece, while the King Charge! (External)
When a King takes damage outside of
is the critical piece. The Queen most
a Knight’s Challenge, provided a Rook When a Knight leads their Choir/
often leads Choirs and Murders into
can see the King, the Rook may take that Murder into a fight against an Enemy of
battle against enemies; however, she often
damage instead. The Rook must take the the City (angel, devil, demon, or declared),
serves in a supportive role rather than as
full damage meant for a King and cannot everyone in their Choir/Murder ignores
an aggressor.
spend a Defensive Maneuver unless they their first Surface wound of the fight.
happen to have the Shepherd Technique.
Check (Internal) Knight’s Challenge (Internal)
Queens/Ministers can use Check to Custody (External) The Knight has the sacred duty of
discern whether any other member of the
The Rook may demand that any single challenging a King when it is felt that a
Court is being influenced by a Technique
Fallen in the Civitas accompany them King is no longer fit to rule. The King
or power. She can then suffer the effect
for questioning or detainment. If that cannot contravene duty but can force
and behalf of the target, thus allowing the
Fallen wishes to resist, they take a Forced the Knight first to fight the Rook instead
Court member to return to their duties.
Traumatic wound (the Set is chosen by of, or in addition to, the King. During
the Rook). the Knight’s Challenge, the opponent
Checkmate (External) Once Custody is used, the Rook can track (whether Rook or King) cannot gain a
A Queen’s/Minister’s that character through the Symphony and Prowess Advantage against
presence on the battlefield will gain 3 Marks towards a Hunt action. the Knight.
allows them to survey and Additionally, all Techniques
guide the Fallen through subtle that do not stem from their
means. Through sacrifice, she can
Bishop
opponent, the King, do not affect
use Fallen under her command the Knight during the duel.
The Bishop’s role is quite clear: to look
to fight better. When a Queen/
for external and internal threats to the
Minister is at a battle where a Fallen
under her leadership (including
Civitas. Herald
herself) is defeated by an
A Herald has less power
enemy, all those who serve Guidance (Internal)
than other members of the
her Civitas immediately A Bishop contemplates a situation and Hierarchy but their power
Refresh a Trait. asks the Storyguide for insight into it. exists well beyond the
It must be a threat to the city, and the boundaries of their Civitas.
Storyguide is obligated to give the Bishop
some useful information or direction.
“Welcome” Presence
(Internal)
Truth Be Told (External) chapter xiii: Appendix
The Herald can arrive in any
The Bishop may ask one person a single, scene that the player can attend,
simple yes-or-no question. The target must whether they are wanted or not.
answer truthfully or voluntarily take a
Traumatic wound. The Bishop is unaware
which choice the target has made.
279
Optional Rules
Alternate Test Method: Using Cards Set Inspirations
Normally a single d6 is used to determine the outcome Instead of having Inspirations pool, consider having
of a challenge. However, players can use cards numbered Inspirations for each Set only serve to gain Inspirations
1 through 6. Any deck of playing cards can supply these in that Set.
numbers, using an Ace for a 1. A quick shuffle and having That is to say that Body Inspirations would be separate
one player fan out the cards while another player selects from Mind Inspirations which would be separate from
one works just as well as rolling a d6. Since cards and dice Soul Inspirations. A player couldn’t spend Inspirations
function in the same fashion, players are encouraged to from one Set when performing a challenge in another
bring whichever they prefer to a game. The terms “die”, Set.
“dice”, and “roll” are used throughout the book for ease
of explanation but it should be understood that those Warfare would take Inspirations from a character’s
terms are synonymous for “cards” and “draw”. strongest contributing Dynamic Prowess. So if a character
had a better Dynamic Soul than Dynamic Body or Mind,
Cards tend to work better for non-combat challenges then that character would have to take Inspirations from
whereas the dice tend to work better for combat where their Soul Set.
speed is of the essence. Secondary Attackers in a Fray
Background Zeal During a Fray it can get fairly confusing to remember that,
as a Secondary Attacker, players are Impeded. This means
At the Storyguide’s discretion, a player can earn extra
they cannot spend things like Inspirations and Potent
Creation Zeal to build their character with a background
Effects of Techniques but can still spend Maneuvers.
that answers some or all of the background questions.
Optionally the Storyguide could abandon the idea of
As a guideline, a background that provides the Storyguide
Primary and Secondary attackers entirely (and remove the
with some tangible plot threads should earn 10 Creation
Leader of the Pack Dramatic Maneuver). This will allow
Zeal. A background that does not have any plot threads
players to spend their Traits as normal.
should earn 5 Creation Zeal.
Be warned however that this will make it so that the
Additionally a player who takes a Court position should
defender of a Fray will have many Potent Effects applied
be given some additional Zeal. For the position of King,
against them each round. This will make a Fray very one
between 10 to 20 Creation Zeal. For all other positions, 10
sided.
Creation Zeal is suitable.
A Storyguide could also provide 5 Zeal if a player provides
a complete description of all Affections and Resources
that they possess.
A storyguide could also provide 1 Zeal for every
relationship that a character creates prior to the game
starting, up to a desired maximum.
Of course, a player should be able to earn some or most
of these points retroactively if they can provide it within a
chapter xiii: Appendix
280
Broken Wings
“We need to talk.”
“Oh?” she mused. “Do we really?”
Sarim sighed. Why did she have to be so infuriating. She tore his life apart. Did she even know that?
Micah busied herself by cleaning the blood from her weapon. “So. Would you like to talk about the angel’s ritual? Or
what the hell we’re going to do about this thing that has angels quaking in their boots?
“No, wait. You want to talk about our feelings.” Her smile was not a pleasing one. It was laced with personal turmoil
and her own incredulity.
He felt like a fool. It was the wrong place and the wrong time for this. They were surrounded by the bodies of possessed
humans. It was just that, during the battle, she was all he could think about.
“There is no good time for this.” He decided as he spoke the words. “But…I…”
The smile was gone from her face. “What? Speak up.”
“I can’t get you out of my head,” he blurted out, swift embarrassment making him blush.
Her laugh was intangible, but held the same mix of emotions as her smile.
“You told me you loved me.” Solemnly, to quiet her laugh.
281
“What?” he was generously confused.
“I… figured out how much you loved her. How much it tore you up inside to have her taken from you. And… I… I
wanted somebody to love me the same way. I guess we’re all slaves to our Embodiments.
“I have a way to enter your dreams,” she revealed.
He grew livid with rage and violation. He stepped forward and she backpedaled. “But in that place… I was free. Free of
Raum and the Infernal. And you were free from the Divine. And we could just be… lovers.”
“You raped my dreams for your sick pleasure.” He snarled.
There was a flare of anger from her and she wiped away the tears from the corners of her eyes. “I fell in love with you
in our dreams.”
“You perverted what I had for Sarabiel!”
“N-no.” her voice was meek. “I didn’t mean for this to happen like this. I fell in lo…”
Her words were cut off in mid sentence as he back-handed her. With no fight left, she
“You will never be strong enough crumpled to the ground.
So much for hiding things. “Bite me.” She moved to turn away but he was faster than her; he covered the distance like it
was nothing. His iron grip seized her arms, pinning them to her side. She was far from helpless, but she quickly assessed
the huge disadvantage she would be in at this moment.
Raum pulled her close to him. “Now, listen here, darling. I need to know that you’re Infernal, through and through.
You don’t dare think of trying to get him back. Of trying to convert to the Divine. Of trying to pull any crap on me.
You are mine.”
“Nobody owns me.” She brought her knee up hard, aiming for the spot between his legs, but Raum turned into it
and took her hit on the inner thigh. Then he flung her; there was the sensation of sailing through the air before she
crashed into a wall. It broke beneath her; a wire frame was exposed as bits of drywall crashed down around her. Her
282
head spun.
She struggled to get up as he approached, but he kept a cautious distance. “Sweetie, when you give your heart away,
somebody does own you.” Raum said. “Trust me.” Micah detected the slightest hint of genuine human emotion and
pain from his words.
“So let’s be perfectly clear. You go to see him, you get all chummy with the Divine, or I suspect that you’re anything
other than a perfect little Infernal, I will hurt him. You think that all I can do is kill his woman and send you after him?
Think again, darling. I got ways of destroying a man that you can’t even begin to imagine. You really love him? Then you
protect him by keeping me happy, and I leave him alone.”
There was something in Raum’s voice that revealed a lot more about him than she had first guessed. Raum wasn’t
joking around here. He was deadly serious; she got the sense that this wasn’t his first time ‘destroying a man’. He wasn’t
bluffing.
As she was distracted, he stepped up to her, grabbing her by the throat and pushing her up against a wall. He moved his
face in real close so she could smell the stink of his breath. “So who owns you?”
283
chapter xiii: Appendix
284
Index
chapter xiv
A Brood 8, 18, 84 Bless 157
Build Points 75 Sacrifice 183
Academic 79, 118, 119 Bully 79, 118, 119, 202 Shepherd 186
Research Action 231 Cry Havoc Action 228 Choirs 8, 9, 18, 74
Acts 198 Intimidate Action 229 Codex 9, 21, 22, 36
Grace 198 Bygone 19, 26 Alliance 22, 36
Heinous 198 Commandments 22, 44
Minor 198 Hierarchy 22, 38
Prohibited 198 C Combat 122
Questionable 198 Actions 124, 125
Advantages 113 Census 41, 42
Affirmation 41 Damage 126
Inspired 114, 120 Death 130, 131
Prowess 114, 129 Mandates 42
Sovereignty 278 Downtime 224
Transcendent 114, 120 Duels 36
Affections 10, 28, 30, 50, 88 Challenge 112
Advantages 113 Maneuvers 79, 116, 129
Companion 10, 28, 149 Fray 132, 133
Domus 10, 28, 149 Comparable 113
Contest 112 Warfare 79, 123, 125
Hallow 148, 149 Weapons 126, 134, 136
Hallowed Weapon 10, 88, 136, 149 Disoriented 115
Dynamic 120, 123 Commandments 22, 44, 48, 49, 50,
Angels 9, 263, 264, 265 51, 52
Archangel 267 Fixed Difficulty 121
Phases 120 Punishment 46, 47
Dominion 268 Congregations 8
Guise 10, 131, 151 Declaration 120
Comparing 120 Brood 8, 18, 84
Messenger 269 Choir 8, 18, 84
Archetypes 87 Complication 120
Test 121 Murder 8, 18, 84
Asset Merchant 87 Conviction 8, 18, 19, 22, 84
Empyreal Echo 78, 87 Results 121
Secular 218 Deistical 25, 84
Too Human 87 Divine 23, 84
Warrior Born 87 Submit 112
Static 120 Infernal 24, 84
Artist 79, 118, 119, 202 Court 38
Magnum Opus 105 Test 112, 121
Character Creation 71 Black 42
Masterpiece Action 229 White 41
Masterpiece 229, 277 Archetypes 87
Affections 88 Creation Zeal 74
Avarice 62, 85 Criminal 79, 118, 119, 134
Appropriation 155 Boons 81
Build Points 75 Dead End Action 228
Covet 162 Secure Action 231
Drain Talent 99 Conviction 84
Character Types 72, 73 Crisis 204, 205
Harrow 170 Psychological 204
Power Hungry Vice 109 Characteristics 76
Development 90 Emotional 204
Embodiment 84 Irredeemable 204
Nephilim 205
B Inspirations 80
Maneuvers 79 Crucifixion 10, 45
Banishment 10, 131, 149, 262 Maturity 74 Branding 46, 200
Base Damage 126 Morality 83 Crucifixion Rite 105
Bishop 9, 32, 39, 279 Names 89 Exemplar 45
Blatant Manifestation 143 Nephilim Rejection 86 Trauma 200
Body Professions 79, 118 Persona 81 Vice 107
Bully 79, 118, 119 Professions 79
Criminal 79, 118, 119 D
Prowesses 77
Guardian 79, 118, 119 Secular 80 Damage 126
Body Set 75 Sets 75 Healing 128
Dynamic 77 Techniques 78 Lingering Wounds 127
Prowess 77 Vices 86 Wound Levels 88, 127
Reactive 77 Wound Levels 88 Death 10, 130,
Boon 77, 96 Zeal 74, 90 Banishment 131, 262
Rite 96, 105 Charity 55, 85 Hollow 130
Talent 96, 98, 99, 100, 101, 102 Agape Talent 98 Mercy Roll 130
Transgression 96, 103, 104 Agape Vice 107 Suicide 131
True 130 Prudence 60, 85 Recure 181
Demon 9, 270, 272 Sloth 67, 85 Heinous Acts 198
Sample Demons 273 Temperance 61, 85 Hierarchy 9, 38, 48
Devils 9, 270 Wrath 68, 85 Bishop 9, 32, 39, 279
Baron 275 Emotional Trauma 88, 195 King 9, 33, 38, 278
Count 274 Crisis 204 Knight 9, 34, 39, 279
Guise 10, 131, 151 Envy 63, 85 Queen/Minister 9, 34, 38, 279
Viscount 274 Despoil 163 Removing Positions 41
Defensive Maneuvers 79, 116 Inner Silence 175 Rook 9, 34, 39, 279
Combat 126 Petty Vice 109 Sovereignty 38, 278, 279
Deistical 8, 16, 22, 25, 84 Perfect Liar Talent 101 Hollow Death 10, 130
Grey Knight 43 Slay 187 Domus 149
Punishment 47 Excommunicated 41, 47, 52 Purgatory 29
Disadvantages 114, 115 Brand 107 Trauma 200
Lingering 115 Extend Duration (Technique) 213 Hope 58, 85
Disoriented 115, 125 Extroverted Potent humans 73 Absolution 152
Movement 124, 134 Gullible Vice 108
Distinctive Humans 27, 73 F Prayer Talent 101
Divine 8, 16, 22, 23, 84 Faith 56, 85 Recure 181
Drama Points 77, 116, 211, 212 Accordance 153 Sanctuary 184
Refreshing 117 Brimstone 159 Horde 270
Vices 77, 106 Impel 172 Host 263
Dramatic Maneuvers 79, 116, 129 Righteous Fury Talent 101 Humans 27
Assault 129 Sacred Duty Vice 109 Affections 10, 28, 30, 50
Clinch 129 Fallen 5, 72 Companion 10, 28, 149
Combat 126 Quiescent 6, 17, 18, 34 Distinctive 27, 73
Disarm 129 Primeval 19, 34 Extroverted 27, 73
Fray Combat 132 Fortitude 57, 85 Introverted 27, 73
Leader of the Pack 129 Champion Talent 99 Mundane 27
Rise to the Challenge 129 Endure 166
Second Wind 129 I
Hidden Anger Vice 108
Speed 125 Renitence 182 Impeded 115, 116
Duration Valor 192 Inconspicuous Manifestation 143
Instant 145 Fray Combat 132, 133 Infernal 8, 16, 22, 24, 84
Lasting 145 Innocent Morality 83, 198
Lingering 145 G Damaging an Innocent 200
Dynamic Body 77 Talent 100
Dynamic Mind 77 Grace, Act 198
Gluttony 64, 85 Upkeep 199, 201, 231
Dynamic Soul 77 Inspirations 82, 114, 116, 120
Dispensation 165
E Indulge 173 Spending 82, 116, 120
Ravenous Talent 101 Exhausting 117
Effects Ravenous Vice 109 Refreshing 117
Combat 126 Voracity 193 Speed 125
Core 143 Guardian 79, 118, 119 Instant Duration 145
Potent 116, 118, 143, 145 Patrol Action 230 Introverted Potent Humans 27, 73
Speed 125, 144 Protect Action 230 Investigator 79, 118, 119
Embodiment 18, 54, 84 Guise 10, 131, 151 Hunt Action 229
Avarice 62, 85 Investigate Action 229
Charity 55, 85 H Irredeemable Morality 83, 198
Embodiment Techniques 31, 78, 147 Talent 100
Envy 63, 85 Hallow 83, 148, 149 Uncontrolled 84, 198, 204
Faith 56, 85 Banishment 131 Upkeep 199, 201, 231
Fortitude 57, 85 Hallowed Weapon 88, 148, 149
Gluttony 64, 85 Hardcore Morality 83, 199 J
Hope 58, 85 Hardened Morality 83, 198
Healing Trauma 202, 203 Justice 59, 85
Justice 59, 85 Augur 156
Lust 65, 85 Rehabilitation Action 230
Healing Wounds 128 Burden Vice 107
Pride 66, 85
Judgment 178 Innocent 83, 198 Moment of Truth Talent 101
Scourge 185 Irredeemable 83, 199 Sacred Oath Vice 109
Zealous 102 Irredeemable Uncontrolled 83, 199 Psychological Trauma 88, 195
Trauma 195, 196 Crisis 204
K Typical 84, 198 Purgatory 10, 29, 128
King 9, 33, 38, 278 Mortal Coil 17, 29 Domus 149
Knight 9, 34, 39, 279 Reckoning 18
Mortal Trauma 197, 203 Q
L Crisis 204 Queen 9, 34, 38, 279
Mortal Wound 127, 130 Quiescent 6, 17, 18, 34
Last Crusade 7, 9, 21, 262 Banishment 131
Lasting Duration 45 Questionable Acts 198
Near Death 200
Extending 145 Morality Shift 204 R
Lingering Duration 145 Murders 8, 9, 18, 84
Lingering Trauma 196 Range 134
Lingering Wound 127 N Ranged Weapons 134
Lust 65, 85 Ranks 32
Enslave 167 Near Death 200 Reactive Prowess 77
Invidious 177 Nephilim 11, 17, 26, 50, 72 Wound Levels 88
Lingering Ardor Talent 100 Abnormality 98 Rebel 79, 118, 119
Lingering Ardor Vice 108 Ageless 30 Persecute Action 230
Perversion 179 Crisis 205 Resisting Techniques 144
Maturity 105 Sabotage Action 231
M Rejection 86 Reckoning 6, 18
Techniques 31, 72 Ageless 30
Maneuvers 79, 116, 126
Defensive 79, 126 O Subtle Manifestation 143
Dramatic 79, 126 Rejection, Nephilim 72, 86
Fray 133 Offensive Maneuvers 79, 126 Remnant 26
Offensive 79, 126 Office 30, 265 Preceptor 43
Refreshing 117, 126 Orders 266, 267 Resisting Techniques 144
Speed 125 Rook 9, 34, 39, 279
P
Techniques 126 S
Variable 126 Potent Boons 97
Warrior Born 87 Potent Effects 116, 118, 143, 145 Secular Power 82, 216
Manifestation 143 Speed 125, 144 Defense 216
Blatant 143 Potent Humans 27, 71, 73 Secular Boons 97
Inconspicuous 143 Power Monger 79, 118, 119 Set 74
Subtle 143 Acquire Action 228 Archetypes 87
Masterpiece 229, 277 Hinder Action 229 Severe Trauma 88, 197
Maturity 71, 74, 75 Machination Action 229 Symptom 86
Meek Boons 97 Pride 66, 85 Sloth 67, 85
Mercy Roll 130 Approbation 154 Common Sin Talent 99
Moderate Boons 97 Contempt Talent 99 Corruption 161
Mind Set 75, 78 Contempt Vice 107 Infestation 174
Dynamic 78, 79 Subjugation 190 Lazy Vice 108
Prowess 79 Vainglory 191 Slumber 188
Reactive 78, 79 Professions 79, 116, 118, 119 Soul Professions 79, 118
Mind Professions 79, 118 Potent Effect 118 Artist 79, 118, 119
Academic 79, 118, 119 Ranks 116, 118 Rebel 79, 118, 119
Investigator 79, 118, 119 Prohibited Acts 198 Therapist 79, 118, 119
Power Monger 79, 118, 119 Prowesses 77, 112 Soul Prowesses 77
Minister 9, 34, 38, 279 Advantage 113, 114 Surface Trauma 86, 197
Minor Acts 198 Dynamic 77 Sovereignty 38, 278, 279
Morality 83, 198 Reactive 77 States 115
Acts 198 Prudence 60, 85 Defeated 115
Alignment 198 Bliss 158 Disadvantage 115
Hardcore 83, 199 Confession 160 Cancelling 115
Hardened 83, 198 Foretelling 168 Disoriented 115
Lingering Disadvantage 115 Judgment (Justice) 178 Affections 28
Impeded 115 Perversion (Lust) 179 Domus 28
Symptoms 206, 207 Ravage (Wrath) 180 Suicide 130
Recure (Hope) 181 True Death Roll 130
T Renitence (Fortitude) 182 True Voice 151
Talents 96, 97, 98, 99, 100, 101, 102 Sacrifice (Charity) 183 Typical Morality 84, 198
Techniques 143 Sanctuary (Hope) 184
Scourge (Justice) 185 U
Combat 125
Resisting 144 Shepherd (Charity) 186 Uncontrolled Irredeemable Morality
Challenge 145 Slay (Envy) 187 83, 199, 204
Contradicting 145 Slumber (Sloth) 188 Upkeep 231
Duration 145 Smite (Wrath) 189 Innocent Morality 83, 199, 201
Instant 145 Subjugation (Pride) 190 Irredeemable Morality 83, 199, 201
Lasting 145 Vainglory (Pride) 191 Predomination 226, 227
Extending 145, 213 Valor (Fortitude) 192
Lingering 145 Voracity (Gluttony) 193 V
Impeded 115 Transgressions 97, 103, 104
Technology 10, 31 Vice 86, 106, 107, 108, 109, 110
Fallen 78 Maturity 74
Manifestation 143 Temperance 61, 85
Blatant 143 Emotionally Cold Vice 108
Harmony 169 W
Inconspicuous 143
Subtle 143 Impartation 171 Weapons 136
Nephilim 78 Inquisition 176 Disarm 79, 129
Range 145 Mastery Talent 100 Hallowed 88
Repeated Attempts 146 Terms 32, 33 Maneuver 126
Speed 125, 144 Test 112, 121 Ranged 134
Targets 145 Therapist 79, 118, 119, 202 Wrath 68, 85
Technique, Core 78, 147 Rehabilitation Action 230 Animosity Vice 107
Hallow 148, 149 Therapy 203 Detestation 164
Nimbus 150 Immoral 203 Ravage 180
True Voice 151 Traits 116 Reaper 101
Technique, Embodiment 78, 147 Drama Points 116 Smite 189
Absolution (Hope) 152 Inspirations 116 Wounds 126, 127
Accordance (Faith) 153 Maneuvers 116 Healing 128
Approbation (Pride) 154 Professions 116 Levels 88,127
Appropriation (Avarice) 155 Techniques 116 Lingering 127
Auger (Justice) 156 Trauma Marking 127
Bless (Charity) 157 Acts 198 Maneuvers 126
Bliss (Prudence) 158 Alignment 198 Mortal 127
Brimstone (Faith) 159 Crisis 204, 205 Severe 88, 127
Confession (Prudence) 160 Emotional 195 Surface 88, 127
Corruption (Sloth) 161 Healing 202 Superficial 127
Covet (Avarice) 162 Forced 197 Thugs 136
Despoil (Envy) 163 Lingering 196 Trauma 195
Detestation (Wrath) 164 Mortal 196, 197
Dispensation (Gluttony) 165 Permanent 196 Z
Endure (Fortitude) 166 Psychological 195
Severe 88, 196, 197 Zeal 74, 90
Enslave (Lust) 167 Boons 81
Foretelling (Prudence) 168 Surface 88, 195.196, 197
Situations 200 Creation 74, 90
Harmony (Temperance) 169 Background 280
Harrow (Avarice) 170 Symptoms 197, 206, 207
Techniques 146 Development 74, 90
Impartation (Temperance) 171 Set 90
Impel (Faith) 172 Test 196, 197
Voluntary Test 197 Maturity 74
Indulge (Gluttony) 173 Set 74, 90
Infestation (Sloth) 174 Voluntary Trauma 197
Inner Silence (Envy) 175 Wound Levels 88, 195
Inquisition (Temperance) 176 Traumatic Situations 200
Invidious (Lust) 177 True Death 10, 47, 130