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Credits

Written by: Landry Trent Yacuk


Development by: Landry Trent Yacuk
Editing by: Jill Bell, Jackie Cornell, Eric Finley & Cori May
Art Direction by: Landry Trent Yacuk
Photos by: Jae Won Cha, Landry Trent Yacuk and Stephanie Height
Cover Art: Quinn Kurenda

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

Copyright©2001 - 2011. All rights reserved. Reproduction without the written


permission of the author is expressly forbidden, except for the purpose of reviews
and for blank character sheets, which may be reproduced for personal use only. The
mention of or reference to any company or product in these pages is not a challenge to
the trademark or copyright concerned.
This book uses religious and supernatural subjects for setting, characters, and themes.
All religious and supernatural elements are fiction and intended for entertainment
purposes only. Reader discretion is advised.
Contents
INTRODUCTION Page 1

SETTING Page 12

CODEX Page 35

EMBODIMENTS Page 53

CHARACTER CREATION Page 70

FINE TUNING Page 95

SYSTEM Page 111

TECHNIQUES Page 142

TRAUMA Page 194

DRAMA POINTS Page 210

DOWNTIME Page 224

STORYGUIDE SECTION Page 236

APPENDIX Page 276

INDEX Page 284


chapter i

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?

“After all is done, and we’re still alone


But it wasn't this that bothered Sarim. It was that things had become so unclear. So
confused.
I won’t be taken, yet I’ll go... A lot of what the Divine had done over the years had come to seem uncomfortably brutal
With my hands bound
when examined by the light of reason, which the Deistical often did. Sarim had once

I will walk... with my face blood


considered the Deistical 'fence-sitters' but had begun to realize that they did fight when
pushed, but often in different ways. Warriors tended to find themselves sorted into the
I will walk... with my shadow flag Divine or Infernal, but that didn't mean the Deistical had no other ways to support the
Into your garden, garden of stone”
Civitas. Their efforts had been the cornerstone of Fallen salvation. Without them they
would have all perished.

Pearl Jam: Garden


Sarim sat up in bed. The wounds on his back were almost healed as he tested them with
light stretching. His shoulder still hurt but with a glance at a mirror he could tell it would
be better in a day. Only Fallen could recover from an axe to the shoulder in a few days’
time.
He focused on the physical pain because he didn't want to let his mind wander to the real
matter at hand. He didn't want to reconcile his views of the Infernal.
They were the bad guys. They were monsters. They wanted to hurt everything and everybody around them.
"You know," Micah's first words echoed in his mind. "Not all of us are baby-eaters. Some of us are Infernal because we're
just really pissed with the Creator."
Sarim caught a reflection of himself in the glass. Hollow circles under his eyes told him he had slept. The fact that the
daylight was dwindling and dying outside told him that he had slept almost all day.
A dove landed at that moment on his window sill. He hesitated to extend his True Voice to the dove. It would have
been either fortified with Fortitude, which meant it had been sent by Hadriel and a fight was brewing. Or it would be
laced with Envy, meaning it came from her.

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.

“I can feel it in the air tonight, Oh


He was going to leave, but Delilah insisted he stay a while longer. He let himself be

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

Phil Collins: In the Air Tonight


but instead, felt a floodgate of desire for her. But when she did break the kiss, he was
shocked and disappointed.
"Mistletoe." She licked her lips and shrugged before stumbling away.
He was just stunned. Stunned and now alone. More alone, it seemed, than when
Sarabel had been murdered. The love of his life, killed in war by the Infernal. And now, here he was, kissing one of the
monsters he had sworn never to forgive.
He left the party but couldn't let the moment go. She avoided him and he didn't want to send her a dove for fear that
one of her Murder mates would get a hold of the message.
He waited patiently for the next Census. He finally managed to confront her and ask her about that night.
"God, can't a girl just be drunk and horny?" she sounded defensive.
"We both know that wasn't... just a kiss," he said.
He thought he saw her fight back a tear from escaping. "Please, let's not make this complicated."
But things already had gotten there on their own.
They had skirted the issue for months. But they were forced back together when the Civitas had managed to locate
the final angel of the Choir which had arrived. He had taken a near mortal wound in the fight. He was dying and there
wasn't a Hopeful Fallen around to heal him.
Micah had abandoned the fight and was holding his hand, weeping for him. She begged him not to die. And then
finished with, "I - I think I love you."

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

We’ve got a war to fight,


him. Toying with him.

Never found our way,


He didn't want to think about any of that.
He just wanted this all to go away, or so he
Regardless of what they say. told himself.
How can it feel, this wrong, "C'mon here, bird." he said. The dove

From this moment,


ignored him, but as he approached, it didn't
flee. He took the note tied to the bird's
How can it feel, this wrong.” leg and, once its obligation was done, it
fluttered off into the rain.

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

Embodiment, one Virtue and its counterpart Sin, to


which we are devoted. It is within you to choose which who brought the Divine and Infernal together, despite
side of the coin faces upwards. You can be Virtue or Sin. their unending hatred of each other. We owe them a debt
In fact, you can even fall or rise to your counterpart and of gratitude, for without them, all would be lost.
back again, if that’s where your life takes you. You might think that the Virtuous are Divine and Sinful
Every Embodiment has a number of Techniques that are Infernal and a mix of the embodiments comprise
come naturally. It is possible to possess Techniques from the Deistical. Once that might have been a very accurate
other Embodiments - but it doesn’t always come easily. view on how the Convictions were composed, but it’s
The only Techniques that you should never possess are been years since the Last Crusade began; we have evolved
the ones from your counterpart, although I will admit, I together.
heard a rumor of even that happening. Perhaps free will There are Sinful Divine and Virtuous Infernal. A
knows no bounds? contradiction, perhaps? And yet, free will allows us
the ability to dictate how we view our Embodiment. A
Prideful Divine might simply show pride in all her works
and feel that if anyone should return to Grace, it should
Conviction be her. A Judicious Infernal could be a grim, cruel and
inflexible judge. All things are possible.
The choice between virtue or sin is often obvious: in our
countless lives playing the part of humans, those who led
a just and conscientious life will generally choose to be
true to their virtue. Those who led an awful or abusive life Congregation
will generally choose a sinful embodiment.
But like humanity, we could never have thrived without We were never a society of large groups. A Conviction
some form of society. And throughout our society, three is an affiliation at best, and means different things to
groups have been refined, which we call the Convictions. different people.
It might help to think of them as your political affiliations, To be alone is too hard. All animals seek companionship.
but that’s doing them some disservice. So we’ve always been attracted to smaller groups. We
called these groups Congregations.
I’m going to have to generalize for brevity here.
The Divine and Infernal gather in Congregations of
What most people might call the ‘good guys’ are the three to six individuals. Divine use the term Choir while
Divine. We believe in a cause greater than ourselves. We Infernal use the term Murder. In larger cities, we give
want to return to Grace and so we seek atonement for names to our Choirs and Murders. Reputation is often as
our sins. important as our strength.
What most people would call the ‘bad guys’ are the The Deistical have balked at our small groups; usually
Infernal. It’s hard for me to speak on their behalf all Deistical within an area are members of a Brood. In
about what they believe, but they feel betrayed by most theory, all members of the Deistical are supposed to be
everything in Creation. So they are usually consumed just one Brood, but that’s not always the case.
with the ruination of the world.
Every Congregation must have a leader; we universally
Finally you have those in the Deistical. I used to call call this a role a Prelate. It is his or her duty to care for
them fence sitters, but now I see more of their true colors. their congregation and take responsibility for its actions.
Once, they were simply content to be neutral. They sought
neither Grace nor corruption: simply to enjoy the fruits of

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

chapter ii: Setting


the watchers have spoken and the last judgment has been passed
Book of Enoch 9:11 have taught their sons.” for all eternity. And in those
days they will be led to the
Book of Enoch 10:7 abyss of fire, in torture and in
prison they will be locked for all
eternity.”

Book of Enoch: 10: 12-13

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

chapter ii: Setting


better, of promises that the grass is always greener on the Fallen, who once served as the servants of the Creator of
other side, of having to face hardships while building walls all; the Fallen, who were once angels.
of apathy and ignorance, most people learn to be content The Fallen are engaged in their own mortal struggle.
with their lot. Ambition, fear and the excitement of youth Their history reads of little more than conflict between
fade away as people grow up and grow old. People accept their factions. While not all the Fallen fight, they do all feel
that everything that they have been promised is a dream. the ravages of war. Except in the most ancient times, war
And through betrayal, scandal and general malaise, faith seems to pervade their society regardless of their personal
has been dwindling. It is further eroded in the hearts of choices. The Virtuous find fault with the Sinful and the
humanity as science and technology change the world into Sinful grow increasingly outraged by the judgment they
one where people may no longer need gods or monsters. must endure.
But beneath the A Fallen’s Embodiment, whether Virtuous or Sinful,
“God places no trust in his servants,
surface, beyond does not necessarily affect their choice of Conviction.
if he charges his angels with error.”
apathy and A Fallen can be Virtuous or Sinful; however, this does
ignorance, in the
Job 4:13
not necessarily guide their opinions as to a conviction in
truth that people which to believe. And those beliefs will put them at odds
refuse to see, lies the with other Fallen. This is what has led them into a bloody
world of Kngdom four-thousand-year war amongst themselves.
Come.
Recently, for reasons unknown to them, the gates of
Heaven and the bowels of Hell have opened; angels and
devils have been allowed to come to the human world
with only one agenda: to destroy the Fallen.
Now they are fighting the most critical war they have
known since the war in Heaven itself. Regardless of
faction or allegiance, the Fallen are being hunted down,
and only when they put their differences behind them, do
they stand a chance at victory. Thus banded together, they
have chosen to stand against the threat of the very beings
they used to be.
The life of the Fallen is difficult one, filled with strife
and animosity. A Fallen must embrace this conflict or be
overwhelmed by it. For the most part, they have failed to
find any other way of life.

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

Why am I seething with this


Sometimes these give them the world around them, they know that they are the tools
that constructed it. They have no need to have faith, for
animosity?
painful insights into why
things are, but most of the they have fact.

Hey God, I think you owe me a time they serve only to tease This is not to say

great big apology”


and taunt Fallen with how that Fallen cannot
much they have lost. Every and do not have “Emptiness is loneliness, and loneliness
Nine Inch Nails: Terrible Lie Fallen has awoken in tears personal beliefs on
is cleanliness
and cleanliness is godliness, and god is
from a torturously beautiful how to conduct
dream of Heaven. themselves. Each
For all their efforts, the Divine and Infernal are no Conviction has rules empty just like me”
Smashing Pumpkins: Zero
closer to their goals of redemption or ruination. The constructed to give
Divine have found no evidence of acknowledgement of their lives meaning.
their good works. The Infernal have had some measure of
success but, when pressed, most realize that humankind’s
state is in its own hands.
The Deistical try to soldier on in neutrality as they always
have but the more years that pass since they established
the Codex, the less the Divine and Infernal want to carry
them. This causes strife between the Convictions.
Above all, Kingdom Come is a story about the Fallen,
their struggles and their emotions.

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

chapter ii: Setting


responsibility to watch over the humans who had defied elude the Fallen.
the Creator and abandoned Eden. Torrential wind, rain, earthquake and fire punished
As Watchers, the Grigori were to guide humanity and humanity. The most remembered is the Deluge, the Great
ensure that they understood the moral choices that they Flood, which threatened the existence of humanity and
would have to make. They were there to watch over, but to all but destroyed the Nephilim.
offer little interference. Humanity survived, filled with fear and confusion over
For reasons that one can only speculate, the Grigori what had happened. They believed that their lives had
began to act beyond their duties. Perhaps it was because become corrupt and wicked; for a long time, they shunned
they themselves had seen sin in Heaven and were corrupted the teachings of the Grigori.
by it. Perhaps they
“Bloody murder is the best I’ve heard
were compelled by

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

And they take thine majesty so seriously


to take a more direct details.
method of guidance,
It’s the big lies that are more likely to
The prime punishment was that the Grigori would be cast
a role which out of Heaven. They would be stranded on earth, trapped
be believed”
eventually led them in bodies of Clay. Upon being seeded into humanity,
Soundgarden: Holy Water
to become teachers they were born into a
to the humans. For frightening and painful
Father into your hands, I commend
whatever reasons, world, a short time after
the Grigori seemed
my spirit
the Deluge, believing that
to leap into their new roles, eager to teach their students, they were nothing more
Father into your hands, why have you
who in turn had a zealous appetite for learning. than human. Trapped in
forsaken me?
To suit their roles as teachers better, the Grigori took the mind of Clay, they

In your eyes, forsaken me


human forms for themselves. This allowed easier and were left ignorant of their
quicker communication. By taking such bodies, they heritage.
discovered the startling limitations of humans. Still, there Being part of the cycle In your thoughts, forsaken me
In your heart, forsaken me
were new advantages which quickly became appealing, of human life and death

System of a Down: Chop Suey


in particular one spawned of lust. The Grigori slept with is known as the Mortal
humans without understanding the consequences of Coil, although it has a
that action. It is possible that none could foresee that a different meaning for
being spawned of an angel and a human would produce Fallen than for humans.
something different from both. All children of the Fallen, A Fallen is called Quiescent at this stage in their lives.
although appearing as human, were different and unique.
Named Nephilim, these children were amazing but It should be noted that throughout the Mortal Coil,
frightening. most Quiescent Fallen have lived through virtually every

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,

soul that can’t find home


be able to live in human society without appearing insane, they would become
as everything begins to give off its own song. devils and be barred
Little do they know that within the Symphony, they are from Heaven. The I don’t need to get my face
dragged down in the muddy water
giving off a discordant song of their own, likened to the opposite is true of
devils, who might
I don’t need to say I’m godless
cries of a newborn baby. In essence, they are screaming to
be found by their brethren. become angels
Only when faced with adversity will they display
again if they could anymore”
Godsmack: Godless
find their Virtuous
Techniques for the first time, instinctively - although they nature once more.
will always have Nimbus.
Although they may not fully comprehend the details or
the reasons, within the first three days they must choose
between the Virtuous or Sinful path of their Embodiment. Conviction
Generally their nature decides for them, but some brutal
In the modern day, Fallen are drawn to each other. Even
Reckonings have pushed more than one otherwise good
a Quiescent Fallen is subconsciously inclined to find a city
person into the Sinful path, while a revelatory Reckoning
with other Fallen in it.
may move an evil person to return to Virtue.
When a Quiescent Fallen Reckons, they are easily found
Whether or not they are found by another Fallen, within
by other Fallen through the Symphony. But in war, if their
a few months they will have enough dreams of Heaven
brethren do not find them, the Host or Horde will.
to piece together what has happened and what they are.
Once they accept this, they can use their Techniques as Once they are brought into the fold, they are asked to
desired (rather than only as needed) and their innate song choose their Conviction. Long ago, you typically joined
returns to a state of harmony. up with whatever Choir or Murder or Brood found you
first (or they slew you and moved on). Now a Fallen is
typically given some time to choose.

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

chapter ii: Setting


A Conviction represents a communal set of beliefs held that caused the Great Flood, for a way to enter Heaven
by a group of Fallen. With these beliefs, come goals and before their death.
politics. Together, over the years they built a magnificent tower.
A Fallen who joins a Conviction is expected to uphold the And it did indeed get the attention of Heaven, for angels
ideals of that Conviction. It’s very difficult to be removed arrived and razed the tower, killing all inside.
from a Conviction because their ideals are interpretative, The Primeval Fallen remember sensing a great presence;
but a Fallen who acts against the interest of the members they hoped it was the Creator. They were dismayed to
of their local Conviction can, with a unanimous vote, be find three Seraphim who merely ignored the Fallen and
removed from their ranks. It is rare, but it happens. forbade the few surviving humans ever to try this again.
A Fallen can then choose another Conviction or, if none The Seraphim left, and in their wake, within a generation
will have them, become Bygone. dialects and languages began to appear in human society.
Deception concerning one’s Conviction isn’t just bad
form, it’s expressly forbidden by the Codex (within the
Alliance). It is punishable by Branding and will forever
make the Fallen a Bygone.

Eventually, the single language spoken by humanity was


shattered into pieces.
Ancient History After this event, some Primeval Fallen discovered
new emotions, new feelings which they could neither
The highest Tier Fallen had their Reckoning from their
understand nor contain, let alone control. They began to
Mortal Coil after only a few mortal lives. It is presumed
hate, to be jealous. They realized that they had the freedom
that their power simply could not be contained for long
to choose to turn away from the Creator, a freedom upon
within the mind of Clay. There are no known living Fallen
which many did then act, transforming from Virtue to
of the highest Tier; nothing is written of their exploits.
Sin.
After the highest Tier Fallen were gone, many of the
This fractured the Primeval Fallen, who now split apart
middle Tier Fallen began to have their Reckoning.
as a people for centuries.
These middle Tier Fallen, who Reckoned before the
With a rift between them, they did their best to avoid
formation of the three Convictions are referred to as
conflict, but the majority of the Virtuous Fallen could
Primeval Fallen.
not help but grow angry at their brethren for turning
The Primeval Fallen were shocked and confused by their away from the Creator, even during this time. But not all
state; they spent years in denial, refusing to accept the Virtuous Fallen shared this view and they discovered that
truth spoken to them in their dreams. It was audacious even their ranks were divided. Likewise, the Sinful Fallen
to think that they had been punished. Since they had not were not a unified group either.
yet lived very long as humans, they still viewed themselves
The majority of the Virtuous Fallen decided that there
as lost angels.
was only one clear path, and that would be to avoid
Seeking similar souls, the Primeval Fallen gathered in

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

chapter ii: Setting


managed to complete their mission - but the Divine the Divine, if only to give their lives more purpose and
discovered what they were doing. The Infernal opened meaning. They have balanced the war, playing the part of
the gate just as the Divine unleashed a huge army against the prey, while trying to do as much damage to the world
them. around them as possible.

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

you can count on... in your existence...


they came swiftly Divine and Infernal could make no choice but survival.
and unannounced, Everything about this Last Crusade felt wrong.
is never understanding why.” striking out at the
Gabriel,: The Prophecy
Fallen across the
world. Initially, the
Deistical were hit the
hardest, since they
had developed few warriors and tended to live in large
Broods. The Divine and Infernal were still locked in their

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

I will not bow


rushed to wonder if it was such a good idea to begin with. power and authority
Still, they’ve managed to survive for several years now; was granted to the
with this survival comes the hope that they can outlast Hierarchy. What I’ve come to bring you hell
I can’t forget
their enemy. started as a means of

Things you did


With the Convictions coming together, there has been a learning the Codex
new intermingling. The Deistical have always had Virtuous by rote has become a
and Sinful in their ranks, but the Divine were once strictly new power, known as I’ve come to bring you hell.”
Fuel: Won’t Back Down
Virtuous while the opposite was true of the Infernal. Sovereignty, that the
Hierarchy can use.
Now the lines have been blurred and it’s not at all
uncommon to see Sinful in the Divine and vice versa. In
fact, it’s not unheard of to have a Divine Sinful or Infernal
Virtuous King (or any member of the Hierarchy, for that
matter).

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

chapter ii: Setting


the Infernal was a transparent ploy to try to get into the
Creator’s good graces and that once the ploy failed, it was principles of one’s embodiment inspire respect. These
a further mistake to persist. Fallen are to honored.
The modern Divine would scoff at the inaction of their 2) Righteousness - Being righteous means acting morally,
forefathers. They might agree that it was a transparent without guilt or sin. It is a daunting and intimidating
ploy to attack the Infernal, but now they would argue that prospect, but it is a subtle goal to which most Divine
it should have been done long before the Infernal took Fallen aspire. The legends and heroes of the Divine have
control of the Five Cities. achieved righteousness and honor. Having the courage
to fight for what one believes in is very important to the
Under modern ideals, the horrors of which the Infernal
Divine.
seem capable become

“Nothing in the world is the way


more acutely felt by 3) Redemption - Few Fallen truly believe that they will
the Divine. Living return to Heaven. However, the ideal gives them purpose
it ought to be. It’s harsh and with the Infernal is and that is often enough. Many know that the standards

cruel. But that’s why there’s us.


difficult. The Codex they set are all but impossible to live up to. The point,
however, isn’t to succeed, but to try.
Champions. It doesn’t matter where
does not govern
how a Fallen acts
we come from, what we’ve done towards humans,
or suffered, or even if we make a
so there is freedom

difference. We live as though the world


for the Infernal to
harm people so
was what it should be, to show it what long as their nature
it can be.”
isn’t revealed. It is

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

“Yes, I’m sick, officer. Sick from


problems. Burn the
world down and
laugh at everybody the disease eating away at me inside.
Sick of people who don’t appreciate
trying to put out the

their blessings. Sick of those who scoff


flames.

at the suffering of others. I’m sick of


it all!”
The Saw: John Doe

24
Deistical

The Deistical’s beliefs are simple: the Creator made the


world, probably for some obscure big picture, but is now,
for whatever reason, indifferent to it. More than just that,
the Creator has washed her hands of it all and has walked
away from Creation. act that saved the Fallen from extinction, but as the years
pass, many Divine and Infernal cast a critical eye towards
They have a sneaking suspicion that it was the Grigori’s the Deistical - who not only enjoy relaxed rules, but aren’t
actions that ruined everything and, if that’s true, they expected to commit warriors to the battle.

chapter ii: Setting


would like to personally apologize for the whole thing and
buy the Creator a beer. The Deistical know that warriors are only one part of the
battle. Keeping the Divine and Infernal working together
Regardless of how others perceive their often flippant is just as important. The Deistical also support a Civitas
demeanor, the Deistical are very serious about their beliefs. in hundreds of smaller ways, even committing some of
The Creator is gone and all the attempts at redemption or their people as warriors, but only on their own terms.
ruination will not get her to notice you. There are no more
consequences for your actions, save your own conscience. They do not sit on the fence, nor are they cowards. They
Without the Creator, you can choose to do one of two are simply desperate to maintain their freedom, even if it
is only an illusion.

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

redemption! We are God’s unwanted


remain neutral. In have always had Virtuous and Sinful Fallen in their ranks.
fact, it is the only But now, they seek a balance between the Divine and
children? So be it!” thing that they have Infernal. Conspiratorially, they know that if the Divine
Fight Club: Tyler Durden
historically and and Infernal truly abandon the conflict that drove them
fiercely defended. for so long, both sides will get soft. So keeping both sides
They refused to take fueled by fanning the hatred is important, as is letting
sides in the Divine them vent steam with duels before the pot boils over.
and Infernal war, offering both sides sanctuary or neutral
2) Tolerance - The Deistical must attempt to accept
ground, as required.
others’ views and ideals. Although the conviction does
Their beliefs have been challenged by the Last Crusade, have its own belief system, they want to be able to accept
but they have convinced themselves that the angels and anyone who accepts the Deistical ways.
devils who are attacking them are not working at the
3) Freedom - The Deistical preach that Freedom is
behest of the Creator (although they lack any proof).
more important than most anything else. Every person
The Deistical miss the freedom they possessed before the should be allowed to express and enjoy themselves.
war. They want to laugh, to love, to express themselves They have sacrificed political power for leniency under
with reckless abandon. Even before, they knew how to the Commandments. With freedom comes some
temper themselves, enjoying life so long as it did not responsibility, a lesson which they have forgotten and re-
bring harm to others. Now, they still try, but the constant learned many times in the past.
threat that any day could be their last has left them in an
uncomfortable state.
The Deistical make it no secret that they could never
have properly defended themselves in the Last Crusade.
Even if they could have banded together, warriors were
not common in their ranks.
Forging the Codex will always be looked upon as the

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

when it could aid them in some fashion.


Tier. They accept some of the lower Tier (i.e. Fallen) but
only as aids and servants. Indeed, middle Tier that remain Player characters cannot be from the Remnant.
with the Fallen are virtually unheard of.
The Remnant are convinced that the Last Crusade is a
The Bygone
precursor to the end of times. They feel that the end of These Fallen are not so much those who are part of a
the world is coming and that to survive it, they must find Conviction as they are Fallen without a Conviction. For
a way out of the world. Of course, the truth of the matter a host of reasons, a Fallen can be ostracized from their
is that the Remnant have been around for over 1000 years chosen Conviction. Generally when a Fallen falls from
and they have constantly preached that the end of the the Divine or Infernal, many turn to the Deistical and
world is right around the corner. attempt to join them. But the Deistical have their own
beliefs and do not necessarily accept those who do not
Nevertheless, the Remnant remain entirely outside the share them.
Fallen, going so far as to treat them as distant cousins.
They do not abide by the A Fallen who is not accepted by the local Convictions
Codex nor are they given can do one of two things. They can leave and try to find

He breaks the spirit of rulers; he is


any special privileges or a new city that is unaware of the sins of their past, or they
can become a Bygone.
feared by the kings of the earth.
respect.
A Bygone has absolutely no rights under the Codex,
Psalm 76:12
Well before the Last
Crusade, they secluded whether they choose to follow the Codex or not. A
themselves in two cities: member of a Conviction, for example, would be free to
One in South America, harass or even murder a Bygone Fallen, with no fear of
the other in Europe. reprisal from the Kings.
Both cities were once secret but now they are encircled The Nephilim
by a great number of angels, presumably members of the
Immeasurable time has been dedicated to the
Host. Although there are only a few hundred Remnant in
contemplation of the creatures known as Nephilim. They
the world, that seems to be enough to prevent the Host
are neither angel nor human, but something entirely in
and Horde from mounting a successful attack against
between and different.
either group of Remnant.
Nephilim sense as a discordance in the Symphony. They
The Remnant is largely a mystery to the rest of the Fallen.
do not register as Fallen or human but as something else.
They have some form of government and their own rules
for running their society, a council of sorts where the Some speculate that the Nephilim are the sole creatures
eldest have the greatest voice. For the most part, they without a true purpose, and that it is for this reason that
shut themselves into a self-contained society with a large the world rejects them.
number of Affections. In their own circles, they have no They do not possess Embodiments, but they do possess
reason to hide their presence. the Techniques of the Fallen.
The Remnant have very few dealings with the rest of the They also possess a unique ability in that their desire
Fallen, but they do keep some lingering connection to the breeds evolution within them. Many remain completely

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

chapter ii: Setting


the world that rejects them. After a while, they grow as the Mundane do. Over time, a Distinctive human can
spiteful, and oftentimes, they are unable to deal with learn to overcome the washing of their memories.
the world around them. When this happens, they get A human who is chosen to be the affection of a Fallen
extremely violent - and they have a natural hatred against almost always becomes Distinctive by the knowledge and
their parents (in most cases any Fallen). presence of the Fallen, and by the investiture of a Fallen’s
The Horde revels when they find Nephilim, riling them Zeal.
up to use them as weapons against the Fallen. Distinctive humans are some of the greatest allies and
enemies of the Fallen, as the aware organizations mentioned
Shrouds above are filled with Distinctive humans. Despite a lack
Other than being Grigori, none of the Convictions seem of Techniques, they are

“You’re keeping me alive because you


to know who the Shrouds are. skilled enough to make
the lives of the Fallen
don’t know DOS”
They barely speak and answer no questions as to their
the nature. Their sole purpose, it seems, is to ensure that more challenging.
humanity never learns about the Fallen. To that end the Distinctive humans Izzy, The Prophecy
Shrouds will appear when humans might be on the verge are exceptional people,
of learning something appreciable but nothing else is but they have their own
being done about this. Most often, this happens when limits.
a Fallen goes unchecked, recklessly using their powers
without nimbus. Potent
A Shroud will arrive and give the Kings three days to Potent humans are the elite few who rise above other
take care of the problem. What this means is that the humans. They are simply the best of the best in the area
offending Fallen is to be executed in three days or the to which they apply themselves. Many great world leaders
Shrouds will do it. have been Potent humans, as are countless others less
known.
The Shrouds are not only middle Tier Grigori; they
possess a number of unique powers. It is all but impossible Being Potent seems to be a birthright. They are simply
to keep a Shroud from any Domus, no matter how well people who are destined for great things.
guarded, for example. Potent humans can be blessed with a paranormal gifts,
Outside of this one duty, the Shrouds have never been but most are not. Regardless, Potent humans are rarely
encountered. people to be trifled with.

Mundane Humans Human Affections


Humans are far more resourceful and dangerous than As the modern age of technology became so prevalent
most Fallen give them credit for. The human population and invasive, the Fallen have discovered that they can no
at large does not understand or even believe that anything longer exist without the aid of humans. While they were
inhuman exists in the world. once rare, human Affections have become a necessity,
even if only for travel.
The few organizations that have clued into the existence

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.

chapter ii: Setting


and Embodiment. Once molded, the humans would
generate raw power to which a Fallen could attune herself Fallen vaguely remember this process from their own
and exploit. Mortal Coil - but there was only one exit available to
them.
This process is known as Predomination.
When a Fallen dies the Hollow Death, they know they
The act of Predomination is far more an art than science. go to Purgatory and spend three horrible, nightmarish
It is a symbiotic series of events that a Fallen helps cause. days there. They cannot remember much, but they know
It can only happen when a Fallen opens up and gives that their worst sins return to visit them.
themselves to the people who they try to Predominate.
It requires a blend of specific acts that display prime Enough Fallen come back with a foreboding feeling of
examples of the morality and Embodiment of the Fallen. being watched.
Each example is followed by tuning into the Symphony There are rumors that some Fallen never return and
and then using Hallow to harmonize the Fallen’s personal that some Fallen have spent more than three days in
music with those around them. After a time, the Fallen Purgatory.
will discover that when they tune into the Symphony,
humans around them will start to act spontaneously in Travel
tune with their song, which is to say they will start to Fallen cannot travel for long periods of time without
perform Embodiment-appropriate acts. being filled with sorrow. If they do travel for any length
Eventually, the humans and Fallen will be in sync and of time, despair may threaten to crush them. This sorrow
the humans will, by and large, represent a source of power stems from their memories of Heaven and divinity in
for that Fallen. general, and their lack of freedom in particular. They can
no longer move at the speed of thought as spirits, nor
Predomination is a precarious state. Humans have equal
fly as angels. This malaise is a very dangerous threat for
parts conformity and rebellion in their hearts. They yearn
Fallen, for they can become overwhelmed with the sorrow
to conform, seeing strength in submission. But they also
as they think of nothing other than Heaven and loss.
are restless; a part of them needs to rebel in their own
personal ways. Once a Predomination is formed, humans The faster the method of travel, the quicker the emotions
subconsciously recognize and enjoy the harmony of it all, set in. Generally, a plane might cause the sorrow to swell
but still try to sabotage it in acts of rebellion. Eventually, within hours while a car might effect it in days.
without maintenance, a Predomination will return to the
melting pot of human emotions where it began.

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

chapter ii: Setting


were forbidden themselves to use the advancements of
demons can only possess Sinful Techniques. Nephilim
mankind.
can possess Virtuous or Sinful Techniques; Embodiments
and counterparts mean nothing to them. The Fallen gain a sense of overwhelming confusion
when they attempt to use modern technology. They are all
Symphony but useless during the moments when they do so.
Throughout all of Creation, there is an underlying The need to explain what is meant by ‘technology’
current of music. Every object, location, person, thought or becomes necessary because Fallen can use most archaic
emotion has its own unique song. Collectively, this is known technology. Levers, pulleys and the vast majority of simple
as the Symphony. tools can still be used by Fallen.
Celestial beings and Electronics and digital products are modern technology
“Cause love’s such an demons are attuned and cannot be used by Fallen to any great extent. The
old fashioned word
to this music through confusion is born from intention. Should one accidentally

And love dares you to care for


their True Voice touch a phone or a television or step into a car, they have
Technique. True no fear. However, if they hope to use that same technology
The people on the edge of the night Voice is, in essence, to their own purpose, they suffer this disorientation.

And love dares you to change our way


another sense that In some cases, such as flicking a light switch - something
can perceive the
of caring about ourselves
that takes not even a second and the effects are minimal -
Symphony. the Fallen can all but ignore the consequences. But using
This is our last dance Listening to the other devices, such as turning on a TV, can cause a brief
This is ourselves
Symphony takes moment of bewilderment.

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.

chapter ii: Setting


Deistical: Fallen who believe, for whatever reasons, that the Creator has abandoned both the Fallen and mankind. The world
remains, abundant with choices. Thus, the Deistical will enjoy the pleasures of the world and mankind for as long as
they can. If they have any purpose beyond hedonism, it is hidden from the rest of the Fallen.
Divine: Fallen who generally believe that the Creator is still good, despite the punishment for their transgressions. Given a choice,
these Fallen would serve the Creator as angels.
Domus: One of the few terms left from the Primeval Fallen that continues to be used. A Domus is the home of a Fallen which they
have turned into an Affection. It is protected by the Commandments of the Codex.
Embodiment: Humankind may choose between the seven Virtues and seven Sins; however, all Fallen (and thus angels) were
created to embody only one Virtue. Devils, demons and Infernal Fallen embody a Sin instead, as every Virtue has its
antithesis.
Grigori: The proper name for the Fallen, their legion’s title. They were also known as the Watchers. Few Fallen use this term, as many
feel that they cannot use this title until they become angels again. The Remnant, however, still use this term.
Herald: A special position in the Hierarchy that offers no real political power. Their duties are to travel from Civitas to Civitas, and
to spread the word from King to King. They are entrusted with important information and are expected to be allowed
to pass as they require. They are Branded to show their office, which is one of the few positive Brands a Fallen can
receive.
Hierarchy: The Hierarchy is the political system that helps the Fallen maintain order. Based off of chess (a game the Fallen originally
taught to mankind), it creates a governing assembly of Fallen, who are charged with keeping the Codex enforced and
seeking victory in the Last Crusade.
Horde (devils & demons): The mass of devils that have come from Hell. This mass of devils is considerably smaller than a legion
of angels; however, devils are able to summon an almost limitless number of demons. Devils were once angels, while
demons are merely malicious entities created by devils.
Host (angels): The legion of angels who have descended to earth to fight in the Last Crusade. Their warriors (archangels) are
distinguished by wearing armor and masks, a feature otherwise unnecessary for angels. It is presumed that this is to
prevent contact with mankind and Fallen and thereby avoid the possibility of Falling, as the Grigori did. Their legion
title is unknown.
Innocent: A truly innocent person is without sin because they reject it with free will. They cannot be harmed or have Techniques
used against them by Celestial beings.
Infernal: Fallen who generally believe that they have been punished by the Creator and feel little but resentment for their former
Creator. They would embrace all things sinful and dark. They once were searching for a road into Hell, but have since
abandoned that ambition for a new purpose. Although each embodiment has a different viewpoint, they are focused
on destroying, ruining or ruling the world.
King: The highest Echelon of the Hierarchy, the Kings have great political power. They are given the power to make the Fallen act as
they see necessary. They rule with the power of the Codex.

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

chapter iii: Codex


With the exception of the Deistical Preate, the Deistical airing grievances. But Fallen are creatures of passion and
may also make challenges. The Deistical Prelate still sometimes they cannot wait, or don’t care to go through
negotiates the duel. honorable channels.
Should Fallen come to blows, at or outside the Census,
Time and Location it is generally frowned upon but should not be punished
The Deistical Prelate can set the time of the challenge; unless a Fallen death occurs, or if one side brings it up to
it cannot be more than one month away. In the case of the Deistical Prelate.
multiple challenges, the Deistical Prelate may space each
There are no specific rules against fighting, only a
one out one month apart, so the Prelate may have the first
Commandment against killing. But if a Fallen is roughed-
one 1 month away, the next one 2 months away and the
up and complains, then the Deistical Prelate is encouraged
third 3 months away. Of course, they may just have a ‘fight
to arrange a duel against the offending Fallen.
night’ and get them all out of the way in one evening.
If a fight ends in a death, then that must be judged by
The Location must always be announced and public.
the Commandments.
Census is considered a very good time to deal with duels.

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

Together they decide upon the war efforts of the ward


Over the years a curious new strength has been uncovered. and all Fallen within. Together they must choose who
Where once the Court was merely a declaration of strength, lives and who dies.
now it has become an institution of tangible power.
The Kings have the most important and most difficult
Members of the Court have discovered that by taking the
position on the Hierarchy. It is within their judgment,
role of the King or the Rook, they gain archetypical power
their hands, to win this war against the Host and the
towards that to which the position was designed.
Horde. That is their first and foremost goal. While the
This effect is known, out of game, as Sovereignty. It is Commandments cannot be broken, they may use all their
dealt with in detail in the Appendix Chapter (P. 278). resources to battle the Host and Horde.
A King’s power is primarily political and tactical,
Gaining
meaning that the King should not take an active role in
“Do you rulers indeed speak justly?
Sovereignty the Last Crusade, but instead plan the war efforts. They

Do you judge uprightly among men?”


A Fallen cannot gain are considered too important to lose. However, few Kings
Sovereignty until they are able to stand idly by and give orders as their brethren
Psalm 58:1 serve in their position for die; those who go to die are rarely inspired by Kings who
one full month. They must cannot fight. Normally the King will use their Queen/
be declared at Census Minister, Knight or Rook in battle, but should a King
and must make or receive choose, they may take to the field as well.
Affirmation during the
If a King is killed, then the rest of the Court must find
next Census. a unanimous decision on who will become the next King.
If there is nobody within the Court (if it was wiped out
Enemies completely) then the majority of the Conviction will
Many of the Sovereignties have to do with the Enemies decide who becomes the new King.

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

chapter iii: Codex


either Queen/Minister. entirely unorthodox and may even break some of the
The Queen/Minister is also a member of the Council Commandments. The Rook need never accept these
(see later), which is the only group of Fallen who can sway requests of their Kings. However, if they choose to accept
the decision of a King. them, they are under obligation to deny the King’s
A King is free to choose their own Queen/Minister. involvement and to claim that the actions were their

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.

Rook The Knight position is handled differently than the


others. A Knight is chosen only with the approval of
The Rook is both the right and left hand of the King, both the White and Black King. One King must choose
serving as a bodyguard to the King and as an instrument who they want as their Knight, while the opposed King is
of the King’s judgment. allowed to accept them or give that Knight a quest to be
completed before acceptance.
As a bodyguard, the Rook needs to watch over the Kings’
well being and protect them from harm, no matter the A quest can be almost anything, depending on how
source. If the King chooses to go to war, then the Rook difficult the opposed King wants it to be. It must, however,
must do so as well. If the King’s position is threatened, be possible for a Fallen to achieve. Defeating an angel on

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.
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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

will fall like every other ruler.”


is considered worthy of position, outside of a Challenge or choosing to
challenging their King for Excommunicate themselves (in which case, the Queen/
Psalm 82: 7 the throne. Minister has the power to put someone else on the
The most direct way Throne).
allows a Knight to There is a second method of dethroning a King, but it
challenge their King for tends to be more rare. The opposite King or Council can
the Throne. This is expected to be a public and noble choose to declare a public vote of non-confidence.
challenge that follows several steps. Should the Council and King come to a unanimous
The Declaration must first be made. The Knight needs decision, they may dethrone the King in question.
to state their reason and proof as to why the King should In this case, the Queen/Minister must choose who from
not sit on the Throne. the Court to put on the Throne.
The Appeal can then be asked. This allows the King If there is ever evidence of a King conspiring against the
whose Throne is challenged to turn to the opposed King. opposite King (breaking one of the Commandments), the
The opposed King has the right to judge the evidence Council and opposite King must publicly vote the other
presented by the Knight. If the Knight has no proof or King out.
is just acting out of pure malice or childish reasons, the
opposed King can throw the challenge out, but is usually Conspiracy is a very serious accusation, as it can not only
expected to abstain. As long as there is a valid reason result in the dethroning of a King but in Excommunication
and/or proof, then the opposed King must allow the or Death. Because it is so serious, it is not unheard of to
challenge. It’s important to note that this step is entirely ask for impartial advocates to come. Often Heralds will be
optional and making an Appeal means putting power into asked to act in such a capacity; both a White and Black
the opposed King’s hands. Few challenged Kings bother Herald who act as a prosecutor and defender.
making an Appeal.

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.

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Knighthood and therefore must consequently both agree
A gathering can occur without the presence of one or to remove one.
both of the Kings; even Kings have lives, after all. A King may only be dethroned in one of two ways.
The absence of the both Kings leaves the Council First they may be challenged by any one of their Knights
in charge for the evening, which can be a good or bad (a Black Knight obviously cannot challenge a White
thing for the city. One King can generally hold a Census, King). To dethrone the King, the Knight must either fight
although a Mandate must either be approved by the just the Rook, the King or both (the last is bad form). If
Council or held until the other King can judge it. the Knight is expected to fight both, they must be given
Otherwise, the Census is a social event and is meant to enough time to fully recover from their battle with the
solidify the ties that bind the Fallen. Familiarity can breed Rook before facing the King.
loyalty over time. It can be argued, however, that tension If the Knight should win, they may place any member of
between the Divine and Infernal is only heightened their Conviction, including themselves, on the throne.
during gatherings, but many would prefer to see the strife
Optionally, a declaration of non-confidence may be
be public, rather than smolder away, hidden from all.
issued by the Council or the opposite King. The Council
is frozen (neither King may alter the Council at this time)
Affirmation and the Council and the opposite King deliberate. If they
The most important event that takes place at Census are unanimous, then the King in question is dethroned.
is the Affirmation. At some point during the Census, In this case the appropriate Queen/Minister selects a new
the Kings have a Calling of the Commandments. The King from their ranks (they may choose themselves for the
Deistical Prelate is often asked to read, but anybody can position).
read them out.
After the Commandments are read, the Kings in turn
ask each member of their Conviction to swear publicly to
the First Commandment - Thou shalt Offer all thy Skills, thy The White Court
Techniques and thy life in aid of thy Kings.
The Divine try to act with honor as much as possible.
This is known as the Affirmation, and it is the lifeblood Although they wish it were not so, intrigue and politics do
of an effect known as Sovereignty, which is dealt with in nevertheless rear their ugly head in the White Court.
more detail later in the Appendix Chapter (P. 278).
Many Divine Fallen are warriors, poorly practiced in
A Divine or Infernal cannot normally refuse to offer the ways of politics, so often it is a struggle to find good
Affirmation. It is one of the Commandments. If they leaders.
refuse, they are often disciplined in some fashion, or
A good White Court is one that makes sure that their
forced to perform a duty for the good of the city.
Conviction is properly respected, but also one that can
If a Divine or Infernal fails to give Affirmation three
months in a row, they cannot justly call themselves a

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
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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

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Hierarchy. No Advocates exist until the Kings appoint of dire need.
one through a Mandate.
The position of a Preceptor was created by the Deistical to
The role of an Advocate is to argue either for or against allow a Remnant to be protected by the Commandments
the Commandments. They are expected to bring a when invited to a Civitas. A Remnant is only a Preceptor
different interpretation of the laws of the Fallen and to when invited by a member of the Deistical.
argue those points with the Kings, Council or rest of the
The Remnant has at best a tenuous relationship with
Fallen.
the rest of the Fallen, who generally see the Remnant as
Advocates are called upon when there are difficult self-centered cowards who turned their backs on the rest
decisions to be made, ones that have little to do with the of their kind.
war, but a great deal to do with the inner workings of the
A Preceptor will only come at the request of a member
society of Fallen. Kings always have the final judgment in
of the Deistical.
all decisions, but Advocates hope to sway that judgment
to their own opinions. The reasons for calling a Preceptor are few, fortunately.

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

chapter iii: Codex


such a King must tread very lightly when interacting with
members of another Conviction.
The Council can also step into play either to support or
challenge a lone King. A single King with the support of
the Council, can have their decision become a mandate.

Sacrifice
Among the Kings’ secondary duties is a responsibility
for the survival of the

“These commandments that I give you


Fallen within the Civitas,
but sacrifices must
occasionally be made for today are to be upon your hearts.”
Deuteronomy 6: 6
the greater good.
It is the right of the
Kings, under the power
of the Commandments,
to ask any Fallen to give their life for the cause. This is
never asked lightly, but if one Fallen life may be given to
save many more, then that is always the right choice.
Careless use of this right is often enough for a Knight to
choose to challenge the rulership of their order.
A Fallen who is asked to sacrifice themselves for the
greater good and manages to survive the ordeal, provided
that the reason they sacrificed themselves ended positively,
may become an Exemplar.
An Exemplar requires the Fallen to accept a brand,
which in turn requires Crucifixion. This is one of the few
times that the rite is used for a positive meaning.
An Exemplar brand signifies that Fallen as a hero of
heroes. They can be asked to sacrifice themselves again in
the future but, should the Fallen break a Commandment
at some point, the Kings must be lenient at first, sparing
the Fallen from Death or future Branding once.

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
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the Kings must issue another punishment.


When Kings issue punishments, they are often
inadvertently setting precedent. In theory, there should There is a much more severe version of this punishment
be no precedent set as Kings are technically allowed to that forces the criminal to Supplicate themselves to one
rule in any way they choose, but many Fallen will cry foul of the offended. The supplicant must do so willingly but,
when the Kings issue inconsistent rulings. as this is the mandate of the Kings, they are expected to
accept the punishment.
Punishing Fallen is a give-and-take system. The King’s
Conviction determines a great deal. A Black King will See the Supplication Vice (P. 110) for details.
likely want to protect Infernal who get into trouble, and
vice versa. But being unreasonable and refusing to accept Branding
any punishment for crimes is foolish because it will often Considered the first of many brutal punishments,
come back to haunt the King later. branding a Fallen requires putting a permanent mark on
As such the Kings often enter into private negotiations, the Fallen’s face so that they will forever live with their
bargaining to determine the right punishment for the crime known to all.
crime. However, Fallen never scar with normal wounds, so in
order to place a brand, the criminal must be Crucified.
Contrition The Crucifixion, in and of itself, causes Trauma (see the
The mildest form of punishment: a public display, Trauma section for details, P. 200).
most often an apology. If the Contrition does not seem
The brand is always done in angelic script, where a
at least sincere, the Kings are free to issue a more severe
single symbol can reveal the description of the criminal’s
punishment.
behavior.
Discipline Branding is often used instead of True Death, to give the
This punishment means anything from making the Fallen a second chance at life. Should the Fallen ever have
criminal perform some passive task, such as being to be punished again, they may not be branded again. Any
banned from Census until they can behave, to corporal punishment that would involve Branding must become
punishment. True Death.

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.

chapter iii: Codex


punishments without the Deistical Prelate’s permission.
The Fallen is Crucified and then killed.

47
hou shalt offer all thy hou shalt respect the

T Techniques, thy skills


and thy life in aid to thy
Kings.
T hierarchy of the Codex.

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.
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The Hierarchy doesn’t just include the Court, but


Breaking this Commandment generally means that a
Prelates as well. This may be extended to the Deistical
Fallen refuses to follow a Mandate or order of the Kings.
Prelate as a courtesy.
The Fallen is usually given a chance to explain themselves
to the Kings before punishment is passed. Punishment
Contrition or Discipline are the most common forms
Punishment of punishment here. Servitude is not unheard of but it’s
Anything from Discipline to True Death are considered rare to force a Fallen to Supplicate themselves for this
common forms of punishment. Commandment.

Deistical Punishment Deistical Punishment


Deistical are not required to swear to this Commandment Contrition without the Deistical Prelate’s permission.
and as such, they cannot normally break it.
Discipline with the permission of the Deistical Prelate.
Any Deistical may make an Affirmation and then bind
themselves as a Divine or Infernal would. In this case,
the Deistical Prelate no longer has any say in such a
punishment.

48
hou Shalt Not Kill hine Kings will never

T thy Brethren outside of


honorable combat. T conspire against each
other - Take heed and take
their example to heart.

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

chapter iii: Codex


pretty intense. Still, there are provisions in the Alliance conspiring.
that allow Fallen to have these skirmishes without fear of Conspiring is generally defined as a King who makes
punishment. secret plans to work against the opposite King, or who
However, it’s when a Fallen dies that the situation purposefully deceives, uses false evidence or misleads the
becomes complicated. Some Kings view Hollow Death as other King in an effort to manipulate the arrangement of
an offense under this Commandment. Of those, some see any Mandate (which includes a punishment for breaking
it as a minor offense while others consider it very seriously. a Commandment).
After all, how does anybody know if that Hollow Death This most definitely includes using a Technique against
wasn’t intended to be an attempt at True Death? another King as a means to manipulate them.
Many Kings will not even bother punishing the Hollow Any Fallen caught trying to manipulate a King through
Death if neither party comes forward to make an issue of Techniques, lies or false evidence can be punished under
it. It was likely in this case that both parties involved were this Commandment.
seeking some sort of private satisfaction.
To some Kings, whether the Hollow Death was Punishment
intentional or not is important as well. Upon a King, Excommunication is the only
True Death has fewer factors to consider. It is murder, punishment.
plain and simple. Upon a Fallen who tries to manipulate a King,
Supplication through Servitude if the affected King
Punishment desires it. Otherwise, Branding.
For Hollow Death, Discipline to Brandings are acceptable
punishments. Discipline is often invoked when the King Deistical Punishment
demands punishment rather than reparations to the Deistical are not exempt from this Commandment; the
Fallen who was killed. Servitude is commonly used as a Prelate’s permission is not sought in any punishment.
means to pay back the Fallen who was killed. Branding is
used for repeat offenders or malicious Kings.
For True Death, Branding or True Death are generally
acceptable. The problem with True Death is that it
removes two potential warriors from the war. Answering
a murder with naught but a Branding is a bitter pill that
many Kings need to swallow.

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

T brethren from opposed


Convictions. T with the enemies of the
Fallen.

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,

chapter iii: Codex


although not expressly written, any Fallen who enters into
Punishment a private conversation or who has a secret meeting with an
Contrition to Servitude are suitable punishments. enemy of the Civitas is punishable.
Fallen know that devils and demons can extract truth
Deistical Punishment from something as simple as a conversation, whereas the
The Deistical often expect this Commandment to defend Host could use their Techniques to manipulate a Fallen
their Conviction, but at the same time, they do not want into giving details away. That is why any conversation with
to be punished when they themselves accidentally do it. an enemy is often punishable.
Regardless, when it involves a Deistical, the Prelate must
be brought in, and a punishment must be made to her Punishment
satisfaction, but she can ask for nothing greater than Contrition or Discipline for trivial situations, such as
Servitude. speaking to the Host or Horde when it resulted in no
difficulty or trivial problems.
Servitude or Branding for situations where conversations
with the enemy led to more strife for the Civitas.
Excommunication or True Death for actually conspiring
with an enemy of the Civitas.

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 -

T the Enemies of the Civitas


without the release of
thine King, Queen or
T All brethren are allowed
Excommunication over
submission.
Knight.
Being a part of the Codex is strictly optional. Thus,
The Kings must prepare the war plans. Some of those any Fallen who does not agree with the Mandates of the
plans can involve traps, tricks and anything else. Anything Kings may choose to Excommunicate themselves from the
to win the war. Civitas.

Unless it’s life or death, a Fallen is expected never to This does, however, mean willingly submitting to being
chapter iii: Codex

engage the Host or Horde without permission. Attacking branded.


at the wrong time could ruin a crucial plan. Attacking The only time that a Fallen cannot choose
rather than reporting back could lead to a serious lack of Excommunication is when the Kings are considering a
new information (for example, if the presence of the Host True Death punishment.
or Horde was previously unknown).
Much leniency is given on this Commandment. The Punishment
Kings aren’t about to punish a Fallen who manages to Excommunication, obviously. However, the Kings may
banish an angel or devil on their own. Ultimately, if choose to forego the branding if they feel it too harsh.
the attack caused no strife to the Civitas then either no The Excommunicated Fallen is allowed to gather their
punishment or something trivial will be handed out. Affections, quickly of course (often under the watchful
eye of the Rook), and leave.
Punishment
Contrition or Discipline, if no strategies were placed in Deistical Punishment
jeopardy or if it was a life or death situation. The Deistical may choose this, like any Fallen. They will
Servitude or Branding, only if the attack ended up not be branded unless the Prelate insists.
making things worse for the Civitas.

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

A Fallen of Virtue has a Sin which is on the Opposed Path


and the same can be said for the Sin. There is no end of In game terms, this is done by purchasing the Talent:
argument about which is the true Path or the correct one Additional Embodiment Technique and then committing
to walk. build points into the new Technique. However, there is
A Fallen comes to realize their Embodiment upon something far more significant occurring.
Reckoning. While their Embodiment Path is set, which A character who gains a Technique of a different
side of the Path they walk isn’t. The choice of Path direction Embodiment does not incorporate those Techniques into
is theirs to take, but their lifestyle and life experience their own Embodiment. A Temperate Fallen who gains
will usually help them pick. Generally, a person who Valor, a Fortitude Technique, does not make Valor a part
led a good life will choose their Virtuous Embodiment, of Temperance. Instead, part of the Temperate Fallen
while a person who led a bad life will choose their Sinful becomes Fortitude to be able to take that Technique.
Embodiment. This is not to say that the Temperate Fallen will become
A Fallen cannot change their Embodiment, but they Fortitude, but that they’ve taken a small step on the Path
can, with desire and need, cross to the Opposed Path. of Fortitude.
Such events are rare and uncontrolled, not unlike one’s It is possible even to cross over to the other side, for
own Reckoning. Virtuous Fallen to learn Sinful Techniques and vice versa.
Reconciling what an Embodiment means to a Fallen A Faithful Fallen who purchases Perversion, a Lustful
is no easy feat. Every Fallen comes at their Embodiment Technique, becomes part Lust themselves.
with countless lifetimes of experience. Every one has a The only restriction seems to be that a Fallen cannot
different perspective. Who is to say which one is right or take the Techniques that are possessed by their Opposed
wrong? Path. Thus a Faith cannot normally ever purchase an
Add in the complication of Fallen society, which demands Envious Technique. The sole exception to this is a Fallen
that you choose a Conviction. In the ancient times, it was who is trapped between two states. This is know as the
all very simple. Virtuous Fallen fell quickly in with the Withering, where a Fallen seems stuck in the middle,
Divine while Sinful Fallen joined the Infernal. Those forced to reconcile both halves of their Embodiment.
few who could not decide became Deistical. However, as While a Withered Fallen has access to both sides of
the world grew and progressed into the modern world - Techniques, they cannot seem to master either side.
particularly since the Last Crusade began, a great number
of Sinful Fallen have found themselves in the Divine and
the reverse is true.

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

chapter iv: Embodiments


of their life for others. When they do things, they commit Before...
to those things. When they love or hate, they do so with During the second world war, many Charitable Divine
the whole of their being. could not ignore the plight and suffering of the victims of
The greatest gifts are the ones that come from the the Axis powers. They sought to aid where they could.
heart. Charity can touch the hearts and minds of others Many Charitable were captured and subjected to a
throughout the years, through their devout sacrifice and number of unspeakable horrors. In some cases, it was
dedication to such ideals. revealed that their torturers knew that they were Fallen.
Charitable Fallen can see themselves in many roles, They would use Charity’s powers against them, specifically
allowing them to be versatile. Whether as a front forcing them to use Shepherd to comfort other torture
line warrior or as support, the Charitable Fallen are victims. Repeating this over to drive both the torture
respected. victim and Charitable Fallen mad in the process.
Their strength in Body allows them to harm themselves Furthermore, many Charitable remember procreating a
to win fights (Sacrifice), allowing them to be every bit the great number of times. A few even remember something
warrior that a Fallen of Fortitude or Wrath is seen as. called ‘Project Conquering Wyrm’ but nothing has ever
come to light.
Their strength in Mind allows them to bestow a gift
(Bless) upon an ally, making them more capable of dealing
with any challenge that might come across their path.
Today...
The modern Charitable Fallen can fill many roles. To be
Their power in Soul allows them to take the internal
charitable is to give to those who are less fortunate. This
anguish of those around them (Shepherd). This is a
has been interpreted in countless ways. Generally, most
prized ability and one that is commonly misunderstood.
Charitable Fallen join the Divine or Deistical as both are
Those who receive the aid of Shepherd often don’t really
a good fit. The Charitable are moral people who earnestly
understand that the Charitable Fallen does not heal the
want to help others.
pain, but must suffer it themselves.
Charitable Fallen have joined ranks with the Infernal only
One of the greatest strengths that a few Charitable
when immoral. These Fallen are often exceptionally bitter
Fallen have displayed is the power to give their own life
and spiteful individuals. Some feel under-appreciated, or
for another. Through the power of their love and sacrifice,
because they see the Fallen as being those less fortunate
they can protect another from death.
types, they feel that aid needs to be given to them as a race,
rather than humanity.
Immorality
An Immoral Charity is one who could have felt a deep
slight towards their acts of kindness, or one that loved and

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-

chapter iv: Embodiments


control you. Facing a Fallen of Wrath is often a terrible hearted. Nothing touches them. They care about nothing.
event for them because their Opposite Path can so easily It is so much easier to survive like that, they feel.
bring out that hidden anger.
Their strength of Body is subtle to others but clear to Before...
them. They simply know how to outfight others while Repeated many times over history, the Fallen of Fortitude
defending those in need (Valor). They are the rock upon have acted as the wall that holds the enemy at bay. This
which their enemies must crash before they may attack a was first seen when the Divine attacked the hell gate that
weaker foe. It is no secret that a Fallen of Fortitude can the Infernal opened up so long ago.
protect a willing ward from nearly all harm.
These vivid stories are some of the few that survive to
Their strength of Mind is equally subtle, allowing them this day because of the sheer punishment that the Fallen
to resist the mental machinations of other Techniques of Fortitude took in that battle. They would not relent to
(Renitence). It is hard to manipulate a Fallen of Fortitude the surge of devils, and it is their toughness that is credited
for any length of time when they do not wish it. as allowing the Divine to close that gate.
The strength of Soul would at first appear subtle, until
you’ve seen them impaled upon a blade and yet still keep Today...
fighting (Endure). They can suffer damage that would The majority of Fortitude stand with the Divine. It’s
clearly kill another, pushing themselves well past mortal only natural that these warriors would want to be on the
blows. forefront of battle.
Few Fallen of Fortitude who choose to fashion themselves Those few who join the Deistical most often act as their
into warriors know any equal. War seems to come to their guardians, preferring to protect rather than charge into
disciplined hands easier than any other Fallen, except the fray.
perhaps their counterpart. Infernal Fortitude are usually stone-cold killers. In fact,
But the price of war for them is that they often have to there has been more than one Infernal Fortitude serial
give in to their anger, which in turn gives them over to killer, as they grow sociopathic over the years.
the domain of their counterpart. They actually gain some
of the superhuman strength that comes from Wrath, but
summoning this strength causes them inner turmoil and
shame.

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

chapter iv: Embodiments


them. punish that one, ignoring the rest.
There is no true satisfaction in justice, many believe,
because you’re really just making sinners pay for their Before...
mistakes. At no point are you actually fixing the problems Before the Codex, the Judicious Fallen were some of the
of the world. You’re just trying to make things even. best hunters against careless Infernal. Their abilities cut
It is little surprise that most Judicious Fallen are tortured to the truth of the matter; they could defeat seemingly
loners. unstoppable Infernal by judging them.
Their powers allow them to perform their duties with Since the Codex began, however, many Justices feel that
exceptional efficiency. they have been hog-tied. The Infernal are still able to get
away with sins and the Judicious Fallen have rules placed
Through strength of Body they can inflict terrible, upon them at every turn.
bruising wounds upon the wicked (Scourge). The less
moral the person, the more Justice can hurt them. The It wasn’t but a few years ago that a Judicious King turned
wounds left by Scourge hurt even after they are healed. against the Codex and launched an attack against the
Infernal Fallen, killing the heinous ones and allowing the
Through strength of Mind, they can look back in time less awful ones excommunication. No other Civitas had
to see what happened in the past of an object or person the resources to do anything to help or hinder.
(Augur).
The Civitas fell shortly thereafter to a Choir of angels,
Through strength of Soul, they can unlock the guilt for they could not be banished by the Divine Fallen who
of another and use it as a weapon that can cripple an remained.
opponent. Even more effective, a dedicated Judicious
Fallen can not only learn about a particular sinner but Today...
they can absorb the essence of the sin into themselves to
Judicious Divine are usually troubled souls who do their
later pay back upon the sinner (Judgment).
best to stick with the Codex, day by day. They cannot sit
Visiting justice upon a sinner often erupts into violence. idly by and they will take action, but they must temper
As such, many Judicious Fallen have learned to turn their themselves to work within the Codex.
physical pain inward. Bleeding on the inside takes its toll
Within the Deistical, a Judicious Fallen was usually just
on the mind however.
fed up with the system and the injustice in the world
Consequently, Judicious Fallen do not react well to being before they had their Reckoning; they seek to find balance
manipulating by sinful Techniques; they are the first to in their Conviction.
torture themselves over their perceived weakness.
The Judicious Fallen within the Infernal are true terrors
to behold. They can judge the righteous, because deep
down, everyone has years of guilt that they hide.

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

chapter iv: Embodiments


leads to both a spiritual and physical contemplation and Before...
introspection. Temperate Fallen have found themselves to Fallen of Temperance were the most opposed to the
be in tune with their surroundings to a greater extent than formation of the Divine. They openly protested it,
their brethren. convinced of the ideal that redemption could only come
Their strength of Body allows them to adapt and blend from distancing themselves from the material world.
with those around them (Harmony). They use this in The greatest of them challenged the most vocal of the
combat, often knowing what an opponent is going to do Faithful to a duel. The winner would be allowed to decide
even before they do, making them waste energy on attacks the fate of both Embodiments at that time.
that had no chance of connecting. The Temperate Fallen seemingly outfought the Faithful
Their strength of Mind has been used to look into the Fallen during the duel but near the end seemed to permit
Symphony and find the lingering songs that are left behind the Faithful Fallen victory.
by an individual (Inquisition). They can then unravel an Later he explained that when they locked weapons, they
individual’s songs to gain insight about them. They can also exchanged words and although brief, the Faithful
also use it to find and piece together chords that are left in displayed incredible insight and undeniable wisdom.
a person’s wake, allowing them to hunt down a foe. The Temperate Fallen was honor-bound to help form the
Their strength of Soul gifts them with being able to Divine.
adjust their internal energies to be in disharmony with
an enemy (Impartation). The end result is that when the Today...
Temperate Fallen is struck, there is a chance that damage Divine Fallen of Temperance are usually quiet warriors
will be done to the limb used to harm them. who but wait to be called. They have a greater devotion to
Many Temperate Fallen have taken their understanding the Last Crusade than other Divine. The Kings are quick
of energy and flow to the next level. They know how to to use them as hunters for dangerous prey.
cause pain through a quick, well placed touch - a practice Deistical Temperance are Fallen who usually feel that
that they use to give themselves an edge in combat. completely abstaining from indulgence is wrong. Too much
The downside that many see in Temperance is that their water, for example, can kill a person. These Temperate
constant time spent towards introspection leaves them Fallen either carefully balance denial and indulgence or
distant and divorced from their emotions. They hide their they strictly deny themselves for long periods before going
inner demons more carefully; as a result it’s harder to help on obscene ‘benders’.
them let go of their trauma. Infernal Temperance are most often loners who enjoy
the thrill of the hunt more than other people. They see
Immorality themselves as predators in a sea of prey, often eager to
It is an uncomfortable joke and truth that telling a moral prove their martial superiority over a lesser opponent.
and an immoral Temperate Fallen apart is difficult.

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

chapter iv: Embodiments


expression of freedom and, in fact, truth. They maintain
that others are always craving things around them, but pining for the things you want and love.
that Envious simply admit to it and take what they want.
They feel that by admitting to themselves their wants and Before...
not sitting idly by, they are far more truthful, if only to The Envious were the strongest proponents of forming
themselves, than any other Fallen. the Infernal. They also were credited with contacting Hell
Regardless of their preaching, all it takes is one look and brokering both the original and the later deal with
into their stormy and discontented eyes to tell that there them.
is always something going on underneath the surface. By
their nature, they can never remain satisfied. Today...
The Envious are extremely active within the Infernal.
Their strength of Body gives them speed and agility that
Some are pleased to serve as the best
would make an athlete jealous (Slay). They often put that
assassins within the Fallen, while others
swiftness to excellent use as assassins. It is hardly a secret
seek positions within the Court. They often
that the last thing you can take from another is their life.
seem more concerned with their personal
Their strength of Mind allows them to slip remarkably machinations and agendas than fighting the Last
from the bonds of the world, if only briefly, and enter Crusade.
the Firmament (Inner Silence). The power allows them to
Deistical Envious are most often tragic figures
mask themselves from the True Voice and they speculate
who are lost in their obsession over the things
that this allows them to break the rules that bind Fallen
that they cannot have.
to this world.
Envious Divine most often tend to be
Their strength of Soul allows them to make another feel
righteous assassins. Others, forever seek
regret or guilt over their own strengths, be they personal
something to give meaning to their
or interpersonal ones (Despoil). Envious often smile and
endless thirst and have just had their
claim that if they can’t have something, then nobody
fill of the games that their Infernal
should. That being said, with time and dedication, an
brethren play.
Envious Fallen can permanently corrupt that strength and
in some cases, take it for themselves.
Many suspect, but few can prove, that the majority of
Envious excel at keeping their secrets to themselves.
But for many, getting the upper hand on the Envious
swings things in favor of their defeat, something they
generally detest.

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

Gluttonous Fallen are renowned for being reckless and


to feed their vile addiction and, with their powers, being
wild beyond measure.
caught by the authorities was unheard of, even when they
Their strength of Body allows them physically to unleash stayed in town long enough to taunt them.
that barbarous desire (Voracity). When a Gluttonous
fights they do so with an absolute reckless abandon that Today...
lacks grace and civility. Still, it can be brutally effective.
Gluttonous Fallen are often crass, reckless
Their strength of Mind allows them, or an ally, to gain and dangerous to everyone around them,
incredible resilience when feeding an addiction (Indulge). but that can be a good thing for the Infernal.
The person can keep feeding the addiction long after it They usually make terrible Rooks but good
would kill a normal person. As a side benefit, this makes Knights. Still, a Gluttonous Fallen can
them fiercely tough in a fight. play any part that they need, and can
Their strength of Soul gives them the degenerate ability be surprisingly effective as leaders.
to feed a sin into somebody’s ear and make them ache to Deistical Gluttonous Fallen are less
perform it (Dispensation). It takes a strong-willed person prone to violence and more so to self
to be able to walk away from a burning need to sin. indulgence. Most play the part of a
As their nature suggests, a great many Gluttonous Fallen reckless party animal.
have one addiction that stands above the others. For Divine Gluttonous Fallen most often
Gluttony, an addiction is a double-edged knife. Unlike have had a moment of clarity and feel
humans, they get stronger when they embrace their shame and guilt over their addiction. They
favorite addiction, although they give up some measure seek both redemption for their sins but also
of control. But if denied their addiction, it makes them a end to their suffering, going out in a blaze
ravenous and dangerous. of glory rather than lingering in pain for years.

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.

chapter iv: Embodiments


put a leash on because society tells them to. Lustful Fallen
play upon temptation, taking pleasure in seeing how long Today...
they can keep a person teased.
Lustful Fallen are found in equal parts
Lustful Fallen have a vicious streak to them. Gaining the within the Infernal and the Deistical. They
ire of one is almost never a good idea. They tend to play are not dissimilar to each other. To say that
on their own terms, which are always unfair. Infernal Lust are usually much more malicious
Their strength of Body allows them to make a person is true up until the point that somebody
take pleasure from pain (Perversion). It often makes for offends the Brood, and then one can see the
quite an effective distraction. spiteful side of a Deistical Lust.
One of the uglier powers of the Mind allows Lustful Divine Lust are all too happy to serve
to cloud the judgement of another and make them under the Court.
susceptible to emotional jealousy (Invidious). They use their powers most often
Their strength of Soul gives them the power to manipulate to ease tensions between the Divine
another’s emotions, fooling them into seeing friendship and other Convictions. They tend to be
(or something more) where nothing exists (Enslave). excellent negotiators.
With time and effort, a Lustful Fallen can make the lie
permanent.
Many Lust find that their powers last much longer than
the comparable powers of other Fallen. Of course, there
seems to be a price paid for this gift; notably that these
Lustful Fallen seem to succumb to the powers of others
for a longer degree of time.

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.

chapter iv: Embodiments


the technological limitations it places upon them, the
Slothful revel in it. Before...
Apathy is the greatest weapon that Slothful Fallen wield. Long ago, there was a rumor of a great and powerful
To commit crimes is one thing, but to make people not Nephilim that roamed the earth. Warriors flocked to it to
care is a true art form. An art of which the Slothful are fight this creature but none could succeed.
master. It was said that one Slothful Fallen was all that it took
Their strength of Body allows them to allow a person to to defeat this creature. The Slothful first made it not care
delve into the darkness and most vile depths of depravity and then put it into a deep sleep. After that, the Slothful
(Infestation). Through this power a person so touched Fallen was said to have thrown it into the ocean where it
finds physical strength in the filth of their soul. sleeps to this day.
Their strength of Mind allows them suddenly to force
Today...
a victim into a trance-like state where they are trapped in
a dream or nightmare (Slumber). The sleepwalker thinks Infernal Sloth are often low key and friendly. They like
nothing other than they are in a dream and doesn’t to keep things civil when it suits them. They also enjoy
recognize that there are consequences for their actions. taunting the Divine in subtle ways. They love to rile up
Judicious Fallen only to use their powers to make them
Their strength of Soul is a greatly feared weapon, not care. Infernal Sloth are usually enablers, using their
which allows them to fill a target with complete apathy power of Infestation to incite other Infernal into acts of
(Corruption). A target simply no longer cares about violence. It also doesn’t hurt that through both Infestation
anything around them, seeing no reason to be involved or and large violent acts, immoral Fallen can dispose of any
active in their life. inner turmoil.
Many a Sloth has found that Predomination comes Deistical Sloth usually find a project that they try to help
much easier to them than to others. along. Most encourage indolence. If people don’t try, they
The downside to which many Sloth fall victim is either can’t get hurt. Others, however, focus on the promotion
their own apathy or their own meticulousness. The result of creativity and inspiration that comes from dreams.
is the same; they limit themselves in their long-term Sloth within the Divine often see things much differently,
goals. often viewing passion as the root of war, murder and other
crimes. To remove passion is then to remove the instigator
of that violence and pain.

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

Wrathful Fallen slip easily into violence, but older Fallen


that the Remnant were actually forcing or killing any
come to appreciate the subtlety of the application of
middle-Tier Fallen who did not join their ranks.
violence. These Wrathful Fallen can surprise people, by
being cool and cunning, slowly spreading tension and That Wrathful Fallen is gone now, missing for decades.
antagonism in their wake. Some think he survived and is in hiding but most think
that he was finally dragged to one of the Remnant domains
Their strength in Body gives them raw superhuman
and killed.
strength (Smite). Its application in a fight is simple, but it
serves them well.
Today...
Their strength in Mind allows them to summon anger It is no small surprise that the Infernal Wrathful have
within another (Detestation). They can make a person always been the aggressors in the war against the Divine.
angry, and in a fight, that makes their opponent sloppy. They are designed for war and, now in the confines of the
Their strength in Soul lets them unleash their rage against Codex, they are told not to scratch the itch that they’ve
their opponent (Ravage). This power is useful against one had sated for so long. When the Host or Horde attack,
foe but exceptional against multiple foes. the Infernal Wrath are eager to fight. It’s when a Civitas is
Because war comes as naturally as breathing to most at peace that they start casting hard glances at the Divine,
Wrathful, they excel in combat. Few can say that they are itching to start problems.
the equal of a Wrathful. Deistical Wrathful aren’t much different. They never
But woe be to a person who manages to beat a Wrathful had the war, so they are usually just prone to smaller,
in combat. Many of them refuse to let that go and will more personal acts of violence and rage. As all Deistical
stop at nothing to see that enemy crushed before them. are protective of each other, they are known to fly off the
handle to protect a fellow Deistical.
Moral Wrathful within the Divine are uncommon, but not
A Moral Wrath was a person who was always surrounded unheard of. They are usually trying to keep control of their
by a history of violence. They don’t know how to do inner rage. Many of them are Divine Fallen of Fortitude
anything else but fight. While they can give in to their who have fallen to Wrath but still believe in the cause.
anger and make it work for them, at the end of the day,
they fight just as hard not to let it consume them.

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

chapter v: Character Creation


>> You earn Creation Zeal by choosing a character type (P. 72). You can also gain more Creation Zeal by taking ranks of
Maturity but it does come with short-term consequences and your long-term growth will be hindered (P. 74).
++Your Storyguide might also give bonus Creation Zeal for a background or if you build your character to start with a
Court position (P. 280).

>> 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.

and they can possess great abilities. They can acquire


Fallen
Creation Zeal: 100 Techniques, but rarely true mastery, and they live much
Core Techniques: Hallow, True Voice, Nimbus longer than humans, yet are not ageless like Fallen.
The Fallen angel is the standard character in Kingdom Nephilim are usually feared or hated by the Fallen,
Come, yet there is nothing typical about them. Players and Nephilim don’t have the protection of Hollow Death,
who choose to play a Fallen character will need to pick an so they must be careful. Their lives and appearance are
Embodiment (one of the seven Deadly Sins or one of the greatly affected by their environment; Nephilim rarely
seven Heavenly Virtues) and a Conviction. Fallen benefit grow up with any sense of who or what they are. Left to
from having more starting Creation Zeal for their character their own devices, they learn that the world rejects them,
creation. and deep inside they know that they are different.
chapter v: Character Creation

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.

chapter v: Character Creation


open-minded enough to accept the reality of the world
In game terms, this is simulated by taking a Technique or
of Fallen angels, devils, and demons. Distinctive Humans
a powerful Potent Transgression. They may also purchase
are most often Affections of Fallen, since this allows them
the Additional Embodiment Talent to give them access to
to have a good reason to participate in events.
further Techniques.
Distinctive Humans start with less Creation Zeal but
Techniques: An Introverted Potent Human may purchase
have a free build point in Secular Power and Inspiration.
one Prowess up to a maximum of seven ranks. Additionally
Prowesses are limited to a maximum of 6 ranks each.
they have a unique Talent that allows them to be able to
Maturity: Humans, of course, age (and not always well). spend an Inspiration regardless of whether they normally
Distinctive Humans tend to make the best of their lives, would be able to or not (this will allow them to ignore
but even they cannot withstand the effects of age. Human being doubled in Prowesses and being Impeded insofar as
characters reduce the above Prowess maximums in the it restricts Inspirations).
Body Set, on a one-for-one basis for every rank of Maturity
Maturity: Potent humans are affected by age just like
purchased.
Distinctive Humans. Every Maturity rank taken reduces
Potent Humans – There are some rare humans who their Prowess maximums.
possess greater abilities or strengths than others. These

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

Creation Zeal is earned during character creation, based Introverted Human 75


on character type and if any Maturity ranks are taken. A
Other Humans 50
player could also be given bonus Zeal for taking a Court
position (P. 280). Maturity Ranks 5/Set/Rank

Maturity

A player may take ranks of Maturity to make their


character older than normal. See the character type
for a guideline on how many years each Maturity rank
example
represents. Jordan creates a character with
Each rank of Maturity provides 5 extra Creation Zeal 2 ranks of Maturity. She gains 10 Zeal in
preassigned to each Set and 6 Zeal worth of Boons. There Body, Mind and Soul, in addition to her 100
are two penalties for this. Creation Zeal.

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).

Each Set corresponds to a level of development in one


of three areas: Body, Mind, or Soul. This represents how Ranks Zeal Cost Total Zeal Cost
much time your character dedicates to that aspect of his/
1 3 3
her self.
2 6 9
All characters will start with zero Sets and may raise
them from there. 3 9 18
Each Rank costs 3 times the future total number of 4 12 30
Ranks in that Set. Therefore, starting at zero Ranks, your 5 15 45
1st Body Set costs 3 Creation Zeal, your 2nd Body Set 6 18 63
costs 6 Creation Zeal; a 3rd Body Set costs 9; the 4th will
cost 12, etc. To go from 0 Body Archetypes to 4 would 7 21 84
cost a total of 30 Creation Zeal. Each Set is purchased 8 24 108

chapter v: Character Creation


independently of the others; thus to buy your Body, Mind 9 27 135
and Soul Set all to 4, it would cost 90 Creation Zeal.
Etc

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

Tallied Characteristics Resources


Some Characteristics - notably Inspirations, Resources
and Secular Power - are not governed by any one Set, but Dynamic Mind Prowess
may be purchased from any Set. Each value will be totaled
Reactive Mind Prowess
from each Set to get the final tally.
True Voice (Core Technique)
Hard Limit Embodiment Body Technique
In addition to the BP limit per Set, there is a ‘hard limit’ Mind Mind Professions
of 9 points per Characteristic. This includes the tallied
Dramatic Maneuvers
Characteristics, so even though they come from each Set,
their final tallied result cannot be over 9. Inspirations
No Boon can raise a Characteristic above 9. Secular Power
Resources

example Dynamic Soul Prowess


Reactive Soul Prowess
Jack has purchased one
Secular Power from Soul. He also Nimbus (Core Technique)
has 4 ranks of Mind and, of his 12 BPs, he Embodiment Soul Technique
allocates 4 towards Secular Power (which is
also his maximum in that Set). Assuming he does
Soul Soul Professions
not purchase any more from his Body Set, he Defensive Maneuvers
will have a Secular Power of 5. The maximum
Inspirations
he may ever purchase for his character is 9,
due to the Hard limit. Secular Power
Resources

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

chapter v: Character Creation


their environment quickly and know
Body Prowesses At its heart, KC is a
when to block and when to hit, which
>> Dynamic - This Prowess represents your game that revolves stems from one’s Mind. Furthermore,
ability lift heavy things, kick in a door, around a war. endurance plays a huge factor in a fight
or activate Body Set Techniques. It also as does one’s courage which all stem
helps determine how well you can fight. In a LARP, it helps to have
from one’s Soul.
>> Reactive - This Prowess represents how Warfare as a clear and concise
Warfare is calculated by adding
much damage you can take and how statistic so it can be referenced
the Dynamic Body, Mind and Soul
well you react to physical situations for with ease. Prowesses together and then dividing by
which you were not prepared.
It is only recalculated when
3 and rounding down.
Mind Prowesses the Dynamic Characteristics are The Fighter Talent (which requires
>> Dynamic - This Prowess represents how you to have a Dynamic Body of at least
permanently changed as well,
well you can use your mind to figure 3) allows a character to round up when
which doesn’t happen during a calculating their Warfare.
out riddles, think your way through
problems, heal Psychological Traumatic game.
The Warrior Talent (which requires
wounds, or activate Mind Techniques. It can be raised or lowered via you to have a Dynamic Body of at least
It also helps determine how well you 6) allows you to increase your Warfare
Talents or a Vice.
can fight. by 1.
>> Reactive - This Prowess reflects your
ability to defend against Mind
Techniques, react to a sudden event
or rebut an argument. It is also
used to determine your Psychological
Traumatic Wound levels and how to defend
against getting them.

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

Techniques 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)
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.

chapter v: Character Creation


others, often placing themselves in harm’s Many rebels speak the truth and their
way. message is important.
Artist
Set: Soul Many rebels speak truth to power; others
Whether a poet, painter, musician, Investigator simply incite protests to spur resistance
sculptor, or even a weapons smith, art Set: Mind where they see fit.
is a spiritual way to touch other people An investigator is trained to investigate
emotionally. clues and is often good at finding things, Therapist
places, or people. Set: Soul
Bully The therapist deals with problems of the
Set: Body Power Monger mind and soul. Therapists provide others
A bully is a person who works outside Set: Mind with the opportunity to relieve their
the law in a less than subtle way. They The power monger might be a politician, problems and burdens. This can help
intimidate others through physical force. a business person, or independently alleviate Traumatic wounds.
wealthy. They use their position in society
to control and manipulate others.
Criminal
Set: Body
A criminal is a person who works outside
the law. The well-trained criminal knows
how to hide within our society.

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

Secular Power Resources


chapter v: Character Creation

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.

Lackey Spies Wealth


Lackeys are trusted humans who, As the name suggests, Spies are best Money does make the world go
despite their name, are rather skilled. used to watch other characters in the ‘round. Wealth works best to acquire
They have no speciality but are adept game and see what they might be up temporary (one-shot) Resources.
at removing Risk from your downtime to.
actions.
Thugs
Overseer This gives you 3 goons who can be
An Overseer can take their own sent after an enemy. While a single
actions on your behalf. group of Thugs may not be much of a
threat to a Fallen, many sets can work
together to be a dangerous threat to
nearly anybody.

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

chapter v: Character Creation


and all Rites require Drama points to ‘fuel’ them. Drama See the Fine Tuning Chapter (P. 95) for a list of Boons.
points are ‘purchased’ through Vices.

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

Embodiment? Why do you keep trying to be a part of Fallen society?

Age Human -Potent


Nephilim often age faster than regular humans. Did you How did you first react to your gifts? Are they a gift or
have accelerated growth? How old do you look and what a curse? Do you feel yourself better than or inferior to
is your actual age? Did your mind mature at the same rate, the Fallen? Do the Fallen treat you like something to be
or are you still child-like? cherished or abused?
Techniques
Most Nephilim don’t display their Techniques until they
Maturity
come of age, around 18 years. When did you first display
your Techniques? Were they obvious? Did they get you in Lingering Trauma
trouble? Did you know what was happening? Every rank of Maturity gives Trauma and/or a Vice from
a time in your life when you failed (or feel that you failed).
Fallen Society What set you back? Why did this incident stand out from
Have you been found by the Fallen? Were you attacked? others? If others try to help you, why can you not let go of
Did you understand your father’s true nature? Were this Trauma?
you taught right from wrong? Did you learn to use your
abilities from a Fallen? Were you encouraged to become Symptoms
part of a Congregation? Were you taken as an Affection? Why did you pick the Symptoms you did? In most cases,
Are you a valued member of Fallen society, or are you a Symptom represents a subconscious cry for help; do you
little more than a pet? know about yours? If so, how did you learn about your
Symptom?

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

chapter v: Character Creation


deal with, particularly when it becomes obvious how
in the Trauma section. A character who is subjected to
similar they really are. You have suffered many Traumatic
acts beyond their Morality may take Traumatic Wounds.
experiences, and they have stayed with you ever since.
These Traumatic Wounds create Symptoms which affect a
Players should come up with a Setback they may have dealt
character’s personality, and thus their role-playing.
with in the past. This Setback will not appear on their
character sheet, but should be part of their background
story.
Innocent
Irredeemable
Talent Required

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

chapter v: Character Creation


the best, there is a very dangerous rage which
lurks beneath their beautiful faces.

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.

chapter v: Character Creation


Asset Merchant Empyreal Echo Too Human
Bonus: Resources Bonus: Core Techniques Bonus: Professions
You understand how to deal with You are focused on your connection Your focus remains on your human
people and network. Whether a to divinity. That link is your defining side. You’ve either picked up more
mastermind or a social butterfly, and driving goal. skills from various walks of life or, if
you have many contacts and friends This Archetype is special in that it Fallen, you can remember skills from
willing to help you. restricts you from increasing your past lives.
>> You gain a Resource Talent at every Core Techniques with Build Points. >> You gain a rank in an appropriate
Step. >> At each Step, a Core Technique Profession at each Step.
increases one rank. Since Fallen
already start with 1 rank in their Warrior Born
Bonus: Maneuvers
Core Techniques, their first Step
will give them a second rank in the You fight to the bitter end. It’s all
appropriate Technique and the 2nd you’ve ever known and likely will ever
Step will give them their third rank know.
in the appropriate Technique. >> You gain an appropriate Maneuver
>> A Nephilim only starts with Nimbus at each Step.
at one rank for free. Nimbus will ++Body Steps gives Offensive.
raise as per a Fallen. Hallow ++ Mind gives Dramatic.
and True Voice would have to be ++ Soul gives Defensive.
chosen as the Nephilim’s choices or
purchased as Transgressions, and
even then, the player would have
to buy a rank in each before this
Archetype helped them.

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

There are two types of Damage in KC: Physical wounds Trauma


and Traumatic wounds. For ease of play, the term wounds
is used exclusively for physical damage and the term trauma Trauma is dealt with briefly here and later in the Trauma
is used exclusively for mental and emotional damage. Chapter (P. 194) in more detail. Just as you have physical
Every character starts with 1 base Surface, Severe wound levels, you also have emotional and psychological
and Mortal wound/trauma levels. Further levels are (Mind Set and Soul Set) Trauma levels. Whenever you
determined by your Reactive Prowesses. face inner demons - mental and/or emotional conflict,
you are enduring trauma.
Your Reactive Body determines your Physical wound
levels, while Reactive Mind and Reactive Soul determine Trauma represents the hardships and inner turmoil
your Psychological and Emotional wound levels respectively. of life. The world of the Fallen is difficult, violent and
Through Talents, it is possible for a character to purchase brutal.
more wound levels to represent being exceptionally tough. What is important to understand right now is that
The following chart shows how many wound levels are there are three types of trauma: regular, lingering and
gained from each Reactive Prowess level. permanent. During character creation, only a Mature
character will begin with trauma or a character who takes
a Vice that gives them trauma. In both cases, the trauma
is permanent. It has been with them for a long time and
Reactive Surface Wound Severe Wound
Prowess Levels Levels isn’t about to go away. Too much trauma on your character
can shut your character down or force them to undergo a
0 (Base) 1 1
radical change.
1 1 2
2 2 2 Symptoms
3 2 3 When your character takes a Severe Trauma, you will
gain a Symptom. If you took a Talent that gives you Severe
4 3 3
Trauma or are a mature character who took one, you will
5 3 4 have to select a Symptom to go along with it (P. 206).
6 4 4 Each Symptom you have is a window to your current
7 4 5 condition and inner pain. You should choose something
8 5 5
that will be fun to role-play, and engaging for other
players.
9 5 6

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.

Aariel Caphriel Focalor Kadmiel Mithra Penatiel Samael Suroth


Abalim Carmax Forcas Kadriel Moloch Persephone Samiel Syth
Abariel Cassiel Furiel Kasdeya Morael Praxil Sandalphon Tabris

chapter v: Character Creation


Abbaton Castiel Furmiel Kashiel Murmur Prion Santriel Talia
Abraxas Chaniel Gadal Kered Nafriel Pymander Saphiel Tariel
Abriel Charciel Gadiel Kitrael Nathaniel Qaddis Saraiel Tarniel
Adoth Chesed Gadriel Kushiel Nergal Qamiel Sargiel Tempest
Aeshma Cynabal Galmon Kyniel Neriel Raamiel Sariel Thaumiel
Ahriman Daeva Gavreel Lailah Nithael Rachiel Sathariel Theliel
Anabiel Dai Guriel Leliel Nitika Ragiel Sauriel Thoth
Anachiel Damiel Gzrel Leviah Nogah Rahab Savatri Thronus
Anahel Daniel Hadraniel Loquel Noriel Ramiel Seeliah Tiel
Andras Deliel Hadriel Madiel Nuriel Raquiel Sefira Tilath
Assiel Devatas Hael Madriel Och Raum Seket Tiriel
Asath Dey Hagith Mael Oethra Raziel Selemia Typhon
Bachiel Dracon Haniel Malphas Oirin Razvan Selith Umiel
Balam Dubbiel Hasdiel Makiel Oniel Remiel Sepharon Urim
Baliel Duma Hyniel Malakim Ophan Requiel Sepher Usiel
Balthial Dynamis Iabiel Malik Ophiel Rigal Sephiroth Valafar
Baniel Ecanus Iadiel Malkiel Orion Romiel Setheus Variel
Bariel Egion Iaoth Mammon Orus Sabathiel Sigron Velel
Belial Eliel Idrael Mantus Pabel Sabiel Sithriel Vetuel
Cabiel Elijah Isis Maskim Paimon Sachiel Sokath Vohal
Cabriel Emmanuel Janax Micah Pammon Sadriel Sophiel Zachiel
Cael Eth Janiel Miel Pariel Safriel Sothis Zaphiel
Caim Ezrael Jeremiel Mihr Pathiel Salem Sumiel Zephon
Camael Ezekiel Joth Mirael Penat Salmael Suriel Zuriel

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

immediately or all 11 Zeal to buy up both Mind

example and Soul.

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

chapter v: Character Creation


Zeal. This is fine with Jenn; she knows that Elizabeth will
at the local soup kitchens and anything else she could do.
grow.

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

With a Reactive Mind of 1 she will have 1 Surface and 2


Severe Psychological Trauma levels.
She moves onto Soul and has 4 Sets, so that’s a maximum
With a Reactive Soul of 4 she will have 3 Surface and 3
of 4 in any Stat and 12 BP.
Severe Emotional Trauma levels.

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,

chapter v: Character Creation


18 in total to get her 3rd rank in Mind and 45 in total to
get her 5th rank in Soul.
After 6 events, she has earned 6 Set Zeal, so she will have
51 Zeal in Body, 22 in Mind (she upgraded to her 3rd
Mind rank after 2 games and will now need 30 Zeal to
increase her Mind ranks) and 36 in Soul.
She will also have 12 Development Zeal. She could:
>> Spend all 12 Zeal to buy her Body rank.
>> Spend 9 Zeal in either Mind or Soul to buy a rank.
She decides to go for her 6th rank in Body to focus on
her warrior side. She spends all her development Zeal to
top her up to 63 Zeal.
Let’s look at Jenn after 6 more games.
Her Sets would look like:
>> 6 ranks of Body - 69 Zeal - 84 required (15 left)
>> 3 ranks of Mind - 28 Zeal - 30 required (2 left)
>> 4 ranks of Soul - 42 Zeal - 45 needed (3 left)
>> 12 Development Zeal left to spend.
She could hold off a few more games at this point, but
she really needs the Mind and Soul ranks for this coming
game. She spends 5 of her 12 Development Zeal to gain a
rank in both of them.

93
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

A player gains 3 Build Points (BP) per rank in each Set.

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

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:

chapter vi: Fine Tuning


character as to make them unbalanced. This can get >> Unique: Each one must be unique and not copy another
tricky, so generally Talents and Rites should be taken from Technique or Transgression.
published works. Transgressions, however, are meant to >> Non-Combat: There is already enough to handle in
be player created, so some care must be taken. combat; therefore Transgressions cannot further influence
There need be no explanation for how or why a Boon combat itself.
functions; however, there may need to be some logic as to >> Price: Moderate and Potent Transgressions must cost
why a character developed it, especially for some bizarre something. By default, that price is 1 Drama point.
Transgressions. It could be as simple as something bizarre However, very powerful Transgressions could cost more,
happened on their last trip to Purgatory or an uncovered or a player could work it out so that their character takes
relic was found and caused the character to gain a Trauma or some other important price.
particular Transgression. It could be that the character
simply needed it; they remembered a piece of Heaven Rites
and, in that moment, reclaimed some of their lost power. Rites are ancient secrets which exchange hands rarely,
from master to student. A character needs the Teacher
Talents Talent to be able to teach a Rite, so merely knowing one is
not enough to teach it to somebody.
Many Talents have restrictions which will prevent some
characters from purchasing the Talent. These restrictions Likely, it will be a race for a player to obtain a Rite for
are absolute. They are not intended to be bent or broken. It which they wouldn’t normally find a teacher. It is entirely
is not permissible for a player to purchase a Transgression in the hands of the Storyguide to authorize whether a
so that they can circumvent a restriction. character could obtain a Rite. It is not, however, advised
to allow this to occur often.
There are some Talents which are restricted to a
particular Embodiment. These Talents are special, in that
they are considered Moderate Talents to a Fallen of that
Secular
matching Embodiment. However, a Fallen who possesses Some Boons may be Secular in nature. That is, they only
a Technique that matches that Embodiment may purchase affect the downtime. They would still cost Drama points,
that restricted Talent as a Potent Talent. as all Transgressions do, but as Drama points refresh daily,
this will not normally interfere with your character at an
Event.

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.

Abnormality Acrobatic you a particular favor, whether coerced


Rank: Moderate/Potent Rank: Potent or agreeably. The player must answer
Restrictions: Nephilim Restrictions: Dynamic Body: 6 (‘nothing’ is not an acceptable answer)
You can move in such a way as to make and truthfully, although they can give it
You have an abnormality that you can
escape easier than normal. When you take some thought.
hide as Potent Talent or cannot hide for a
Moderate Talent. an action to Break from combat and lose,
you can still move one distance rank as Agape
This change gives you some sort of Rank: Moderate
your Free action afterward (this does not
benefit that only becomes obvious when Restrictions: Charity Fallen, must take Vice
stack with the Slay Potent Effect). You will of the same name
you display this deviation. Each of these
take damage as normal.
requires the Nephilim to Exhaust the If you witness the death of another,
Abnormality as if it were a Profession or a through the divine power of love and
Acute Senses
Technique Rank. The Impeded State will Rank: Moderate kindness, you may give your life for that
not prevent Abnormalities from being Restrictions: None person so that they may survive.
used; however, the Nephilim can Refresh
You gain an Inspired Advantage when You die the True Death (but hang on
and Exhaust them just like Profession/
defending against an ambush. long enough for a tragic death scene). The
Technique Ranks.
person so protected cannot die for three
The player can come up with their own Additional Technique days.
chapter vi: Fine Tuning

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.

chapter vi: Fine Tuning


against a Bonded member of the This Talent may not be taken with the
Congregation. Demonic Heritage Potent Vice Fearful Journey.
Rank: Potent
Champion Restrictions: Human or Nephilim Eidetic Memory
Rank: Moderate/Potent Rank: Moderate
Restrictions: Fortitude Fallen At some point in the character’s Restrictions: Reactive Mind: 3
lineage, a demon bred with your family
If your Warfare is equal with an or a devil held one of your ancestors as a You can memorize anything you see or
opponent, then you will still gain the Companion, or in the case of Nephilim, hear. You may ask a Storyguide or player
Prowess Advantage against them. your father was a devil. to repeat what they said from past events
This Talent and the Reaper Talent cancel and they must answer you truthfully.
You will sense as part demon by the True
each other out. Voice. Demons especially will recognize Evolved
this, and will generally see you as one of Rank: Potent
Combat Reflexes their own.
Rank: Moderate Restrictions: Nephilim
Restrictions: Reactive Body or Mind: 3 You can make a Dynamic Soul challenge All Evolved Nephilim can sense each
against any demon to give it a suggestion. other as if they had True Voice. If in close
You may spend a Defensive Maneuver
even when Ambushed. The demons must carry out this proximity, they can share dreams and
suggestion unless it’s suicidal. This may even waking thoughts. They may make a
Common Sin be Resisted as if it were a Technique (but Dynamic Mind challenge to read another
Rank: Moderate/Potent only if the demon is not a Thug). Evolved Nephilim’s thoughts.
Restrictions: Sloth Fallen Evolved Nephilim can willingly share up
Sloth has become a way of life for many; Demonic Soul to two Ranks of one Technique (for one
Rank: Potent hour) with another Evolved Nephilim.
everyone wants the greatest advantage for
Restrictions: Human with Demonic The Nephilim who shares their technique
the least amount of work. Slothful Fallen
Heritage loses access to that Technique completely
have taken many steps, small and large,
to make sure apathy is rampant. As such, You may purchase up to one rank of for one hour.
it is easier for you to bring down other Hallow, True Voice, Nimbus and one Evolved Nephilim can perform an
Predominations, lowering the Difficulty Sinful Technique of your choice. appropriate Dynamic Prowess challenge to
of challenging a Devoted Predomination ‘steal’ up to one Rank of one Technique
from High (8) to Medium (5). (for one hour) from another Evolved

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

chapter vi: Fine Tuning


You must be in their presence to aid
Given enough time, you know how to with a Prayer. Medium (5) Dynamic Soul test.
bring down nearly anybody. You must pick Afterwards, you must make a Voluntary
one target whom you’ve known or studied Ravenous Trauma Contest with a Medium (5)
for at least a month. You can give them Rank: Moderate Difficulty for Immoral and a High (8)
a Disadvantage on any one challenge. Restrictions: Gluttony Fallen, must take Difficulty for Moral).
They cannot do anything to avoid this Vice of the same name
Disadvantage. Most Gluttonous Fallen have an Resistance
You can purchase this Talent multiple indulgence that they must feed, which, Rank: Meek
times. as with many sinful ways, gives them Restrictions: None
both a strength and a weakness that You can handle more substance
Pacifist their enemies can exploit. You should indulgences than others. If you take a
Rank: Potent choose an indulgence (watching TV, Disadvantage from a poison or drug,
Restrictions: None drugs, murder, etc) and each month set you can Exhaust a Trait to ignore it for
A Pacifist refuses to see violence as a level of consumption: Starving, Sated, a scene.
a solution to problems. This can be a or Gorging.
cherished, yet rare trait. No Technique Starving can also be forced upon you for Resolve
can force you to commit a violent act, but story reasons. Rank: Potent
you take a Voluntary Trauma if you do Restrictions: Dynamic Soul: 6
For every month you are Starving, you
harm another of your own volition. Once per combat scene, you ignore
take a Forced Traumatic wound.
. taking a Mortal wound (you do not even
Perfect Balance To gorge yourself you must take a Cry mark it off). You must do this before taking
Rank: Meek Havoc action. A Medium Difficulty Cry an Endure Test.
Restrictions: Dynamic Body: 3 Havoc allows you to heal (without a test) a
You gain an Inspired Advantage on any regular Surface Trauma. A High Difficulty Righteous Fury
act of balance. Cry Havoc allows you to heal (without a Rank: Moderate/Potent
test) a regular Severe Trauma. Restrictions: Faith Fallen
A Faithful Fallen can call upon their
mastery of fire and lightning to harm
their enemies, but only by harming
themselves.

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

Restrictions: Dynamic Body or Soul: 3


Withering Embodiment
You lower the Difficulty rank of any You gain 1 additional Severe wound. Rank: Potent
Research action involving your expertise. May be taken twice, once under Body and Restrictions: Fallen
once under Soul. You skirt between both Paths of your
Short Fuse Embodiment; you possess traits of both
Rank: Moderate Unified Congregation Virtue and Sin. As a result, you can
Restrictions: None Rank: Potent
purchase Techniques from both ‘sides’
Having a short fuse means you have a Restrictions: Must first have Bonded
Congregation
of your Embodiment Path but only up to
breaking point beyond which you are one rank each.
pushed on a regular basis. Each member may track other Bonded
members as if they were Affections. You can also use the Additional
If you are being pushed around and you Technique Talent to purchase Techniques
Furthermore, you will know each Bonded
outright attack another without warning, of Virtue or Sin but you are again
member’s general physical condition
you gain two Offensive Maneuvers for restricted to one rank in any Embodiment
(healthy, hurt, dying, stressed, terrified,
that fight. Technique. All Techniques are Aligned to
etc.).
you.
Strong If a Bonded member is slain and you
Rank: Meek touch them, you will see how they died,
Restrictions: Dynamic Body: 3 but you will have to take a Hard (8)
Zealous
Rank: Moderate/Potent
You are stronger than you look. You gain Difficulty Trauma Contest.
Restrictions: Justice Fallen
an Inspired Advantage on any challenge Each member may gain a free Inspired
to move or break an inanimate object. Judicious Fallen are difficult to stop
Advantage, once per scene, while within
when they find a cause for which they
Close Distance of another Unified
Strong Will can fight. Zealous characters may take a
member.
Rank: Potent Traumatic wound to ignore the Lingering
Disadvantage gained by Severe physical
Restrictions: Dynamic Soul: 6 Vengeful
Rank: Potent wounds for one fight.
You only take a Surface Trauma on one
Technique that you Resist per event. Restrictions: Immoral
A vengeful character is one who cannot
easily let things go. You must take revenge
for slights and attacks against you or it

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

chapter vi: Fine Tuning


know exactly where to go. You can light or extinguish fires within it during life. It will be able to recognize
Close Range. Starting a fire is slow and people it once knew and answer questions
Cat’s Grace obvious, so this cannot be used as an about its life.
Type: Meek attack. Once summoned, however, without a
Technique: None Transgression like the Ferryman, the echo
You may fall a great number of stories
Fourth Plague of the soul will linger in the Firmament.
Type: Potent
and land without injury. Technique: Nimbus
Perfect Sleep
Your Nimbus calls forth a plague of Type: Meek
Dreaming
Type: Secular - Moderate flies that fill the area. Blatant to even the Technique: Slumber
Technique: Slumber Mundane, this does force your opponents You may put another willing person into
Action: Intimidate /Rehabilitation to suffer a Disadvantage or choose to a deep sleep for a long period of time with
Exhaust a rank, but only when you use a no ill effects. They don’t need food, water,
You can play with the dreams of
Potent Effect of Nimbus. etc., but they will need to breathe. Sleep
another, giving them pleasant dreams
or nightmares. Gain 2 Marks on either can last for a few days, a few weeks, even a
action but you can only affect one person
Mark of the Beast few years if the subject is willing.
Type: Meek
per downtime. You do not have to have Technique: None
access to the target to do this, and, unless Pillar of Salt
When you inflict at least a Severe wound Type: Potent
you give yourself away, they won’t know
on a target, they will have horrible scars Technique: Nimbus
it’s you.
to show for it. Humans will be maimed When you affect a mundane human
Echo of Wings and Fallen will retain light scars even after with your Nimbus, you can give them
Type: Potent going through Hollow Death. an ultimatum, where they will somehow
Technique: None know the consequences of their action. If
A Fallen may gain a shadow of their Mastermind they fail to live up to what you demand of
former wings, which allows them to fly Type: Moderate - Secular
them, they will die, becoming but a pillar
for short periods. You can fly as fast as a Technique: None
of salt.
standard vehicle could; however, obviously Action: Protect
you do not have to deal with traffic. So long as you have at least 1 Thugs Resource
Once you take flight, you can get to any taking a Protect action on you, they can all
one location within the civitas (within an arrive if you are successfully Hunted.

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

They are Impeded and Disoriented in


Unlock While in the Firmament, you
Type: Moderate may freely communicate with a
all challenges against you. Technique: None target outside the Firmament,
Share and Share Alike With this Transgression, you may open but if you choose to do this,
Type: Moderate - Secular most locked doors. Regular locks require everybody in Close distance
Technique: Appropriation no effort. If so desired, the door will who can sense you, will.
Action: Predomination open with but a touch. Complex locks (a
bank vault) require 1 Drama point and a
When you take a Predomination
Domus requires 2 Drama points.
action (P. 226 & P. 230), you can Attune
and share another’s Paradise/Hellhole
Predomination.

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

chapter vi: Fine Tuning


A Fallen will need medical treatment under their command at a time.
impure. From too much red meat to
to remain on the cross for longer than a A human who knows this Rite can
heroin, it covers everything.
couple of days. summon one demon at a time and it must
However, it is messy, as this filth must
purge its way out of the body. possess somebody. If they do not have a
Eternal Scripture host ready when the demon comes, they
Afterwards the person is clean and Restriction: Hallow
themselves are possessed.
will not be physiologically addicted to Likely Teacher: Remnant
anything. This Rite has allowed the Remnant to Sodom’s End
attune an object Affection (one on which Restriction: Angel, 1 or more Devoted
Castigation angelic script can be written) to one of Predominations
Restriction: Last Crusade angel their Techniques. As a kind of trap, if Likely Teacher: Heaven
Likely Teacher: Heaven they can get the target of the Technique This exceptionally powerful rite allows
This Rite allows an angel of the Last to possess the Affection, then not only an angel to summon an environmental
Crusade to bless and focus a human can the Technique not be Resisted (by disaster which serves as a spark to the
Affection towards a cause. This cause the target), the Duration changes from humans of their Predomination to sense
must be righteous, at least in the eyes of Lasting to Lingering. and hate all Fallen and Nephilim. This
the Affection. The Technique will then last as long could represent thousands of humans
This Rite gives a human the ability as the target holds the Affection. The seeking the destruction of Fallen and
to smite their enemies with a greater target is thereafter compelled to keep the Nephilim.
strength than normal. Their base damage Affection. Sodom’s End requires some sort of
is increased to two and they will always Forcibly removing the Affection or celestial event (an eclipse, a meteor
have an Inspired Advantage when dealing using a Technique such as Absolution shower, a falling star, etc) and at least a
with their cause. on the target will break the hold the week of ceremony that consumes the
The use of this Rite is infrequent, as Affection and thus the Technique has on majority of the angel’s time. The ceremony
Heaven has rules about using humans. the target. is dependent on the celestial event that is
Angels only use it when they meet a Potent being exploited. It is possible to disrupt
Human who wishes to aid them. Magnum Opus this ceremony, but the exact details on
Restrictions: Deistical, Artist: 3 Ranks how are up to the Storyguide.
Likely Teacher: Deistical
You can create and imbue unique

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.

Maximum Drama Points


The maximum number of Drama points a character may have is equal to the ranks of their lowest Set. A player may
choose to take more Vices at character creation in anticipation that they will increase their lowest Set and thus raise their
maximum possible Drama points.
A player cannot normally choose Vices after character creation, except through dramatic role-play.
chapter vi: Fine Tuning

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

chapter vi: Fine Tuning


forth (until the character is put down or (however, merely taking this Vice does not
healed of their Mortal Trauma). You will Branded - Excommunicated allow a character to know the Crucifixion
Type: Moderate
return to your original Morality if you are Rite).
Restrictions: None
healed.
For a Moderate Vice, you have a
You have exercised your right not
Permanent Surface Trauma. For a
Agape to follow a King, and have chosen
Type: Potent Potent Vice, you also fear the threat of
excommunication from a city. This is a
Restrictions: Charity Fallen, must be taken Crucifixion and will be forced to take a
bold action, so your actions must be born
with Talent of the same name Mortal Trauma should you be Crucified
on your visage.
again.
See Agape under Talents. With this brand, you cannot choose
Excommunication over Submission if
Blind you are to be punished for an offence Damaged Goods
Type: Potent Type: Moderate/Potent
to your new Civitas. That is to say, you
Restrictions: None Restrictions: None
cannot avoid a punishment through
You cannot see, and have a Disadvantage Excommunication. Something in your past haunts you and
for physical actions. You cannot have a you cannot ‘get over it’.
Warfare higher than 4. Brawler For a Moderate Vice, you have a
Type: Potent
Permanent Surface Trauma. For a Potent
Branded- Mercy Restrictions: None
Vice this Permanent Trauma is Severe
Type: Potent You cannot use Defensive Maneuvers. instead.
Restrictions: None
Whenever you would gain a Defensive
You have committed a heinous crime Maneuver (including purchasing one as Demonic Aura
in the past and your life has been spared, part of a Soul Set), you gain an Offensive Type: Potent
but only just. Instead, you’ve been bound Maneuver instead. Restrictions: None
to the cross and branded for your crimes. When others use the True Voice on you,
You gained a Permanent Surface Trauma Burden they sense you as if you were a demon or
for this. Type: Moderate even a devil.
The brand is in angelic script, and is Restrictions: Justice Fallen Once taken, you cannot disguise yourself
located on your face; it tells others about Judicious Fallen often take the weight of with Perfect Liar Talent (P. 101).
your crime, but not all the details. Under the world on their shoulders. When they
the rules of the Codex you must accept all suffer a Traumatic wound as the result of

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

You cannot take Reckless Secular


Trauma) you must increase your Difficulty Restrictions: Fortitude Fallen Actions.
Rank by one. Fortitude often has to fight the idea
that they walk a line very close to their Lingering Ardor
Fearful Journey antithesis, Wrath. In warfare, anger is an Type: Moderate
Type: Moderate Restrictions: Lust Fallen, must be taken
easy weapon to use. You must add 1 to
Restrictions: May not take the Talent Easy with Talent of the same name
Rider your Mercy rolls.
You can gain incredible strength (not See Lingering Ardor under Talents.
You refuse to travel long distances (such
as from city to city) voluntarily, for your unlike Smite) which Refreshes up to two
of your Offensive Maneuvers. When you Meager Warfare
suffering is too great. Type: Potent
do this, you take a Voluntary Lingering
If you are forced to travel, you must take Trauma. Restrictions: None
a Voluntary Trauma. Your Warfare is reduced by 1 rank and
If under the effects of Detestation and
in a fight, you must use this Vice at least you can never purchase the Fighter or
Grudge Warrior Talents.
Type: Potent once.
Restrictions: None
Honesty Naught but Ash
An angel or devil remembers you for an Type: Potent Type: Potent
injustice you have done to them before, in Restrictions: None Restrictions: None
the First Kingdom. They are seeking you For whatever reason, regardless of
out and you are living on borrowed time. You are compelled to tell the truth in
every situation and to every question how much regular food and drink you
The angel/devil doesn’t just want you posed to you. You won’t even bother to be consume, you take no sustenance. You
dead but wants you to suffer. They will evasive, but answer questions with brutal need something unusual - moonlight
try to learn what you hold most dear and honesty. As imagined, this often gets you reflected off of new glass, the tears of an
destroy that first before destroying you into trouble. Innocent (not caused by you), the flesh
(although they may show up to give you a and blood of your own kind - to gain
severe beating from time to time). If you happen to lie unintentionally, you sustenance.
must take a Voluntary Trauma. You can
If you manage to fight and Banish the change this to a Low (2) Trauma Contest This requires an Upkeep Action every
angel/devil exclusively, then you will keep if you recant and tell the truth as soon as downtime, because acquiring your food
this Vice (gaining the Drama benefits but you realize the mistake. is rather tricky. If you fail to perform this
without the actual penalty). If the angel/ Upkeep Action, then you arrive at an

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

chapter vi: Fine Tuning


be willing to do anything for the object of Ravenous against humans, who somehow feel your
your Obsession and defend them to the Type: Moderate presence.
bitter end. You should try to figure out Restrictions: Gluttony Fallen, must be taken
ways to do things for them that they will with Talent of the same name
no doubt appreciate. See Ravenous under Talents.
For a Moderate Vice, you must make a
Medium (5) Trauma Contest when you Sacred Duty
Type: Moderate
are shunned by your target. For a Potent
Vice, this will be a High (8) Difficulty. Restrictions: Faith Fallen
You feel compelled to lead, because you
Overconfidence are righteous; it is your duty to others to
Type: Potent lead by example.
Restrictions: None
When you have no position, you will
You cannot use an Inspired Advantage if have one Permanent Severe Trauma.
you possess a Prowess Advantage over an
If you are at least a Prelate, you will
opponent, unless your opponent also uses
reduce that to a Surface Trauma.
an Inspired Advantage.
If you are a member of the Hierarchy, you
That is to say, if you are better than your
will not suffer that Permanent Trauma.
opponent, you can only Inspire yourself if
they attempt to Inspire themselves.
Sacred Oath
Type: Moderate
Petty
Type: Moderate Restrictions: Prudent Fallen
Restrictions: Envy Fallen If you reveal the details of a Confession
(whether Secular or the Technique of
At the end of the day, despite any lies
that name), for any reason (even if forced
and double-talk, Envious are a slave to
by a Technique), you take a Voluntary
their own Embodiment.
Trauma.
The grass is always greener on the other
side and you are never fully content with

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

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

determine who is better suited to win and then will


capable they are of dealing with the challenge. perform a Test (a die roll) to determine who wins and
In the majority of cases, one player will be the acting who loses.
player of the challenge and the other player will be the
reacting player of the challenge. This is known as a static Test
challenge. The Test itself refers to the die roll involved in a Contest.
In some situations, such as a couple of Techniques The Test requires one player to roll a single six-sided die.
or during the chaos of combat, both players will be the It does not truly matter which player rolls the die, but the
acting player (such as two people fighting). This is known roll is always read from the point of view of the player
as a dynamic challenge, which actually consists of a series rolling the die.
of consecutive challenges, repeated until the battle is The mechanic is simple: On a 4 or better, the player rolling
resolved. the die wins the Contest and their opponent loses. On a 3
A player is always free to Submit (voluntarily lose) to a or less the player rolling the die loses the Contest and their
challenge. opponent wins.

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

chapter vii: System


are perfectly equal, but, like in real life, that is only rarely
the case. Some people are better than others, some are
just willing to put more into victory and some forces can James is challenged by Susan (she
is trying to push his character out of the
bring raw supernatural power to the table.
way).Susan is the aggressor and the players
In a Contest, a player can gain what are called Advantages determine that she has an Advantage over
or a Disadvantage. Each Advantage provides a +1 to the James.
die roll and a Disadvantage provides a -1 to the roll
There are three types of Advantages and a player can Susan rolls the die and will add 1 to the
result. She rolls a 3 - normally a failure for
only gain each one once for a particular challenge:
her and a victory for her opponent. However,
>> Prowess Advantage - Is gained by the character with the she adds her Advantage and the result is a 4
higher Prowess. It represents superior talent/skill. Only one (3+1). As such she succeeds.
player in a challenge can possess a Prowess Advantage.
>> Inspired Advantage - Is gained by mundane and
supernatural means. Regardless of the source, it represents
determination and motivation to win. It is no problem if the player who does not have the
>> Transcendent Advantage - Is gained by supernatural power. Advantage rolls the die. Simply reverse the bonus, applying
It represents beyond-human power. it as a penalty.
>> Disadvantage - Is gained by a negative effect, often a
Technique or being badly injured. Advantages do not ‘cancel’ each other out, but their
Normally, during a Test, the player who possesses any effects do. If both characters have an Inspired Advantage,
outstanding Advantages will roll the die, simply because then both players would receive a +1 to the die roll. Both
it is easier to apply. players are still considered Inspired but since both get a
+1, the end result would be cancelled out.

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

chapter vii: System


Cancel the Defeated State.

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

A Maneuver is Spent for the following:


Remember that while Impeded, except for Maneuvers, a >> Offensive Maneuvers: You will cause 1 additional wound.
player cannot Spend a Trait to gain any benefit. >> Defensive Maneuvers: You will take 1 less wound.
>> Dramatic Maneuvers: Allow you to gain specific benefits
in combat (P. 129).

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

116
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

chapter vii: System


Slash and Exhausting with an X on their sheet. Trait/Point Normal Refresh Duress Refresh
Maneuvers Scene Daily
Techniques Daily 2 Days
Professions Daily 2 Days
Inspirations Daily 2 Days
Drama Points Weekly Monthly

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.
chapter vii: System

Now regular chase rules begin.

Academic A criminal is a person who works outside a business person, or independently


Set: Mind the law. The well-trained criminal knows wealthy. They use their position in society
The Academic is someone who spends how to hide within our society. to control and manipulate others.
all their time learning. They scour through
books and read everything they can get Guardian Rebel
their hands on. Set: Body Set: Soul
A guardian dedicates their life to the The rebel often speaks out for their
Artist protection of others. Whether a solider, beliefs, which sometimes puts them
Set: Soul a police officer, or a bodyguard, the in opposition to the “establishment” -
Whether a poet, painter, musician, guardian knows how to watch over and particularly in politics and big business.
sculptor, or even a weapons smith, art protect others, often placing themselves Many rebels speak the truth and their
is a spiritual way to touch other people in harm’s way. message is important.
emotionally. Many rebels speak truth to power; others
simply incite protests to spur resistance
Investigator
Set: Mind where they see fit.
Bully
Set: Body An investigator is trained to investigate
clues and is often good at finding things, Therapist
A bully is a person who works outside Set: Soul
the law in a less than subtle way. They places, or people.
intimidate others through physical force. The therapist deals with problems of the
mind and soul. Therapists provide others
Power Monger with the opportunity to relieve their
Criminal Set: Mind problems and burdens. This can help
Set: Body alleviate Traumatic wounds.
The power monger might be a politician,

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.

119
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

than resorting to rules. However, determined players may Advantage.


choose to engage in a challenge to supplement or enforce
their role-playing.
Phase 3 - Complications
Spending Inspirations or using Technique Effects to gain
chapter vii: System

example an Inspired Advantage occurs now. In a Contest, both


Maggot walks near a door players may attempt to gain an Inspired Advantage. In a
guarded by Aamon, but the player sees an Comparable challenge, only the acting player can gain an
opportunity when she is distracted. The player Inspired Advantage.
informs Aamon that he will attempt to sneak
Both for a Contest and Comparable Challenge, only
past her in that moment and initiates a Mind
the acting player may gain a Transcendent Advantage (if
challenge.
any). However, this does make it obvious that something
important is happening, as Transcendent Advantages are
Phase 2 - Comparing always obvious in some fashion.
The player who declares the challenge will also declare
which Prowess they intend to use. example
In a Static challenge, the acting player will use their
Maggot doesn’t really care that
Dynamic Prowess while the reacting player will use their much about this Challenge so he opts
Reactive Prowess of the same Set. not to spend an Inspiration. Aamon, however,
Examples include: Shoving another character aside doesn’t want to fail so she does.

(Body), using a Technique outside of combat (appropriate


Set), torturing another character (Soul), and a chase (the Any time before the die is rolled, Maggot
chaser uses their Dynamic Body while the runner would could change his mind about the Inspiration.

use their Reactive Body).


In a Dynamic challenge, both players will use their
Dynamic Prowess. The primary example is combat, but
if another player makes their intention obvious, then you
could respond with your own challenge at the same time.

120
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

chapter vii: System


To win, the acting character must either be equal or have impossible to a ‘mere’ human, it will likely have an Epic
a Prowess Advantage over their opponent. Difficulty.
>> Keep in mind, some actions are simply impossible to
If they are not, then if they can get an Inspired or
perform.
Transcendent Advantage, they can still win the challenge.
It should be noted that you cannot gain an Inspired
Advantage if your opponent’s Prowess is double or greater example
than your own.
Raziel encounters a massive door
Phase 5 - Results and wants to try to break it down, using
his Dynamic Body Prowess. The door itself is
The players or Storyguide agree on (and may narrate) the quite heavy, but it would be eventful for the
result of the challenge. Physical actions can be safely play- story should Raziel be able to get through;
acted. Social actions can be role-played. therefore, the Storyguide decides on a Medium
Difficulty rank. Raziel uses his Dynamic Body
example Prowess, which is at 6, to test against a rank
of 5, thus giving him an Advantage on the
roll.
Aamon must let Maggot ‘sneak’
past and role-play as if she is unaware that
anything happened. That is until the screaming
inside begins...

121
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.

chapter vii: System


Dynamic Contest one of the few times that you will have a Dynamic Contest
When two (or more) characters declare Combat actions involving Techniques.
against each other, they create a Dynamic challenge which In this case, the player who wins the challenge will
represents a flurry of attacks, blocking, dodging. A round succeed at their action. Therefore, if you use a Technique,
of combat takes 20 seconds, for example, and through you will either avoid getting hit and your Technique will
that, blows and strikes are being made and stopped. work or you will get hit and your Technique will fail to
The Warfare challenge is to see who in those 20 seconds take hold.
will land a resounding blow. Offensive Maneuvers could
represent one powerful attack (i.e., the base damage with
the additional wound) or several lighter attacks (with the
example
base damage representing one strike and the Offensive Casiel is fighting a devil and his
Maneuver representing an additional strike). Defensive demons. During the fight the Devil tries
Maneuvers could represent just ‘taking’ the blow, blocking a new tactic and tries to use Subjugation on
or dodging. Casiel.
Regardless, whoever wins the challenge lands the hit that
The Devil will use his Dynamic Soul while
leads to damage.
Casiel will use his Warfare. Casiel wins,
Many times, however, another character will want to so not only is he not Subjugated, but he
retaliate not with physical violence but with a Technique. successfully strikes the Devil.
In these cases, the player who is making attacks will
use their Warfare while the other character will use the
Dynamic Prowess governed by their Technique. This is

123
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
chapter vii: System

for the Technique to take hold. ++ The player gains a Disadvantage.


types of Standard Actions:
>> Combat Action - This is the basic Slow Actions
and default action in combat. A Some Techniques have a Speed of
If used during combat, it will
character taking this action is trying Slow. These Techniques require a several
to hurt their opponent. not have any effect until that
minutes to take hold. These Techniques
++Combat Techniques require combat scene is finished. are restricted when used around combat.
a player to take a Combat
Action to use their Potent If used several minutes before combat,
Effects. then there is no conflict. However, if
>> Standard Technique - Provided used immediately prior to an impending
that the Technique has a Standard combat, then the Slow Technique normally
Speed, a player could declare their does not occur, unless the character
action not to harm their opponent using the Technique is willing to spend
but to use their Technique. a Drama Point to ‘edit’ things so that
++In a round that a player uses they timed the use of the Technique to
a non-combat Technique that come into effect before combat.
player cannot also use any Effect of a When a Slow Technique is used during combat
combat Technique. it won’t have any effect until after that combat is
finished.

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

chapter vii: System


That is to say, it cannot be declared during the
Warfare of the player taking the
Test.
++A player may only use one Potent Effect in a round. Combat Action.
>> Standard - This speed represents your baseline amount of A Standard Speed Technique
time to perform an Action. Combat Actions, Movement
will come into effect
and many Techniques fall within this range.
>> Slow - This speed of action takes an appropriate amount immediately. A Slow Speed
of time before it can be completed. This governs anything Technique will not come into
from fixing a car to using certain Techniques. effect until after the combat
++A Slow Technique only requires a challenge to be scene is over (see preempting
successful; however, the effects of the Technique
combat with a Drama Point).
take several minutes to take hold.
++Slow actions could be used during combat, but they
won’t have any affect until after the combat.

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

++Normally a player may only Spend an Offensive


Maneuver if they win a combat action. Refreshing Maneuvers
>> Defensive Maneuvers represent dodges, blocks or just not As stated on P. 117, Maneuvers normally Refresh after
having ‘time to bleed’. They reduce damage taken in one scene (for example, one full combat), but they must
combat. have time to rest (3 rounds, or one minute).
++Except for Lingering wounds, a Defensive
To rest means that the character cannot be engaged in
Maneuver can be spent in response to taking
any challenges. If they manage to rest for 2 rounds and
damage. Lingering wounds are Unpreventable.
then are targeted with a Technique or an attack, they do
Both of these Maneuvers are restricted to one Maneuver not get the rest needed to Refresh their Maneuvers.
per opponent (see Fray P. 133). It should be noted that
some Technique Potent Effects can allow a player to spend To represent a rest, a player should put both hands on
such Maneuvers at other points in the round. their knees but remain in a standing position.

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.

chapter vii: System


example
Etherial has 2 Surface wound
levels, 2 Severe wound levels and 1
Mortal wound level. The first time she is hit
for 1 wound, she marks off a Surface wound
level on her character sheet. If she is then
hit a second time for 2 wounds, she would
mark off her other Surface Wound level,
and without any other options, one of her
Severe Wound levels. Now that she has taken
a Severe wound, she suffers the Lingering
Disadvantaged State.

Etherial is hit once more for 1 wound. She


marks off her 2nd Severe wound level. Note:
She does not take another Potent Hindrance,
as she has already been Severely wounded.

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

Healing Times per Wound Level


Wound Type Human Supernatural

Supernatural
Superficial As dramatically appropriate

Healing
Surface 1 Day 10 minutes
Severe 1 Week 1 Day
chapter vii: System

Mortal 1 Month 1 Week

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.

Every 10 minutes, one of his Surface wounds


will be healed.
Every day one of his Severe
wounds will heal.

So within 40 minutes he will have all his


Surface wounds healed and within 3 days he
will have all his Severe wounds healed.

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).

chapter vii: System


damage to all opponents against whom you were successful
Note that if both players have this Dramatic Maneuver with your combat action this round. Likewise, one spent
and both players use it in the same round, it cancels itself Defensive Maneuver will negate a wound caused by each
out. opponent to whom you lost this round.

Disarm Leader of the Pack


You knock your opponent’s weapon away, giving them a Normally in a Fray, the defender gets to declare one
Disadvantage that round. Primary attacker. Everybody else is Impeded. With this
They will have to Exhaust a Trait to gain their weapon Dramatic Maneuver, you can declare yourself or another
back. ally as an additional Primary attacker. That is to say, the

Rise to the Challenge


target of this Dramatic Maneuver is not Impeded as a
result of not being declared the Primary attacker.

Provided your Warfare is lower than your opponent’s, Second Wind


you gain the Prowess Advantage over your opponent
instead. During a Fray, when somebody is defeated or when an
If your Warfare is higher than your opponent’s, then you additional opponent jumps into the combat, you may use
can take an Inspired Advantage. Second Wind to refresh all your Maneuvers except this
one.

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

sooner or later, it’s gonna catch you.


wound on Damion. Azuel only wanted to
helpless (usually shame Damion, and does not desire his death.

And part of you wants it. Not only


unconscious), they are

to stop the fear and uncertainty, but


still forced to make what None the less, he must make a Mercy roll.
is called a Mercy roll. The Azuel is Irredeemable so must add 1 to his roll
because you’re just a little bit in love bottom line is that the (this is not optional). He rolls a 5(+1=6) and

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.

The Mercy roll is a flat d6 (no Prowesses are used). On


a 6+ the Mercy fails and the Defeated characters dies
example
chapter vii: System

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.

Fallen Death Damion must make a True Death roll. He


wants this to happen so he’s aiming for a
6. He
Fallen are unique in that they are somewhat protected does have a public history of dislike against
from death. When they are killed, as a result of desire or Azuel and will take the +1. He also gained a
the Mercy roll, they may either die what is known the True Hatred Symptom from his previous encounter
Death or the Hollow Death. against Azuel and thus gets another +1. He
rolls a 4 (+2=6) which is enough to cause the
When a Fallen dies, a True Death roll is made. Just
True Death.
like the Mercy roll, this is not optional. Even if the intent
wasn’t there.
A True Death roll is made much in the same fashion It should be noted that Hollow Death is a very painful
as the Mercy roll. It too is a flat d6 roll and, on a 6+ the experience for a Fallen and, as such, they will be Forced to
Fallen dies the True Death. Anything else and the Fallen take a Lingering Trauma (P. 200) when they return from
dies the Hollow Death. Purgatory.
A few factors can alter the True Death roll:
>> Angels and devils automatically gain +1 against Fallen.
>> Being Irredeemable will add +1 to the roll.
>> A character who has a public dislike or hatred of the target
can add +1 to the roll.
++The Storyguide and players can up this bonus as

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:

chapter vii: System


>> A previous attempt by this character would gain a +1 to
the roll.
>> Every Rank of Hallow results in a +1 to the roll. These
Ranks are not Spent, nor does it matter if they were
previously marked off (through Spending or Exhaustion).

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.

example Casiel chooses combat as his action. He


chapter vii: System

must respond to three of the demons but may


Casiel is challenged by 5 demons. respond to all of them. In this case, he chooses
Four want to fight (Warfare challenges) to respond, and therefore attack, all of them.
while 1 wants to use Subjugation on him.
In this case each one will make a Test against
Casiel must respond to at least three of those him (thus 5 Tests will be performed).
5 challenges. In this case, he will respond
to the four Warfare challenges (as he has a If he wins against the demon using
better than average chance to deal with those Subjugation, he will inflict damage. If he loses,
demons) and chooses not to respond, and thus he will become Subjugated.
ignore, the 5th demon and its Subjugation
challenge.

Many vs. Many


The combat system presumes that players will break
Responding up into individual combat when the opportunity
When you respond to multiple challenges, you are presents itself. It will happen, however, that players will
allowed to respond with one action, as normal. However be challenged by one person but will want to initiate a
if that action is a Combat Action (i.e. you are intending challenge against a different person.
to use your Warfare to fight), then you may apply that If you are presented with a challenge, you may respond
Combat Action against all players to whom you choose to to it as previously detailed or you may Submit to that
respond, provided they are in close range. challenge to initiate a challenge of your own against
For example, if you are challenged by 10 attackers and another character. See P. 123 if it becomes important to
you take a Combat Action, you can fight them all with determine who may declare first.
your Warfare.

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.

choose the Primary Attacker:


>> Those with a Bonded Congregation Talent (P. 99) may Casiel spends 3 Offensive Maneuvers, one
applied to each of the three demons he struck.
choose their own Primary Attacker if they can agree upon
Each of them in turn spends a Defensive
who it will be without argument (or the Prelate is available
Maneuver to prevent some damage.
to choose).
Additionally: The demon who struck Casiel spends an
>> The Leader of the Pack Dramatic Maneuver Offensive Maneuver to inflict more harm on
++This allows that player to declare themselves a him. Casiel spends a Defensive Maneuver to

Primary Attacker. They can do this in addition to prevent one of those wounds.

chapter vii: System


having another Primary Attacker.
++Essentially, this allows the player who spends this
Dramatic Maneuver not to be Impeded.

example
Casiel picks one of the fighting
demons as the Primary. Only that demon
can spend Potent Effects (likely from his
combat Technique).

All the other demons, including the one who


successfully subjugated him in the previous
round, cannot spend Potent Effects against
Casiel.

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

Range rank as a Free Action by Exhausting a Trait. This


The primary difference is that a ranged weapon can allow
will allow you to take a normal non-move Action. Unless
a Warfare challenge at Medium or even Long Ranges.
you have a Technique allowing you to do so, you cannot
move more than one Range rank in a round. If an opponent does not have their own
Ranged weapon, then they will have to defend
Being Disoriented does not prevent you from moving,
with their Reactive Body.
but you cannot Exhaust a Trait to make it a Free action.
Movement in KC is very abstract. This means that if one Movement under Fire
character is on a roof, and that is ruled to be a Medium
When a character is being attacked at range, they may
distance from another character, it only takes a single
choose one of three options:
move action for either character to change this distance
>> Attack Back - Assuming they have a ranged weapon.
to Close.
>> Move Carefully - They can try to win the Ranged
Safety first. If your character leaps from the roof and Warfare challenge and, if they do, they can Move
crushes a car on their landing or pulls off an acrobatic a Range rank.
display on the fire escape, it should be narrated and then >> Move Recklessly - A player can move as normal
you should proceed carefully to where you want to go. (provided they aren’t otherwise prevented).
If they do this, they must relent to the
Chases Ranged Warfare challenge and cannot spend
Governing a chase is a Dynamic Challenge, where both Defensive Maneuvers.
players will use their Dynamic Body.
If the chaser wins, they close 1 Range rank on the chased.
Otherwise, the chased gains 1 Range rank distance.
If the chased can get to Extreme Range, then the chase is
over and they have escaped.

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.

chapter vii: System


Drama Points
Drama Points are described in further detail in the Preemptive Slow Technique
“Drama Points” section. A Technique that has a Slow Speed and is used during
During combat, a player can Spend a Drama Point to combat will not affect the target until after combat.
gain one of the follow combat effects: Some players may attempt to take advantage of this out-
>> Exhausting Attack - Your successful attack this round of-game knowledge by launching ‘unexpected’ attacks or
will force your opponent to Exhaust a Trait. by declaring that they were going to attack at that same
>> Scene Change - You change the scene for you and one moment.
other opponent, by moving from one location to another. If the first round of combat has not actually begun (the
Picture the fight either flowing naturally from location to first Warfare challenge has not been rolled) and there was
location or violently as you slam your opponent through a at least 5 minutes of time during which a Slow Technique
convenient plate glass window. could have been used, then you may Spend a Drama point
++Your opponent will suffer a Disadvantage unless to have planned ahead with enough time to have your
they Exhaust a rank. otherwise Slow Technique take hold first, just prior to the
++Other characters are Disoriented unless they want first punch thrown.
keep up, which they may do by Exhausting a Trait.
If there is any question as to whether this is viable, merely
You can spend Drama points for other non-combat
compare your Dynamic Stat (governed by the Technique)
effects so long as they make sense to the scene.
to the Reactive Stat of your attacker. If they are equal or
higher, then you did declare your Slow Technique at the
same time, and are allowed to spend a Drama Point to
have it work (provided the challenge works of course) just
prior to combat.

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

Declaration - P. 120, P. 123


One player declares an action. If players cannot agree on whose action goes first, they should compare Dynamic Prowesses to
decide.

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.

chapter vii: System


Test - P. 121
The player with the Advantage rolls the die (each Advantage adds 1 to the die roll).
If neither player has a net Advantage, then it doesn’t matter who rolls.
3 or less – loss (player’s action is unsuccessful; opponent wins)
4 or more – win (player’s action is successful; opponent loses)
Spend Offensive and Defensive Maneuvers - P. 126
The player who won the test can declare one (1) Offensive Maneuver. The player who lost the test can declare one (1) Defensive
Maneuver, or a Dramatic Maneuver that states it may be used after the roll.

Results - P. 121, P. 126


Winner inflicts one wound level on the loser, plus one from an Offensive Maneuver.
Spend a Technique Rank if desired, appropriate and the player has not yet taken a Free action.

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,

chapter vii: System


Sarim cannot spend Offensive or Defensive Maneuvers against that demon. The demon spends his Offensive
Maneuver and thus inflicts 2 wounds on Sarim.

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 fight continues...

§
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.”

chapter vii: System


Micah refused to acknowledge him still.
All four Fallen charged the devil, who hissed and threw himself
against their steel...

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.

The witty banter is just for fun. It does not


give anybody enough time to rest.

The fight will proceed as normal, except


that with four Fallen from two different
Congregations, they will not have the
advantage of being able to pick their Primary
Attacker.

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

chapter viii: Techniques


things consistent and comparable, every Technique has obvious the Technique is.
two types of Effects: Core and Potent. You must have >> Blatant – The target, as well as onlookers, can tell that
Ranks in a Technique to use any Effects. something isn’t right. In some cases, Blatant effects can
Core Effects are considered the default use of the be obvious to everyone (anyone around would notice a
Technique. Although it may require a challenge, it requires character using Brimstone to ignite their weapon, for
little further effort from the character. example).
Potent Effects are stronger effects that can only be >> Subtle – The target will not immediately think that
achieved through the Spending of a Rank. they are under the Effect of a Technique during its use.
Onlookers will have to use their own judgement, but by
Potent Effects most often are effects that are applied in default there is no ‘tell-tale’ sign that a Subtle Technique
addition to the Core Effect. That is to say, a player must is functioning. After the Technique has run its course, the
use the Core Effect on a target and then ‘tack on’ a Potent only way for the target to recognize that they were affected
Effect. The general exception to this are Warfare-based is:
Techniques. ++Logical Talent - May be used once per Event.
All Potent Effects are Free actions. ++Renitence - A Potent Effect of Renitence is to know
Also see Resisting for Exhausting a Rank. that you were affected by a Technique.
++Submitting - If you Submit to the Technique, you
get to figure it out later.
>> Inconspicuous – As Subtle; however, the target must take a
Voluntary Trauma Contest with a Medium (5) Difficulty
to ‘figure it out’.

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

Core Speed vs.


>> All Effects of the Technique end. effects worm their way into the target.

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.

Except with Passive


Techniques, you must use the
Core Effect first, before you can
use a Potent Effect. But once
done, you can use one Potent
Effect each round as a Free
Action.

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.

Extending Lasting Duration Range


The effects of Lasting Techniques remain for 1 scene >> Body Techniques require direct physical contact with the
(or 10 minutes, whichever is longer). A Drama Point can target. Techniques are channelled through a character’s
change a Lasting Technique to a Lingering Technique. palm, so one can’t just brush shoulders or use trivial
In this case, the Technique will last a dramatically contact when using a Body Technique.
appropriate length of time, which will not be less than 2 >> Mind Techniques require close personal distance, so the
scenes and not greater than the targeted player’s enjoyment range is anything within a few feet (or around a metre);
of being affected by the Technique. the distance at which you would conduct a normal
conversation is usually appropriate. The subject must
acknowledge your presence for you to attempt a challenge.
>> Soul Techniques can be used at greater distances, as much
Challenge as the length of a moderately-sized room, about 20 feet (or
5-6 metres). The target must be aware that they are in your
Some Techniques require a challenge, and others are presence.
easier to use.

chapter viii: Techniques


>> Verbal commands, if required by the Technique, must be
>> None – Some Techniques simply function and cannot be delivered audibly and directly to the target.
contested in any way by other characters.
>> Comparable - Some Techniques only require that you
possess an Advantage over your opponent. If you possess
a Prowess Advantage, then you are successful. Otherwise, Targets
you will need to gain an Inspired or Transcendent
A Technique normally can only affect one target at a
Advantage.
time.
>> Contest - Most Techniques require a Contest, using the
initiator’s Dynamic Prowess against the target’s Reactive This means that if you use Bliss or Judgment on one
Prowess as listed by the Technique. target, you cannot use that Technique again on another
>> Combat - Some Techniques are primarily applicable in target, including yourself, until a scene passes.
combat. Their Potent Effects can often only be applied Some Potent Effects allow you to use the Technique on
when a player is using their Warfare. an additional target.

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.

Passive Techniques, such as Combat Techniques, function differently:


>> Engage a target in a Challenge, if any.
++Endure, Impartation and Ravage require that you are Comparable with a target.
++Combat Techniques (those that focus on the Warfare Prowess) do not require a Challenge to function.
>> The Core Effect is always Insignificant; so as long as you win the challenge (again, if any), then you can use the Core Effect as
required.
>> Unless you are Impeded, one Potent Effect can be applied per round as a Free action. It can be applied when needed, before or
after the dice roll (but never during).
++Remember that although you may have multiple Techniques at the ready, you can still only use one Potent Effect per
round.
++In a combat scene, if you are not the Primary Attacker, you are Impeded. This only matters in a Fray Combat.

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)

chapter viii: Techniques


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)

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

Any being who possesses Hallow can create up


repair that break without any sign of previous damage.
to three Affections. Fallen can create those, plus
Sanctification can be used on a person in much the same way. A
Sanctified person generally feels a little better and a little more healthy, additional core Affections which are a little more
but serious ailments or wounds are not cured by Hallow. At best the potent (for a total of 6 possible Affections).
immune system is given a boost and helps them cope a little better with These core Affections are the Hallowed weapon, the Domus and the
the stress in their life. Companion (object, location and person).
Desecration, on the other hand, works in the opposite manner. It Beyond Affections, you can also Sanctify (Moral) or Desecrate
weakens and rots an object, adding impurities or outright breaks. A (Immoral) things you can touch.
door lock might rust in the hands, which would cause it to break with
relative ease. Insects might rot a wall. A car might break down for any Sanctifying generally makes something stronger. Desecrate makes
number of reasons. A Desecrated person might get depressed and their something weaker. To do either, what you touch must be able to
health diminish, which in turn would make them more susceptible to become an Affection. You are, in essence, turning it into a momentary
disease. Affection, strengthening or weakening it and then drawing your power
back into yourself. As such, if the object is already an Affection or a
Using Hallow to Sanctify something comes naturally to Moral Fallen, being with Hallow, you cannot Sanctify or Desecrate it.
while Desecrating something comes naturally to Immoral Fallen.
On the next page, the Core Affections are described in more detail.
In either direction, Hallow allows the creation of what Fallen call
an Affection, which can be a person, place, or object. To create an
Affection, a Fallen imbues the target with a piece of their own essence.
An Affection is thereby spiritually linked to the Fallen who created it
(and this can be sensed through True Voice).
Only beings without Hallow (most Nephilim and humans), who
are not already an Affection, and who are willing, may become an
Affection. A person can be advised or coerced, but ultimately a person
must choose to become an Affection; no challenge can force them
into it, except through the use of the Appropriation or Subjugation
Technique.

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

chapter viii: Techniques


cause wound to a who has an
For every rank of Hallow, Domus gains
the
one rank of one of the character’s Embodiment
opposed Morality.
This effect may also Banish a Being that is not native to the world of
Techniques.
Clay (angels, devils, demons, etc.), provided that the Being is already
That is to say, one Hallow will mean that a Domus will have a Rank at their physical Moral wound (and It’s Guise doesn’t get killed
of 1 Technique while 3 Ranks of Hallow means that a Domus will have prematurely by a failed Mercy roll). Hallow may be the Effect that
all 3 Embodiment Techniques at 1 Rank each. causes the wound that brings the Being to its Moral wound.
This can allow the Domus itself to use Techniques for story reasons A Banishment Roll is needed, which is much like the Kill/True
(like a Slothful opium den where people go to forget their worries via Death roll. A 6+ is needed. Every rank of Hallow possessed (crossed-off
Corruption). They also allow a Fallen to use the Domus’s rank as if ranks are counted) gives a +1 to this roll. A repeated attempt or history
it were their own (thus they can Spend the Domus’s rank instead of with this Being also provides a +1 to this roll.
their own).
The Domus can even have Techniques that the player has not yet Potent Effect:
taken for their character (in which case they do gain access to that
Technique but only when in their Domus). May damage (Immoral) or fix (Moral) large areas
The player picks the order of Techniques that their Domus gains. (such as a whole vehicle, or a vault door).

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.”

Description: is retained by all humans. any Technique that it is used in association


This does not change how a human would with also Blatant.
Fallen, angels and devils are said to be spirits
who inhabit human bodies of Clay. Still, the initially react to the supernatural, be it fear, hate,
Divine spark that created each of them exists curiosity, etc. It triggers their initial emotion/ Potent Effect:
within, a reminder of their glory and power. memory response to the supernatural, which
Beings with Nimbus have the ability to show will cause them to obscure their own memory Make a Human unable to
their divine spark. When they do, it appears of the situation rapidly. They will begin to communicate anything.
in the eyes in an impressive glow. Moral lose key details. Then they will begin to make This Effect lasts for one scene as you push the
beings tend to display a soothing blue whereas some sense of the situation through logic, Babel effect further onto a human. Note that
Immoral have an ominous red. convincing themselves that something more while the Core Effect only affects Mundane
plausible transpired. humans, this will affect all humans (such as
Nimbus’s effects are actually quite varied.
Thus, instead of seeing a Fallen use Potent Humans and even Affections).
chapter viii: Techniques

Indeed, like the other Core Techniques, it is


thought that there are many lost abilities and Brimstone to light their fists on fire, one The Target will take a Medium (5) Trauma
‘tricks’. person might swear that it was some ‘crazy’
they saw pour gasoline on their own hands Test for this.
For the most part, displaying one’s Nimbus is
and light it, while another might say that it
a display of strength. Many Fallen use Nimbus
was all a movie stunt.
when they are emotional, so it tends to be tied
to strong feelings.
example
Potent Effect: Murmur has
It is important to note that with all uses
of Nimbus, the character must unleash their May use this in lieu of any used Covet on Jacob but
divine spark, thereby creating the glow from has Spent all of his Ranks in
their eyes. This makes the use of Nimbus
Embodiment Technique Rank to
Covet.
obvious. This is very important to consider get its effect while using that
when characters use the Potent Effects, as Embodiment Technique. He can Spend a rank
other supernatural creatures will recognize
There is no additional time needed. of Nimbus to affect his
that Nimbus is being summoned.
Remember that this makes the Manifestation opponent with a Potent
Blatant to supernatural beings. Effect of Covet.
Core Effect:
A Flare of Nimbus will prompt Potent Effect: Jacob, a Fallen, will
Mundane humans to forget the Gain a Transcendent Advantage recognize the tell-tale flare

supernatural. of Nimbus. While this will


on any challenge in which you are
not allow Jacob to realize
Fallen themselves do not quite comprehend using your Dynamic Prowess. that he has been affected by
why or how this works, but the common
You cannot use this effect when you are Covet, he will know that
belief is that before humans were born, they
using your Reactive Prowess, such as when in Murmur did exert ‘power’
were told by a Seraphim to forget what part of
a static challenge against a Technique.
Heaven they saw. That was one of the primal for some reason.
emotional moments for the human soul and The use of Nimbus is Blatant and will make

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.

He stroked her hair. “I know, dear. But in time, you will.”

Description: attune an area towards an Embodiment. This Potent Effect:


is known as Predominance, and Fallen can
The Symphony is a cacophony of music and May gain details about another
sense it. Not every area has a Predominance,
sound that exists just beyond human senses.
Everything in Creation has its own song. If
but many do. character.
it can be perceived with the mundane senses People who possess an Embodiment or Such details include: Embodiment (if any,
then the song can be ‘heard’. Every human Technique also make ripples in the Symphony; but also including the Embodiment of all
has their own song that shifts and changes as this allows Fallen to sense other Fallen, angels, Techniques that the character possesses),
their emotions and thoughts shift and change devils, demons, Nephilim, etc., before they type of being, and their name if it could be
(every emotion has its own song, which melds can see them, if their True Voice is alert. known to them (all Celestial beings have met

chapter viii: Techniques


with the human’s song and so forth). at some point, so every Celestial knows, if not
The True Voice allows a character to ‘listen’, Core Effect: remembers, every other Celestial being).
and in limited ways communicate with the
Symphony.
Can sense things around you,
Potent Effect:
allowing you to detect the
True Voice shields a person from the Babel Can look at patterns within the Symphony
effect, which allows them to understand and presence of other supernatural involving their own Embodiment.
be understood by all humans (who don’t even beings, key places and people.
consider anything odd about it). You can learn what your
This allows you to see through the guises of
All things are remembered in the Symphony, angels, devils and demons, to recognize them
Embodiment (or your Opposed
but only important things, like life, death, as supernatural beings. Embodiment) means to another
strong emotions and critical events, tend to person.
You cannot listen to the Symphony at all
buzz loud enough to be heard and only by
times, as it is too difficult and damaging to Thus, a Wrathful character could find out
those who are skilled enough (see Augur).
your Clay mind. Thus, normally you must who another person hates (Wrath) or desires
The True Voice can sense current things, declare when you are using the True Voice and to protect (Fortitude).
however, and can be used to sense one’s cannot simply ‘leave it up’.
surroundings. Key songs stand out from the
crowd, so places and people of importance
Powerful events, such as the use of a Potent Effect:
Transcendent Advantage, will involuntarily
can be recognized. This allows you to invoke a
trigger your True Voice, as it is too loud to
Locations, from streets to entire cities, give ignore. Only in this case, does Speed become desired emotion in a Mundane
off a certain vibe; so where a dark alley might Insignificant. Through this, a character could
look dangerous to a human, a Fallen might human.
determine a 2nd Tier being (if say, they
sense that the alley was steeped in Wrath. were consistently using their Transcendent The emotion should certainly affect role-
It is possible to attune a location to a Advantage) whereas the moment a 1st Tier playing, but it is not strong or unbridled
particular Embodiment. Most of the time, this being used their Transcendent Advantage, enough to have a game effect.
is an unintentional act. Some people, such as it would immediately reveal the being to all
Fallen or those in the know, can intentionally within a city who possess True Voice.

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.

Description: Potent Effect:


Absolution allows the Hopeful to ward off
negative influences on a target.
You force the Target to Resist example
an unwanted Technique. Instead
Sariel suspects
Core Effect: of Voluntary Trauma, they will Anqelique of being
get a Low (2) Trauma Test. under the effects of a
You cause a target to
Technique.
temporarily Resist a negative Potent Effect:
chapter viii: Techniques

effect, such as a Symptom or He uses Absolution on her,


You remove the above Trauma
Technique. and her attitude changes
Test for forcing a person to immediately. He knows he
This merely suspends the negative effect for
1 scene. The negative effect will return after Resist an unwanted Technique. has put a Technique into
the scene is over, and last for as long as it was You need to use the previous Potent Effect remission for 1 scene, after
originally intended to last. first and then use this one. which Anqelique will

Note that this requires a Comparable return to her unusual


Challenge with the target, who may not Note behavior.
Submit. Absolution does not reveal details, such as
what Symptom or Technique is being quelled. In order to remove the
Potent Effect: Technique completely,
Secular Effect: Sariel will have to use a
May stop an Active Symptom
Since Absolution aids in quelling Symptoms,
Potent Effect.
from plaguing the target. The
it can be used in Rehabilitation Actions.
Symptom will not return for
A player may convert Rehabilitation Effort
the day.
to Marks for each Rank of Absolution they
possess.

152
Accordance Faith

“Put down that gun!” the stranger commanded. Sebastian began to


smile. ‘Who did this guy think...’ his thoughts were interrupted by
Challenge: Contest
the sound of music, soft and sweet, like nothing he had ever heard.
For a fleeting moment, he wanted to cry as he remembered his
Duration: Lasting/Lingering
mother, the smell of cookies and the purity of her love as the song
played for him. The voice was so beautiful and pure, just like his
Speed: Standard
mother’s. It asked him to put his weapon down. He would never
deny a voice like his mother’s. Sebastian lowered his gun, blinked
Manifestation: Blatant
and shook his head, confused at what this stranger wanted, and
why he could smell cookies.
Prowess: Mind

Description: Potent Effect:


Accordance is a power granted to the
Faithful; it allows them, for a brief moment,
Instead of a command, the example
to speak through the Symphony. This allows target must conform to your
Domiel has
the Faithful to make a powerful declaration specific Morality. Accordance; he tells
that is all but impossible to ignore. While this does not force them to think the Black King that he
All beings in creation can hear the differently, the Symphony will overwhelm wants to hold a trial
Symphony, thus all beings can be affected by them should they attempt any Act that does against one of the Infernal.

chapter viii: Techniques


this Technique. not fit into your Morality. It effectively makes The Black King disagrees
the target obey your Morality.
with this idea. Domiel
Core Effect: attempts an Accordance
Potent Effect:
The target must obey a simple, challenge to change his

An Agreement can be offered opponent’s mind. Domiel is


non-life-threatening verbal
successful in the challenge;
command made by you. between a willing target and
theBlack King must now
yourself.
It may be something that requires one obeyDomiel’s command (to
action to perform (such as “flip that The Agreement does not have to be fair, but hold a trial).
switch”) or the entire scene. the target must willingly agree to your terms
(and thus Submit to the Contest). You cannot
Even if it takes one action to perform, use Accordance to force them to Submit.
The Black King will obey
the target cannot negate what they have for the scene, without
A person can only be under the influence of
done for the Duration. Thus “open that one Agreement at a time, and cannot agree or
indication that he is

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.

Description: Potent Effect:


Approbation allows the Prideful character
to inspire confidence in another. They can
If the target uses any example
unleash overconfidence just as easily. Inspirations, then they must Dracon has
take a Trauma Test at Medium Approbation and is
Core Effect: (5) Difficulty. sending the Black Knight

You can bestow confidence (or out to battle demons.


A target who suffered 1 or
overconfidence) in a target. He successfully uses
more Disadvantaged actions Approbation on the Black
chapter viii: Techniques

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?”

“Hey now.” He smirked and produced it from his pocket. She


gasped. “It’s mine now. Just like you will be.” He grinned viciously,
and began walking toward her.

Description: Potent Effect: Potent Effect:


Appropriation allows an Avaricious character You can make an Imbued The Affection (if a person) or
the ability to ‘share’ an Affection with its
Begetter, without their consent or knowledge Affection, that you now share, wielder (if the object) must make
(which is Inconspicuous). However, since cease to gain any benefits from a Trauma Test (under the Set of

chapter viii: Techniques


Affections can be sensed clearly with True Hallow. your Choice).
Voice, the end result could be Blatant.
Thus, a hallowed weapon will have no This Effect can be triggered at any time
You do not need Hallow to use Appropriation. Maneuvers, a Domus no Techniques, etc. during the Duration but it runs out.
The Affection gained through this Technique
does not count towards Hallow’s limit.
Potent Effect:
Core Effect: You 1 Rank of your
may imbue

Appropriation can force a own Technique, or another

person, place or thing to be an willing target’s Technique, into

Affection. This works even if it an Appropriation Affection.

is already another’s Affection An ally must spend a Drama Point when


imbuing their own Technique.
(you Affection
share the with
Every Rank that is used in this fashion lowers
the other character).
the Duration of all Effects by 1 week.
This Effect lasts for 4 weeks (but can degrade Humans or Nephilim (without Hallow)
quicker with Potent Effects - See Below). imbued with a Technique may use the
This requires a Test against a person Technique as if it were their own.
who wouldn’t want this (i.e., is physically An object imbued with a Technique will
resisting). allow the holder to use the Technique. The
Note: You still cannot make an Affection out object must be appropriate for the Technique
of a person who has the Hallow Technique. imbued. A combat Technique needs to go
You may only have one Appropriation into a weapon, whereas a painting could have
‘Affection’ at any one time, but are free to Covet, Enslave, etc.
abandon one in favor of using this Technique A Domus so imbued will function in the
again. same fashion as it would under Hallow.

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.”

“That doesn’t help, Trish,” he growled. “That only makes it


worse.”

Description: could hear a fight going on nearby, provided Potent Effect:


that it would have been possible from that
Augur is the Technique that allows a Justice You may take a scene into you,
location in the past.
to use the Symphony to look into the past of
a place. Trivial events are skipped past, thus trying making the Symphony ‘forget’.
to figure out if a demon walked through the Anybody who goes to look at this scene will
area would not help. Only important events recognize that the scene was ‘stolen’, as the
Core Effect:
chapter viii: Techniques

(any event of strong emotion, a Fallen using a Symphony is Blatantly muted.


You can look into the recent Technique, etc.) can be seen.
If this was a gruesome or immoral act, you
past of a location. The level of Note that witnessing a gruesome or painful will take a Trauma for it (even if you wouldn’t
event could cause a Contested Trauma otherwise).
detail that you want requires
roll as deemed by the player, Morality and
you to do a Contest against a Storyguide. You can ‘show’ it to any willing character
who has True Voice.
Difficulty that you set.
Potent Effect: You can only hold one important event
Low (2) - Vague information, some details inside you. You must discard (read: destroy)
that you might have missed with your eyes.
It will take you 5 full minutes, any previously stolen Symphony piece to take
Medium (5) - Solid information, the another one.
but you can sift through the
fundamentals of what happened.
Trivial events in a location.
High (8) - Additional details, insight into the
reasons why this incident took place and clues
as to who might be responsible. Potent Effect:
You will ‘see’ important events in the You can go back further than
Symphony that happened there within the
a month
past month. The Symphony is a cacophony of
songs, however, so complete interpretation is Events become more hazy the further
not always a given. you look back, so you will likely be missing
some details. Only important events can be
Thus there are no ‘faces’ to recognize, only
viewed and the more often important events
the tune of individual. That being said, the
happened, the hazier it will become. It will
tune of every individual is unique, so it would
take 1 scene to do this.
be possible to recognize them if you have met
them or meet them in the future.
Augur will affect all that you can survey, so
walls would block your line of sight but you

156
Bless Charity

“Ya look like shit.” Belladonna smiled.


Challenge: None
He looked around, at the brick wall he was sitting against, at his
shirt covered in his blood, at his knuckles scraped raw and bloody. Duration: Lingering
“Me? Naw.”
Speed: Slow
“Well, hero. You’re not out of the fire yet. A lot more people be
needin’ your brand of justice. You got it in you to continue?” Manifestation: Inconspicuous
“Oh yeah.” He nodded. “Just taking a breather here.”
Prowess: Mind
“Of course you are. Well, a breather for the hero.” She knelt down
to him. “An’ a prayer from me.”

“In nomine Patri, et Filii, et Spiritus Sancti. Amen.”

“Christ isn’t my savior.”

“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.”

He grunted but began to stand, surprised at how much strength he


felt inside him.

chapter viii: Techniques


Description: Potent Effect: Potent Effect:
Bless allows a Charitable character to The target can considered The Core Effect may affect a
bestow a blessing on a person engaged themselves equal in Prowess group of characters who have a
in a task. during one challenge. connection.
This Effect can be applied at the time of Such groups might be Choirs, Murders, the
Core Effect: the original Blessing or during the Lingering Brood.
You set the target upon a task, Duration the one challenge this is used upon All members must work towards the task to
must involved the stated task. gain the benefits. If even one willingly stops
giving that target one temporary
working towards the Task, then the effects
Inspiration. Potent Effect: end.
The task must be verbalized, and it must be Other Potent Effects are applied upon one
accomplished within that day. If the task is something of
character, however that character may transfer
Only one Blessing may be given out at a critical importance, then the it to another member of their group at their
time. It must be completed (or expire) before Blessing will also bestow a whim.
another Blessing can be given out. Transcendent Advantage for
one challenge.
Such tasks involve holding a line against
demons, escorting members of the Court
through dangerous territory, hunting down
all the Nephilim in the Civitas, etc. The
Storyguide has the final decision as to whether
the story supports this or not.

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.

Description: Potent Effect: Potent Effect:


With a touch, the Prudent character can fill A character filled with bitter You temporarily shift the
a person with love. However, love is a doubled-
edged blade. The love inflicted may be pure love must take a Trauma Test (in target’s Morality one stage
and uplifting or bitter and jagged. the Set of their choice) against a closer to Typical.
Medium (5) Difficulty. You can use this Potent Effect multiple
Core Effect: times, if needed.
You can fill a target with pure love or bitter Potent Effect:
chapter viii: Techniques

love.

A target filled with pure love


A target filled with pure love example
will get an Inspired Advantage,
cannot take Traumatic wounds, Beth uses Bliss
but only for actions done in the
on Dominic as he goes
nor will they suffer from spirit of that love. off to save the love of
Symptoms. Furthermore, they Combat actions could only benefit, for his life.
She gives him an
can Refresh 1 Rank (Profession/ example, if they were done to protect somebody Inspired Advantage as well.
Technique), Drama Point or that the target loved.
Inspiration that they Spend Conversely, a target filled with During the scene, he cannot
or Exhaust while under the bitter love will be Disadvantaged
be affected by Symptoms,
may Refresh one of his
influence. in all actions that are not done
Ranks and will gain an
This does not allow them to Refresh in the spirit of love. Inspired Advantage through
something that they used prior to (or after) the fight, so long as he is
the effects of Bliss.
fighting to save his love.
A target filled with bitter
love feels uncomfortable and
edgy, with all the negativity
that can follow love. It will
immediately trigger a Symptom,
if the character has one.
Additionally, they are forced to
Exhaust 1 trait.

158
Brimstone Faith

Magnus was breathing heavy and hard through bleeding lips


and cracked ribs. With blurred vision, he watched his opponent
Challenge: Combat
approach slowly.
Duration: Instant
“This is how it ends.” Purgial began to swing his hooked chain.
“Tonight… painfully.” Speed: Passive

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.

Description: Potent Effect:


Brimstone gives a character the power May Refresh your Brimstone
to command fire and lightning, for which
Angels are renowned. Fire and lightning are Maneuvers. example
consuming yet constructive elements of nature.
Domiel fights a
The Faithful Fallen empower the lightning and Potent Effect:
long, hard battle with
fire with their own righteousness. Brimstone Upon being struck, you can unleash a fury an angel. Near the end of

chapter viii: Techniques


is of a spiritual nature and is not subject to of fire upon your opponent.
the same laws of nature as ‘normal’ fire or the battle, he manages to
lightning. Once per combat, after losing win the round and has saved

a round of combat you may take a use of Brimstone for when


Core Effect: 1 Lingering wound to cause all
he thinks his opponent is at
its weakest.
You can wreath your weapon other opponents 1 Lingering
(or hands) in flames, gaining 2 wound. He uses the Potent Effect
Offensive Maneuvers. You need to have taken a Combat Action to infuse his attack with
You are immune to normal fire, lightning, and you need only lose the round against one fire.The angel has no more
lava, smoke, heat, etc. (note that Brimstone is opponent, not all opponents. Traits left to Exhaust
not normal), as are your personal belongings. Lingering wounds are Unpreventable and (and no more Inspirations
You are not immune to secondary effects, take twice as long to heal naturally and are or Drama points) and
such as concussion due to explosions or falling harder to heal through unnatural means (such therefore takes 2 more
debris. as Recure). wounds (in addition to what

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.”

Speed: Slow “I understand. And… I can help you. If you like?”

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.

Description: Potent Effect: The Symptom cannot become Active by any


other Potent Effect until the above Potent
Prudent characters use Confession to help The Prudent character can offer a willing
Effect is resolved.
others through difficult times. Confession Moral (or force an Immortal) target Penance.
is a sacred act, and this Technique merely
augments the benefits of the act itself. Given During Penance, a character’s Potent Effect:
time, the Prudent Fallen can help someone morality temporarily becomes
release their inner turmoil, setting their soul
Instead of a true Confession,
Typical. They
chapter viii: Techniques

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

“Mommy?” Jack looked up at her dead eyes. “W-who’s that man?”


Challenge: Contest
“Oh… him? I don’t know. He said he was a friend.” She turned
away, sat down, lit a cigarette without smoking it and just stared Duration: Lasting
at the floor.
Speed: Slow
The strange man stepped forward as Jack stepped back. “Oh, little
boy, I am a friend. No reason to be afraid. Mommy said so, right? Manifestation: Subtle
Speaking of which, Mommy said that you should come with me.”
The man knelt down, a grim smile on his face. Prowess: Soul
“Mommy...?” Jack whimpered. Mom just shrugged.

Description: Potent Effect:


Corruption is a subtle Technique, which
allows Slothful Fallen to fill a target with
You can give your target a example
suffocating apathy. Medium (5) Traumatic wound Balsamous is
Test. challenged to a Duel.
Core Effect: The Symptom gained, if any, will always be He accepts, but just prior
Helpless (P. 206). to the Duel, he hits Domiel

chapter viii: Techniques


The Target does not care
with Corruption.
about anything and gains the Potent Effect:
Disoriented State for the Domiel is Disoriented, and
For one round, when the
duration. therefore will not initiate
target’s Disoriented state is
The target dissociates from everything and challenges.
everyone around them, losing all sense of bypassed (such as when they’re
importance or urgency. attacked), you force them to Balsamous attacks Domiel,
still suffer the Disadvantaged breaking theFaithful
and Impeded states instead. Fallen from his apathy for
a moment, but he also uses
The Disoriented State will resume in the
the Potent Effect to make
following round (unless combat starts again).
sure that Domiel is at a
Disadvantage and is Impeded
Potent Effect:
for the round.
The target is so consumed
with their apathy that they In the next round,
forget anybody who is not Domiel will return to
being Disoriented, unless
directly interacting with them
Balsamous attacks him
(speaking). again.
Everything else is a complete blur, so doing
any action in front of the target will cause no
interest or lasting memory.

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.”

Description: Potent Effect:


Covet is used by the Avaricious to place a
single obsessive thought in a target’s brain.
The target gains the Impeded example
State when they are not focused Corvus uses
Core Effect: on their obsessive thought, and Covet on a Divine and
an Inspired Advantage when they focuses it on the Wedding
The target becomes obsessive
chapter viii: Techniques

are focused. Ring of a bystander.


about an object or location
and is at a Disadvantage when Potent Effect: The Divine understands
pursuing any other object. that he is obsessing about
The target’s effective
it but, given his morality,
The thought must be about a unique object
or place. The thought must be specific (such Morality, when trying to he would not do anything
as “home” or “this ring”). The place or thing acquire or protect the subject about it at this time.
must be special in some way, such as being of their obsession, is shifted one
an Affection, being hand-crafted or having Realizing that, Corvus
a detailed history. A store-bought ring isn’t step toward Irredeemable.
uses two Potent Effects
enough, but a store-bought ring that came This Effect may be used multiple times, if
to shift his mortality from
from a wife who killed her husband would desired.
work. Hardened to Irredeemable.
The Avaricious character may not make up Potent Effect:
something or lie about the item in question; The player realizes that an
the details about it must be true. The target A target who fails to gain the Irredeemable person would
grows jealous with regards to the person, object of their obsession must just take what they wanted
place, or thing, and must acquire it, at most, take a Medium (5) Trauma test. and thus, he goes and just
or protect it, at least, as befits the situation. attacks the poor Bystander.
The target cannot already have ownership A Target who succeeds in
or immediate connection with regards to the gaining or protecting the object
object of their obsession. of their obsession mayRefresh
any Spent/Exhausted Trait.

162
Despoil Envy

“What are you trying to say?” Sarim growled at Nithiel from the
other side of the bar.
Challenge: Contest

“Absolutely nothing, Sarim.” Nithiel grinned as he cleaned an Duration: Lasting


unseen spot on a glass. “I’m only surprised that you’re not more...
curious... why Sabriel, your lover, seems to spend more time with the Speed: Slow
Black King at these gatherings than she does with you.”
Manifestation: Subtle
Sarim looked over his shoulder at Sabriel and the Black King, and
began to see what Nithiel was hinting at. Prowess: Soul
“Drink?” Nithiel began to pour a beer before Sarim could answer.
Sarim nodded and began to brood.

Description: Potent Effect:


Avaricious Fallen may want to possess
all that’s around them, but not so for the
You can ‘break’ the connection example
Envious. Envious characters are jealous and with the Despoiled motivation, Mr. Coffin
spiteful creatures. They realize that they relationship or Stat. is challenged by the
cannot possess everything, and if they cannot If you Despoiled a motivation or relationship, White Rook for various
possess a thing, then oftentimes they feel that the target feels no connection towards it. crimes against the Civitas.
nobody should.
If you Despoiled their Prowess, the target
Therefore they poison the target to make suffers a Disadvantage when using it.

chapter viii: Techniques


them feel ‘wrong’ about something that they
Shortly before the fight,
hold dear. For most other things, the target simply Mr. Coffin uses Despoil on
does not have access to the type of Maneuver, the White Rook, targeting
Technique, etc. the White Rook’s Warfare.
Core Effect:
Using this Effect allows the target to figure
The Target feels ‘wrong’ about out the Manifestation as if they Submitted to He then uses two Potent
a motivation, relationship or the Technique (P. 143). Effects to both ‘break’ and
Stat that you name. ‘reattach’ the connection.
Potent Effect:
The Target is forced to The White Rook and Mr.
You must first break a
Exhaust a Trait every time that Coffin will use the White
connection (see above), and
they interact with the named Rook’s Warfare in this fight
then you can ‘reattach’ it to
object. but the White Rook will
yourself. have a Disadvantage and the
For a Motivation or Relationship, they must
Exhaust a Rank once every five minutes. In the case of a Motivation, this is primarily will have to Exhaust one
a role-playing thing, but you gain an Inspired trait each round (unless
For a Stat, they must Exhaust a Trait every Action during this time as you feed off he calls on a different
time they use that Stat. somebody else’s motivations. Prowess, such as by using a
For Stats, you may simply use the Despoiled Standard speed Technique).
Potent Effect: Stat as if it were your own. This ‘overwrites’
You can give your target a your own Stat in that area.
Medium (5) Traumatic wound Concerning Relationships, the target has the
same feelings for you as they once did for the
Test. subject of their Relationship. Thus if Raum
loved Daria, after this Effect, he will love you
instead.

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

Core Effect: Sarim attacks Raum.


Potent Effect:
You can make a target angry at you. They are
not compelled to attack you if they wouldn’t During combat, you can feed off In the first round, Raum
normally, but you can certainly goad them uses Detestation on Sarim
your opponent’s hatred and can
into it. Of course, you could start the fight. and is successful. Sarim
ignore the Disadvantaged state is now under the Core
The target is Disadvantaged on and/or Lingering Disadvantage Effect, which is irrelevant
all non-Warfare challenges. for 1 action. because he is already making

This Potent Effect only works if the target Warfare challenges.


takes a Combat Action.
However in the following
Potent Effect: rounds, Raum can use the
Potent Effects on Sarim as
You declare another person. a free Action each round.
The core Effect that the target
is suffering is now redirected
towards that named person.
The target will now be angry with that

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.”

The words echoed in Kyle’s head and it was intoxicating, making


him dizzy with anticipation. It would be so easy. It would protect
everybody in the neighborhood. Kyle began to kick the ganger
without pity or remorse. The stranger sniggered mirthlessly.

chapter viii: Techniques


Description: Potent Effect:
Dispensation allows a Gluttonous character
to encourage another to indulge in sinful
You may make your target example
acts. focus on a particular person or
Daniel
object of your choice. encounters a Devil.
Core Effect: Before the fight can begin,
Potent Effect: the Devil uses Dispensation
You name a Sin and the target
and names Sloth as the sin
is compelled to enact it. If the target fights the
of choice.
Usually you will name one of the seven Sins, compulsion, they are Disoriented
but some measure of flexibility can be given. until they do.
Daniel refuses to give
The target feels drawn to the named sin like into Sloth and moves to
a moth to a flame. How the target performs Potent Effect: attack the Devil. The Devil
those sins is up to the target character’s
player. The target must make a counters this by using a
Potent Effect to Disorient
The target may fight the compulsion but Trauma Test against a Medium
Daniel.
they are Impeded. (5) Difficulty.
If the sin that was suggested was particularly Then, just for fun, he uses
reprehensible, the victim is encouraged to take aPotent Effect to force
a higher Difficulty. Daniel to make a Trauma
Test.

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.

“Not today. Not ever.” Arcturus said.

Description: Potent Effect:


Endure is the power to suffer wounds.
Characters with this Technique can shrug away
If you roll a 3 or better on example
mortal blows that would kill a lesser person. your Core Effect test, you may Casiel is struck
use this Potent Effect Cancel by an angel for 3
Core Effect: the defeated State. wounds. He is Comparable in
chapter viii: Techniques

Soul and so this allows him


When you take a Mortal
Potent Effect: to spend the Potent Effect
physical wound, roll a d6. On not to take those wounds.
a 5 or better, the wound is You can ignore the damage

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

Defeated. State but are Impeded. Effect to ignore the


defeated state but is now
The Cancelling of the Defeated state (from
the Core or any Potent Effect) will end 1 scene Impeded.
after the fight scene ends.

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?!”

Description: Potent Effect:


Enslave is greatly feared by many. It provides
the Lustful character with the power to create
The target can be given a example
an emotional bond. Some Fallen see this (verbal) Suggestion. They must
Remy feels that
as nothing more than a form of emotional treat this suggestion as if it Casiel is out of control
slavery.

chapter viii: Techniques


came from a valued and trusted and he needs to reign him in.
friend.
Core Effect: He uses Enslave on Casiel.
This is a Suggestion, albeit a compelling one,
The target feels as though they but it will not force them to obey it, especially Casiel, male and hetero, sees
if it is against their nature or Morality. this bond as if he and Remy
have an emotional bond with you.
However if they would be willing to do it are old friends, despite their
This bond is one of friendship at various differences.
ordinarily, then they must obey it (and in the
first, if not something a little way you suggested it).
more heady (based entirely on You and the target are free to negotiate the Remy suggests that Casiel
the target’s interest in you). Suggestion to find something that might suit tone it down. The player
The target will try to help you out and not their willingness. considers this, and as it
attack you, as befits the emotional bond. is a reasonable request

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

misleading or full of lies. Foretelling should Inspiration.


give one very possible representation of the
Core Effect: future.
This can be done in advance of a situation,
but you must use the Inspiration within the
You pick a subject (which could There is normally no Challenge for using day.
include a person or event) and Foretelling in this fashion. There is no Test for this Effect.
pose a question about the future You can still spend this Inspiration if your
of that subject.
Potent Effect: opponent doubles your Prowess.
You must then take a Test based on the You can engage in a challenge
amount of information you desire: against another character in Potent Effect:
Low (2) - Vague information, with a couple your Presence, to ask directly You can transfer the temporary
of easily-noticed details... not necessarily the
about their intended action. Inspiration (gained above) to a
most relevant ones.
Normally, this can only cover the current willing target.
Medium (5) - Solid information, the
day. But the target must give a honest answer
fundamentals of what will happen. They can spend this Inspiration even if their
to a specific question.
opponent doubles their Prowess.
High (8) - Additional details, insight into the
Things that are fair game:
reasons why this incident will take place and
clues as to who might be responsible. “Do you plan to attack anybody today?”
The answer is based less on the how far an “Do you plan to mess with Sophial in the
event might occur in the future but whether next hour?”
the event would be important enough to “If your King is challenged today, will you
create a memorable song in the Symphony. stand with or against her?”
Intense emotions involving life and death
A target can only have one such question
typically have a more memorable song than
asked of them at a time.
mundane events.
If the target is not true to their word, you
The further into the future you want to

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.

“How?” Araqael wiped the sweat away from her face.

“You just need to learn how to blend with your foe.” She grinned.
“And then… make them your bitch.”

Description: Potent Effect:


example

chapter viii: Techniques


Harmony allows the Temperate to be ‘in You may Refresh your Harmony
tune’ with the world around them. They
know where to step, where to move and how Maneuvers. Kassidye and
to ‘blend’ with the attacks of their enemies. Ashma are fighting a
They are often seen moving away with perfect Potent Effect: Devil.
timing when the opponent throws an attack, Once per combat, when you
and attacking when the opponent’s guard is
are affected by an opponent’s The Devil uses the Potent
weak. Harmony isn’t as flashy as other combat
Techniques, but it is very effective. Potent Effect from a Combat Effect of Voracity that
allows him to cause all his
Technique, you may ignore the opponents a wound level.
Core Effect: effects.
You are in tune with your immediate Your opponent’s Potent Effect still occurs; Kassidye uses her Harmony
surroundings. you merely avoid the effects. Their Potent Potent Effect to ignore the
Effect may still affect others if it affects Devil’s. It will still strike
You gain 1 Offensive and multiple people.
Ashma, however.
Defensive Maneuver from the
martial skill. Potent Effect:
You gain a Transcendent Advantage on acts This round, you may ignore up to
that require balance or reaction, but only
outside of combat. 1 wound from one opponent. and
cause that opponent to Exhaust
an Offensive Maneuver.

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.”

A guilty look appeared across the man’s face as he nearly dropped


his cigarette.

Description: Potent Effect: situation, making yourself seem as critical or


unassuming as you desire. You cannot edit
In archaic speech, to harrow is to plunder. After using the preceding anything else about the situation.
Harrow allows Avaricious Fallen to do awful
things to a person by plundering their mind Potent Effect to discern a piece
for useful information. Once they slip in, of information, you can cause
things can get very ugly. example
chapter viii: Techniques

the target to forget the details


of that information themselves. Beliel is speaking
Core Effect: with Tamara about her
This cannot affect a target’s motivation or
Through a private conversation emotions, so you couldn’t make someone possible involvement in a

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.

Description: Potent Effect:


When struck in combat, the pain taken by a
Temperate character is reflected back on their
Each opponent must also suffer example

chapter viii: Techniques


opponent. 1 Lingering wound. Bishop, an
This is a physical effect, so if the Temperate A target can only suffer Impartation damage Infernal Temperance, is
character were to take a blow to their stomach, once from your use of Impartation. surrounded by demons. They
their opponent would feel the same blow to Lingering wounds are Unpreventable and attack him, 2 striking him
their own stomach or with the limb that struck take twice as long to heal naturally and are and 2 getting struck.
their opponent. harder to heal through unnatural means (such
as Recure).
He is comparable in Soul,
Core Effect: and thus and thus those
Potent Effect:
After you suffer 1 or more who struck him trigger his

wounds from an attack Each opponent will suffer Impartation.


(determined after you spend the Disadvantaged State in the
The 2 demons are affected
Defensive Maneuvers), your following round unless they
by the Core Effect and both
opponent must Exhaust a Trait. Exhaust a Trait. must Exhaust a Trait. He
This Effect can affect all opponents who This would be in addition to the one from then Disorients one of them
successfully wound you in a round, provided the Core Effect. with a Potent Effect, to
of course you are Comparable to each of give himself a small break
them. Potent Effect: for the following round.
Each Potent Effect can only be applied to a One Disoriented
opponent is
character who suffers the Core Effect.
for the following round.

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.”

Speed: Standard “I can help you.”

“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.

Description: While Impelled, a character who has the Potent Effect:


chapter viii: Techniques

Defeated condition will be conscious but


Faithful characters have the well-earned One Impelled Target may ignore
Disadvantaged, Disoriented and Impeded. If
reputation of being leaders. Through Impel,
they can help drive others to achieve greater
they take another wound, they will become a Disadvantage while gaining an
fully Defeated again.
heights through inspiration. Inspired Advantage.
You can use Impel on yourself; but only
to use the Potent Effects to your potential
Core Effect:
You can set a target towards a
benefit.
example
declared action, allowing them Potent Effect: Ashma watches
as Kassidye is defeated
to cancel the Disoriented State You can affect an additional but not killed.
or reduce the effects of the Target.
Defeated State. Everyone must be given the same goal. When she has a spare
The target is not compelled to do so, but moment, she uses Impel on
they can perform that action even if they Potent Effect: Kass and orders her to
normally would be prevented from it (walk on leave. So long as Kass is
a broken leg, be unable to act because they are All Impelled Targets Refresh 1 willing to leave, she can
Disoriented, etc.). Trait. limp along, even while
While they are not compelled, they will They must be no more than Long Distance technically Defeated.
believe that they can succeed; they are granted from each other, and must be working towards
insight on how to get the deed accomplished. the same goal.
Barring the Disoriented State, the target
still suffers all the negatives of the condition
that they might be suffering (so they couldn’t
move very fast on a broken leg, they would still
suffer any other negative State, etc.).

172
Indulge Gluttony

High above his would-be hunters, he snorted a line of coke. “You


sure about this?” The buzz was already coming over him when he
Challenge: Comparable
spoke, and with it, confidence and arrogance.
Duration: Lasting
“Of course.” The Boss told him. “Right now, you’re practically
unstoppable.” Speed: Slow

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

chapter viii: Techniques


that the character indulge in the favored vice Potent Effect: Trauma Test with a Medium (5)
of the Gluttonous Fallen. It takes about five Difficulty.
minutes of indulgence before the Technique
You can affect an additional
kicks in. Target. The Symptom, if any, is always Alcohol/
Drug Abuse (P. 206).
Core Effect: Potent Effect: You can even do this to yourself.
You must commit an indulgent sin to come The target can ignore an
under this Core Effect.
additional challenge provided example
Once per scene, you can ignore they already have the Symptom:
Maggot uses
one successful challenge directly Alcohol/Drug Abuse. Indulge on himself and
made against you, be it a physical You can use this Effect multiple times but then on a Murder mate
hit, a
Comparable Technique, a only once for every Symptom that the target prior to a big fight.
possesses.
Contested Technique or so on.
Using this Potent Effect activates the During the fight, he is
This does not mean that you win the
Symptom.
challenge. It just means that you simply ignore struck by an angel. Instead
it. Thus you take the hit, but shrug it off or of taking 3 wounds, he
you just let the Effects of a Technique swim simply ignores it.
away in the torrent of your indulgence.
If you ignore a Technique, because it merely He could really use that
‘failed to take’, your opponent is free to use benefit again and has2
it again in the following round (of course, it
Drug Abuse Symptoms. He
requires a new challenge).
can use a Potent Effect
Optionally, instead of yourself, you can have twice for that same benefit.
a target commit the indulgent sin (of your

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.”

He slammed through the crowd effortlessly. She ran. He gave


chase.

Description: Desecrates, regardless of Morality. Potent Effect:


chapter viii: Techniques

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.

Description: Core Effect: Potent Effect:


The world of Clay, Purgatory, Heaven and If not perceived, you can enter You can focus in, listen to
Hell are all Kingdoms in the supernatural
world. But there is a fabric that holds these or exit the Firmament for 1 scene conversations and see exact
Kingdoms together, which is known as the (which is roughly 10 minutes). details.
Firmament. Entering the Firmament is a Slow action, so
What the Fallen know about the Firmament you need several minutes being unperceived. Potent Effect:
isn’t much. Their limited access comes solely Exiting the Firmament is a Free action but
from this Technique. If you are sensed, you can

chapter viii: Techniques


you still exit in such a way that you could be
When stepping into the Firmament, the perceived. downgrade the target from
Envious character sees the ground turn into You can try to stay longer; however, the world feeling a ‘presence’ to getting
a mirror, reflecting all things in both the real of Clay will begin to forget about you. You just a bad vibe.
world and the supernatural (save themselves). must take a Voluntary Trauma Test against This might lead to them being cautious, not
The Symphony is disconcertingly absent, a Medium (5) Difficulty for every additional wanting to talk about their private business,
but the world that the Envious sees is an scene you remain in the Firmament. etc.
exaggerated version of the world, similar to True Voice can attempt to sense you with
how a character might use the Symphony to This does not require a challenge, but only
a Contest, with both characters using their affects one target (it can be used multiple
perceive the world. A place with a history of Dynamic Mind.
violence, for example, would appear angry, times of course, once per target).
sharp and dangerous. If they are successful, they will know that
there is a ‘presence’ in the area, but not that Potent Effect:
The Envious can move within the it is you. This, however, inhibits you from
Firmament, seen only by other beings within exiting the Firmament unless one of you You can automatically pass
the Firmament. Beings within the Firmament leaves the area.
can interact with each other as if they were in the Voluntary Trauma Test to
the physical world. Note that there is a Talent called Spiritually remain in the Firmament for an
Aware that allows a character to automatically
They cannot affect anything in the world of detect Presences within the Firmament additional scene.
Clay. They cannot open doors, walk through (including you).
walls or pick anything up. Masks:
You have an Inspired Advantage when
The Firmament cannot be entered or exited determining whether you can create an When you are in the Firmament, you should
while being perceived. Thus an Envious cannot Ambush while you leave the Firmament. wear a mask to represent being ‘invisible’, and
enter the Firmament if watched by another to indicate to other players that they cannot
and they cannot exit in front of others (they see you. Plain white masks are inexpensive
can exit it from behind a person, however). and ideal.

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

Kassidye uses Inquisition to


You can learn one detail on it can be run as its own scene. You must go
alone on this hunt. storm off after him. He used
their character sheet.
You may also take a Voluntary Trauma to
Ranks in Criminal, so this
Such possibilities include a Prowess, the thwarts her for a time, but
gain two Inspired Advantages against your
number of Offensive Maneuvers they possess, ultimately he cannot escape
prey to be used during the scene where you
a Vice, a Boon, etc. Each use of Inquisition Technique. She gets to
confront them. this
will reveal one different thing.
confront him in a side scene.
You must have met and used Inquisition on
You choose which area, but if there are
a target to use this effect.
multiple answers (such as when the target
has multiple Vices, Talents, etc.), the target You can use this Effect in the downtime as
chooses which of these things they will reveal. well (P. 229).
While you, as the player, will know the
value, you are encouraged not to bring these Potent Effect:
numbers into game when discussing such a
thing with another character. You could, of
You can learn a ‘Weak Spot’.
course, compare their Stat with your own. For Body/Warfare this translates into a one
round Disadvantage that you can use against
them in an appropriate challenge.
Potent Effect:
For Mind or Soul, a player must reveal
You can perceive where a a mental or spiritual ‘weakness’ that their
target’s beliefs truly lie. character might have. An Infernal Wrath who
would ‘never hit a woman’ or a Divine Justice
This is to say, you could determine to which
who is actually a racist are the sorts of things
Conviction, political affiliation or organization
that could be revealed. Optionally, a Vice can
a target actually belongs.
be revealed.
This could reveal, for example, that a
You can use this Effect once on a target per
Deistical who was an outcast Divine might
Event.

176
Invidious Lust

“Scandalous, isn’t it?” she slithered up, ruby-red lips whispering


close to his ear.
Challenge: Comparable

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.

Description: Potent Effect: Potent Effect:

chapter viii: Techniques


One of the most simple, immediate and You can fan the flames of You can focus the mistrust
primal passions is suspicion. Fear, hate,
uneasiness, resentment, rivalry and a host of a target’s jealousy to make towards an additional person.
other emotions can all follow from just one them misunderstand a specific This Effect could be used multiple times to
act of suspicion. situation. turn the mistrust towards multiple people.
Lustful characters can create and fan jealous You will have to volunteer how you aim
feelings in a target; the damage caused can
often have tragic consequences.
the misunderstanding. You either have to
have witnessed the situation or know enough example
details about it for this to be plausible. Jacob uses
Core Effect: Invidious on the
You can make a target jealous, Potent Effect: Black Rook to make him
mistrust his own King. He
suspicious and mistrusting of a The target will act without
is attracted to her, and
particular person. restraint towards their
witnesses her talking to the
The target will not feel that they can trust suspicions. Divine Rook.
that person and will suspect ulterior motives. They are not compelled towards violence,
If they have a relationship with that person, but if they do attack somebody during this
they will grow jealous of any potential rival. Jacob uses the Potent
time, they will gain an Inspired Advantage for
Effect to have the Black
They are also compelled not to outright the first round of combat.
Rook imagine that his King
declare their mistrust for the people around Afterwards, the target must take a Trauma believes that the White
them. Test with a Difficulty of Medium (5). If a
Rook is better at his job,
Symptom is gained, the target may choose
and that this is what the
between the Loss of Control Symptom (P. 207)
or the Hyper-Vigilance Symptom (P. 206). Black King is talking to the
White Rook about.

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.

Description: Potent Effect:


A Judicious character can attack an opponent
with their own guilt.
You can overwhelm the target example
with their guilt; they will gain
Regardless of whether or not an immoral Tarmiel has
soul claims that they feel no remorse over the Disoriented State. collected two Trauma
their actions, Judgment seems to be able to Once the target is challenged, however, they on Maggot before they
make even the most callous of beings feel the will lose both the Disoriented and Impeded fight in a Duel.
chapter viii: Techniques

weight of their sins. State.


They are still affected by Judgment for the Right at the start, Tarmiel
Core Effect: scene, so the Judicious character may use spends one of those Trauma
The target feels the overwhelming guilt of other Potent Effects on them (but not this one to make the Challenge
their sins. a second time).
comparable. He wins that
with ease and Maggot
The target gains the Impeded Secular Effect: is now affected by the
State. If you take an Investigation action against an Technique (and thus
Immoral character’s past actions, the Judicious Impeded).
Potent Effect: character can take an Emotional Traumatic
wound into themselves, representing the event
The target will suffer a investigated. During the fight, Tarmiel
Trauma Test against a Medium uses the 2nd Trauma he
You may then ‘spend’ each Traumatic wound
collected to hit Maggot
(5) Difficulty. so taken, to gain a free Potent Effect against
with a Disadvantage. This
The Symptom, if any, will always be Panic that opponent.
does not cost Tarmiel a
Attack (P. 207). Additionally, you may spend a Traumatic
Rank of Judgment.
wound to change the Challenge from a
Potent Effect: Contest to Comparable.
You may gain and spend as many Traumatic
The target gains the wounds as you wish to risk doing so.
Disadvantaged State for a The Traumatic wounds taken last until
round. they are spent on the target; otherwise,
they will have to be healed as normal (via a
Rehabilitation action).

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.

Description: Potent Effect:


The touch of a Lustful character can be
intoxicating and distracting, like the touch of
While in combat, the Core example

chapter viii: Techniques


a new lover. More so, the target of Perversion Effect returns. Raziel is
discovers that pain can actually be a pleasurable This Potent Effect can only be used once fighting a demon and
experience. per use of Perversion. Note that the player uses Perversion on it.
can remove the Lingering Disadvantage in the
Core Effect: exact same method as before.
The demon suffers a
The target begins to enjoy pain. Indeed, they Disadvantage. It causes
find that they can think of little other than Potent Effect:
itself a Wound to ignore
pain. The target will not spend a this effect. All of this takes
The target acts as if they Defensive Maneuver this round. no time at all.

were Severely wounded (and


thus suffers a Lingering Potent Effect: In the following round,
Raziel hits the Demon with
Disadvantage). Any damage you cause to an
the Potent Effect to make it
If they Submit to a combat opponent is Lingering. Exhaust a Rank each round.
action, where they take at least All physical wounds you inflict count, The Demon doesn’t want
whether as a direct result of this Technique or to take another wound,
1 wound, they Counter this
in combat. so it will begin to Exhaust
Effect. Lingering wounds take twice as long to heal Ranks, likely starting with
Countering this Effect does not Resist naturally, and are harder to heal through the ones it doesn’t need to
the Technique in any way. The target is still unnatural means (such as Recure). win this fight.
affected by Perversion (and thus may have
Potent Effects used against them).
The Core Effect is Countered for 1 scene.

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.

Description: Potent Effect:


The Wrathful character can fly into a hate-
filled rage that allows them to fight off groups
During combat, gain the example
chapter viii: Techniques

of attackers. Disadvantaged State to ward Jezebel is jumped


off the Effects of all unwanted by a Swarm of demons.
Core Effect: Techniques for a round.
You may spend an Offensive You must be in combat to use this Effect. She fires up Ravage and is
If you’ve declared combat and somebody hits Comparable. She then loses
Maneuver even if you lose a you with a Technique that would prevent you the first round against two
Combat Action. from continuing, you may use this as well. of the three.
This does not prevent you from spending
a Defensive Maneuver as you normally Potent Effect: She spends three Offensive
would when you lose a combat action. The
You can ignore 1 wound Maneuvers, once against
damage you cause can be likewise negated by
each of them. Thus she
your opponent’s expenditure of a Defensive from each opponent who has
Maneuver. inflicts 2 wounds on the
successfully struck you.
two she won against and 1
If you are in a Fray, you may spend one
wound on the one against
Offensive Maneuver per opponent. If used Potent Effect: whom she lost. All three
with the Assault Dramatic Maneuver (P. 129),
then you only have to spend one Offensive You Refresh 1 Offensive can spend a Defensive
Maneuver which is applied against all Maneuver.
Maneuver and gain an Inspired
opponents.
Advantage if you are fighting
She takes damage normally
more than 1 opponent at a time. from the one against whom
Remember that there is nothing preventing she lost.
you from attacking multiple opponents

180
Recure Hope

As if in slow motion, Danyael fell away from his opponent, his


blood splashing everywhere. Bella heard somebody crying out and
Challenge: None
realized it was her. She was too slow to catch him, but she reached
out to him nonetheless, throwing herself on top of his fallen form.
Duration: Instant
She was sobbing loudly, still protecting Danyael when the devil
pulled her off. “Don’t fret my dear. There’s plenty of suffering to go
Speed: Slow
around.” What the devil had failed to notice is that Danyael was
no longer bleeding; in fact, the fire and fury had returned to his
Manifestation: Blatant
eyes. The devil had also failed to notice that Bella was now hurt,
bleeding and on death’s door.
Prowess: Body

“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.

Description: Potent Effect:


Recure is the cherished power of healing,
prized among the Fallen. But healing comes
1 additional physical wound example
with sacrifice, for the Hopeful must take the can be healed from a target.
Sarabriel is in
wounds into their body and heal it within Note that this effect cannot stack, so a the background of a
themselves. maximum of 2 wounds can be healed. fight with her Choir and
The Hopeful character can take the wounds an angel. Each round, as

chapter viii: Techniques


into themselves requiring constant touch or Potent Effect: the Angel inflicts wounds,
attention. The wounds close on the target
while appearing on the Hopeful before they Unless the damage is lingering, she takes her action and
a Potent Effect to heal 1
are healed. Normally this is a Slow process you can instantly transfer
wound (note that she can’t
but, through a Potent Effect, it is possible to another’s wound by taking it
instantly transfer the wounds from the target use two Potent Effects
to yourself. into yourself. in a round to heal both a
This Effect changes the Speed to Standard. second wound and quickly).

Core Effect: It takes you the normal time to heal those


wounds. Over three rounds, she
You can heal 1 physical wound heals1 wound from each of
from a willing target. Potent Effect: her Choirmates, and thus
With the exception of a Mortal wound, the If you take the wounds into yourself, you can is sitting on three wounds
wound type that you heal is irrelevant. You return them to the person who caused them herself, which would heal
would mark it on your first available wound in the first place. in 15 minutes.
track.
You need to be engaged in combat with
When you heal a Mortal wound, you take that opponent; you cannot perform a combat In the fourth round, she
a Mortal wound. Make a Mercy roll against action against them, but get to defend yourself uses a Rank of Nimbus
yourself in this case (and then possibly a True with your Warfare. to use the retributive
Death roll as well).
At the end of the round, you Potent Effect. Assuming
A target can only be healed once per day by she survives the round of
any supernatural effect. deliver the wound(s) back to
combat, she will remove
It takes 5 minutes of healing per wound or the person who caused them.
the3 wounds that she took
10 minutes per Lingering wound. They are removed from you and to heal herChoirmates
inflicted on them as Lingering and the angel will take 3

wounds. unpreventable wounds.

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.”

Description: Potent Effect:


Renitence allows character of Fortitude to
resist the control of unwanted Techniques.
You can also gain a example
Transcendent Advantage (only A devil attempts
Core Effect: to defend against the unwanted to use Corruption
chapter viii: Techniques

Technique). on Max before a fight is


You always have an Inspired about to start, but Max has
Note that Transcendence is recognizable to
Advantage when defending supernatural beings. Renitence.
against all unwanted Technique You will still not change the Manifestation of
contests. the offending Technique, nor will you notice She interrupts him briefly to
Remember that you must be Comparable the effect that your Transcendence is causing, learn that she is Comparable
in Mind to use Renitence. You are allowed but others in the vicinity might. in Mind.
to interrupt your opponent’s Action to
determine that. Potent Effect: Therefore she gains the
You are Inspired, even if your opponent You can shift the Manifestation Inspired Advantage right
doubles your Prowess. away as her Renitence
of the Contested Technique
Comparable Techniques cannot be defended kicks in. The devil has the
with Renitence. down by a stage. Prowess Advantage, so they
are equal.
Potent Effect:
If you succeed in defending Max decides to use a Potent
against an unwantedTechnique, Effect of Renitence to gain
a Transcendent Advantage,
you mayRefresh one Trait, with giving her a +1 to win this
the Exception of a Renitence challenge.
Rank.

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.

Description: Potent Effect:


The Charitable do not often present
themselves as warriors, yet they possess a
You may Refresh your Sacrifice example
powerful Technique that allows them to suffer Maneuvers. Beherial has just
hardship in combat in order to find victory. taken a Severe wound.
They give as good as they get, dishing out Potent Effect:
hits to the same spot that just received a blow. Once per combat, provided you In the new round, he

chapter viii: Techniques


Pain makes them fight better and tougher. are Severely wounded, you gain a Exhausts a Trait to
avoid the Lingering
Transcendent Advantage against
Core Effect: Disadvantage and Spends a
one opponent this round.
Rank of Sacrifice to gain a
You gain 1 Offensive and 1 Transcendent Advantage.
Defensive Maneuver. Potent Effect: Between that and an
You can take part of an ally’s hit. You take You Submit to this round of Inspiration that he’s been
up to 1 of the wounds meant for your ally saving, he’s in a pretty good
(who must suffer the rest of the damage). combat (and cannot spend a
situation to win this round
You cannot spend a Defensive Maneuver to
Defensive Maneuver) and inflict of combat.
prevent this wound. This effect is Blatant. 1 Lingering wound on your
opponent. In the following round,
No Test is made between your opponent Beherial Spends a rank
and you when you Submit. Your opponent of Sacrifice to Submit
must make Tests as normal against other to combat. He takes his
opponents. opponent’s damage but
You trade blows with your opponent and inflicts 1 wound back.
cannot spend an Offensive Maneuver to add
to the damage you inflict, but your opponent
cannot spend a Defensive Maneuver to prevent
your damage.
Remember that this is still a Potent Effect
and merely Submitting to combat does not
trigger this Effect.

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

Innocent beings are protected from herself and her Companion


Supernatural beings (which includes Fallen, Potent Effect: during a massive demonic
but not Nephilim and demons). They can attack.
touch, threatened and scream all they want
You can affect another
but they cannot do anything that would cause target.
physical harm. Nor can they use Techniques Several Demons engage
You must be touching them continuously
with an unwanted effect. during this time. You can do this twice in a
Elias in a Dynamic vs.
given period (as you only have 2 hands). Dynamic Soul challenge,
The protection of Innocence is not absolute
but none can break
and it is possible for Supernatural beings to
through.
overcome its effects. Potent Effect:
Core Effect: Your protection extends to One is a named Demon and
all beings, including Nephilim, thus can take Voluntary
You can create an aura of innocence that
prevents the Supernatural from harming you Demons, humans, etc. Trauma and does so to
(physically or via Technique) without a Test or break through and attack
taking a Traumatic wound. Potent Effect: her. The other demons still
cannot.
Those intending to do you harm If an opponent breaks through
(or use unwanted Techniques) your Protection and Harms Elias uses a Potent Effect
must first engage you in a you, they must take a Medium (5) to give the named Demon a
Contest in which you both use Trauma test. Trauma Test. If it fails, it
your Dynamic Soul. will suffer 2 Trauma just
for the sake of getting
If the attacker wins the Test, then the aura
drops completely.
through her Sanctuary.
If the attacker loses the Test, then they may
Voluntarily take a Trauma to force their way

184
Scourge Justice

The old warhorse flicked away his cigarette to get Raum’s


attention. Challenge: Combat

“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.

“So...” Prowess: Warfare

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.

Description: Potent Effect:


The Judicious character has a strange weight
to their strikes that make them heavy and
You may Refresh your Scourge example
hard. They say that their blows are guided Maneuvers. David is fighting
with righteousness and resolve. a Devil. He wins a

chapter viii: Techniques


Potent Effect: round of combat and uses
Core Effect: You cause the flesh to flay from an a Potent Effect to activate
opponent. Symptom. This devil,
You gain 2 Offensive a
however, does not suffer
Maneuvers. Once per combat, after winning
from any Severe Trauma and
The additional damage caused by Scourge a round of combat, you force one
thus there is no result.
seems often to come from echoes within the opponent to Exhaust 2 Traits.
opponent. A hit from them can make an old Additionally, if the target has an Moral
wound suddenly return. Most of those old In the next round, David
Alignment that is opposed to your own, they wins again and Inflicts his
wounds often come from ‘guilty’ actions. must Exhaust 1 more Trait.
normal damage as well
During combat, you will know another
as forcing the devil to
person’s specific morality after you successfully Potent Effect:
damage them. Exhaust 2 Traits.
After winning a round of
combat, instead of inflicting
any damage, you may activate a
Symptom, if that opponent has
one.
An Active Symptom causes the target to have
a Lingering Disadvantage.

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.

He struggled with the words. “Maybe... I can apologize to the Choir


or something. Make it up to everybody.”

“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

This removes it from the target (effectively


Core Effect: healing it) and you mark off an appropriate Raphael cannot
Trauma of the same Severity as was healed. stand to see his Prelate
You can sense whether a target
With regards to Symptoms, the specific on the edge. He suspects
has Trauma and how much of it. Trauma is ultimately the choice of the target, that she is suffering from
You will know exactly how many but the Charitable character can tell them Trauma.
Psychological and Emotional Trauma to target which one they would prefer to take.
possesses and the break down (Surface vs. You cannot take another wound from a
Severe) in each area. You will not learn the
He uses Shepherd and
particular person until you heal the one you learns that she does have
target’s Symptoms. took.
2 Psychological Surface
This is a Slow Effect. wounds and 2 Severe
Potent Effect:
Wounds.
You can protect one target Potent Effect:
from one unwanted Contest by
You can guide a character to He uses a Potent Effect
granting them a Transcendent to take one of herSevere
where they are meant to go at
Advantage. Wounds. She picks her
that moment. Anxiety Symptom, with
This Advantage can be used when the target This could mean that they can guide a child which he now must deal.
is using a Reactive Prowess in a challenge to their mother (or to a shelter away from an
of their choice. The target character is not abusive family) or a White Knight to a battle.
necessarily aware that they possess this He cannot help her further
Transcendent Advantage. The exact details are left with the at this time until he heals
Storyguide. that Trauma (likely taking
The Advantage must be used within a
scene. In addition, this removes any basic unfulfilled aRehabilitation action to
needs from a target, such as lack of food, sleep do so).
or warmth. The target will not feel hungry or

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...

Description: Potent Effect:


This Technique gives the Envious Fallen
their reputation as assassins. It allows them to
You make an opponent bleed.
example
make painful and dangerous attacks, aiming After winning a round of
Micah enters
combat, your opponent will take

chapter viii: Techniques


for critical and sensitive areas, using speed and a Fray where an angel
trickery rather than brute force. 1 Lingering wound at the end of is fighting the last of the
the next round. White Court.
Core Effect:
This wound does not come from a ‘source’,
You gain 2 Offensive thus Impartation does not activate and She immediately uses Slay
Recure’s Retaliation Potent Effect cannot to move from Long Range
Maneuvers.
transfer Bleed wounds to you. to Short as a single action
You know the best places to hit for the
Lingering wounds are Unpreventable and (rather than 2) and may
maximum damage.
take twice as long to heal naturally and are attack, since using this
You move exceptionally quietly and, as harder to heal through unnatural means (such Potent Effect makes her
such, you have an Inspired Advantage on as Recure). movement a Free Action.
determining whether you can Ambush
somebody. You do not get this benefit on that
This does count as her
actual attack, however. Potent Effect: Potent Effect for the
round.
When you move, you can cover
Potent Effect: two distance ranks instead of
In the following round,
You may Refresh your Slay one; this becomes a Free action, she strikes the angel and,
Maneuvers. allowing you to act in the same in addition to her normal
round. damage, uses Slay to cause
it to bleed. Next round,
If you are engaged in combat, you must still
be successful in a Break action before you can after all is said and done,

use this Potent Effect. the angel will take an


Unpreventable wound.

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.

Nathaniel snickered. “Sure was, buddy. Don’t worry, Cas. She’ll be


back in like three days. I’m sure everything will be fine.”

Description: Potent Effect:


Slothful Fallen use this power to make
somebody grow tired. However, they can also
You remove the Impeded State example
use it to turn a target into a Sleepwalker, who to put the character into a
Using Slumber,
is trapped in a waking dream or nightmare. Dream or Nightmare of your Balsamus makes Tarmiel
chapter viii: Techniques

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?”

Description: Potent Effect:


Smite is a simple Technique. It allows
Wrathful Fallen to summon bouts of
You may Refresh your Smite example
superhuman strength. Wrathful characters Maneuvers. Fenris leaps into
use it to smash things: people, objects, etc. Its a demonic fray.
applications in combat tend to be obvious. Potent Effect:

chapter viii: Techniques


Once per combat, after winning He hits one and uses Smite
Core Effect: to launch that one away,
a round of combat, you knock a
You gain 2 Offensive foe back to Medium range and giving him one less opponent
to deal with.
Maneuvers. they gain the Disoriented State
You gain this through your unholy strength. for the next round.
In the following round that
You gain a Transcendent Advantage when
one Demon is Disoriented.
performing acts of sheer strength against Potent Effect:
inanimate objects. This Core Effect has no
She can wander up as her
combat effect (but see below). Through an act of sheer strength you action but cannot initiate
take a risky attack to put the hurt on your challenges. Thus, Fenris
opponent. only has to deal with two
demons during this round.
You may take a Disadvantage
to increase your Base damage to
As the fight wears on,
2 for this round. Fenris declares that
You must use this Potent Effect before the he’s lifting up a nearby
dice roll because you need to factor in the motorcycle and smashing
Disadvantage.
them. Although he must
take a Disadvantage this
round, anybody he hits
will have to take 2 base
damage plus his Offensive
Maneuver.

189
Pride Subjugation
Michael shuffled his feet as he approached his Choir-mate. “Raziel?
Challenge: Contest
Ummm... I... can you not kill him?”

Duration: Lasting The battle-hardened Fallen of Fortitute cocked an eye. “Come


again?
Speed: Slow
“Look... I... he got his hooks into me somehow. He can hurt me...
Manifestation: Blatant hurt my Affections. He says that if he dies in this fight... I’ll die
too.”
Prowess: Soul Raziel was unimpressed. “I’m your champion! You’re asking me to
lose your duel?”

“No.” Michael’s voice was meek and he sighed, “Just... don’t kill
him.”

Raziel shook his head. “Sure. Whatever.”

Description: Potent Effect:


This dreaded Technique of Prideful Fallen
lets them cause someone else to feel the
You can order the target example
sting of humiliation as they are forced into a to perform an action. The Dante uses
temporary form of supplication. target must do it, but does not
chapter viii: Techniques

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.

Description: Potent Effect:


Vainglory allows the very presence of the
Prideful Fallen to dominate the battlefield.
You may Refresh your example
Bold and arrogant, they seem to move just out Vainglory Maneuvers. Zaphiel is fleeing
of the way when a blow should land, or grin from a Shroud.

chapter viii: Techniques


when a punch does land but doesn’t seem to Potent Effect:
hit hard enough. It’s as if their very presence
shatters the confidence their opponent has to Once per combat, before the The Shroud overwhelms
carry through with an attack. Test is made, you may prevent him and smashes him to the
ground.
an opponent from using any
Core Effect: Maneuvers against you this
The Shroud declares
You gain 2 Defensive round.
that he will use Clinch
Maneuvers. This does not waste any Maneuvers that this round. Zaphiel uses
Opponents never want to hurt such a pretty, have already been declared. They are merely Vainglory to prevent that
pretty person. unspent. (and any other Maneuver).
Whether or not you are a sore loser, you The Shroud wins the round
know how to add insult to injury. After a fight Potent Effect: of combat, but cannot spend
that you win but your opponent survives, you After winning a round of Offensive Maneuvers either.
may cause them to take a Contested Trauma Zaphiel ‘dodges’ the attack
Test with a Medium (5) Difficulty. You choose combat, you cause the Disoriented
with a Defensive Maneuver.
the Set. State to that opponent.
This State lasts for a round.

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.

Description: Potent Effect:


Many people dismiss something as simple You may Refresh your Valor example
chapter viii: Techniques

as courage in a fight against angels and devils.


However, the fact remains that standing up Maneuvers. An angel is
and fighting for what you believe in can be just about to land the
as empowering as being able to summon fire Potent Effect: killing blow on Beth,
or having superhuman strength.
If you are Severely when Temple shows up and
No matter how bleak the fight looks, declares her his Ward.
Fortitude just cannot give up. wounded, you may ignore the
Disadvantaged State and gain
The Angel and Temple clash
Core Effect: an Inspired Advantage for this
swords.
You gain 1 Offensive and 1 round.

Defensive Maneuver. Temple uses the Rise to


Potent Effect: the Challenge Dramatic
Courage makes you unstoppable.
After losing a round of Maneuver but still loses
You can safeguard a Ward. So long as you his first round of combat
stand, your Ward does not attack, and they combat, you
Refresh one of your
against the angel. In
remain in your presence (Close distance), Dramatic Maneuvers. response to losing, he uses
nobody can declare a challenge on the Ward
(physical or otherwise). a Rank of Valor to Refresh
Rise to the Challenge.

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.

chapter viii: Techniques


Description: Potent Effect:
Gluttonous Fallen achieve focused rage
through their indulgence. They lose some
You lash out with a ferocity of unexpected
attacks from every direction (you slash, punch
example
measure of control over themselves and and bite). Maggot and
become little more than wild, lethal animals, Balsamus attack a bunch
raining attacks without mercy upon their all people (friend or foe) within
of humans on the street.
opponents. The further a Gluttonous Close distance of you suffer a
character is backed into a corner, the more Disadvantage for that round,
dangerous they become. He immediately uses
unless they are a member of your Voracity to give everybody
Core Effect: Bonded Congregation (Talent). a Disadvantage. This

See P. 99 for the Talent. includes Balsamus, who is


You gain 1 Offensive and 1 too close.
Defensive Maneuver. Potent Effect:
You are tenacious and very hard to Break During the fight, he loses a
from during combat. All characters who Once per combat, if you are round of combat that drives
attempt to do so gain a Disadvantage. Severely wounded, you inflict him into his first Severe
1 Lingering wound on one wound. After he shrugs
Potent Effect: opponent. some of the damage off with
aDefensive Maneuver, he
You may Refresh your Voracity Lingering wounds are Unpreventable and
Voracity to cause the
uses
Maneuvers. take twice as long to heal naturally and are
human 1 Unpreventable
harder to heal through unnatural means (such
as Recure). wound.

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

Emotional trauma can disrupt your control over your


At its core, Kingdom Come deals with the war between
emotions, causing you to fly into angry rages, be stricken
virtue and sin. Sin is so common it’s trivial in today’s society.
with paralyzing fear, or have bouts of uncontrollable
Acts of lust and wrath can be seen daily on television, if
weeping. Emotional trauma is applied to wounds governed
not on a street corner. Avarice controls big business, while
by the Soul stat, which are determined by your Reactive
Sloth infects the masses. Gluttony and Pride reign over
Soul Prowess.
fashion and social mores. Meanwhile Envy drives them
all, because so few people are content with their lot in Trauma in any form is an integral and very large part of
life. Sin has a powerful effect over people’s lives, yet most KC. It is important to understand this and treat Trauma
remain ignorant. The easiest way to deal with all these with maturity and respect. In many role-playing games, it
awful things in life is to distance one’s self, trying to build is accepted that in play, your character can die in combat.
walls to keep them out. Sometimes those walls are a good In KC, you can suffer a breakdown of mental and/or
thing, useful for dealing with problems as they occur. emotional faculties, which leaves the character temporarily
But sometimes in a person’s life, the problems happen un-playable. Your reaction to trauma is handled differently
so often, that a person becomes stressed out. And if a and personally. This system aims to be simple, to give you
person stays that way for too long without help or some freedom in how you react to situations. It also allows
form of productive release, then more serious problems characters a different venue of attack against opponents.
can result. This is not meant as a replacement for good role-playing,
but it hopes to encourage a deeper level of play.
In Kingdom Come, these problems and stresses are
known as Trauma. Traumatic Wounds affect psychological
make up or emotional strength. A character who takes Wound Levels

chapter ix: Trauma


too many wounds in either area will eventually develop Almost exactly like physical wounds, you have a number
Symptoms, which are cries for help with a growing of wound levels in your Mind and Soul (determined by
inability to deal with mental or emotional problems. If your Reactive Prowess in each Set - see chart on p.117).
left unchecked, a character can be driven to a breakdown, When you suffer a Traumatic wound (often referred to
a state which leaves them nonfunctional. Traumatic as taking Trauma), you cross off one wound ‘box’ in the
wounds are acquired based on Morality and experiences. appropriate area.
This is a very difficult area for a Storyguide to police, so
players must aid the Storyguide in the smooth operation of The appropriate area is most often determined by the
gaining (and tracking) Trauma. You and your Storyguide, situation. A number of causes are listed later in this section,
as well as characters who attempt to inflict Traumatic which provide the default appropriate area. In general,
Wounds on others, should give some input into whether things that would cause stress are taken as Psychological
or not a particular character takes a Traumatic wound. Trauma and things that cause moral dilemma will cause
The Storyguide is always the final arbitrator. Emotional Trauma.
If a Technique is used, then whichever Set governs the
Trauma Technique will govern the area in which Trauma goes.
There are two ways Trauma is recorded in KC:
Psychological trauma interrupts and damages the way you Levels of Trauma
think and perceive. Psychological trauma is applied to When you take a Surface wound, you are stressed; there
wounds governed by the Mind stat, which are determined is no in-game effect for having Surface Trauma.
by your Reactive Mind Prowess.

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

I’ll take your breath away


gain another Trauma because of their choice. Severe Trauma a character
takes, they must also take
Forced Trauma a Symptom. And after I wipe away the tears
Some events, such as Hollow Death or Crucifixion, will Just close your eyes, dear”
Sarah McLachlan: Possession
force a Traumatic wound upon you. You take a Traumatic Symptoms
wound; there is no limit to how many can be forced upon A Symptom is the mind
a character in a given month. However, each source can or soul’s way of crying
only force 1 Traumatic wound upon a character, no matter out to the world around
how many times it is repeated that month. and letting others know something is wrong. It is unlikely
for a person to notice their own Symptoms; with good
example role-playing, it should be possible for others to see there’s

chapter ix: Trauma


something wrong. Sometimes the choice of a Symptom is
Later in that same event, Raziel not the choice of the player; Techniques can sometimes
is killed and dies the Hollow Death. This dictate which Symptom is to be assigned, while events like
event forces him to take a Traumatic wound Hollow Death and Suicide give special Symptoms.
without a roll.

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.

chapter ix: Trauma


when you hide, hide inside that body
devolve.
Irredeemable characters and their actions can be
but just remember that when I touch
>> Minor,
explored, so long as the player is mature enough to handle
Questionable and
you, the more you shake,
it and knows when to gloss over their character’s actions.
Heinous Acts are
It is not advisable to play an Irredeemable character just
the more you give away”
acceptable.
to be ‘cool’ and to avoid getting Trauma. Irredeemable
Evan Blue: Cold
>> Acts of Grace
characters suffer from mental issues, more so than any
are prohibited.
other character in the game. They are Irredeemable
because they are depraved monsters.

Upkeep

Innocent - Irredeemable

An Upkeep action must be performed between events


using the Secular Power system. An Innocent character’s
Upkeep represents an Act of Grace, while an Irredeemable
character’s Upkeep represents a Heinous Act.
Failure to perform this Upkeep will result in a Contested

199
Traumatic Situations
Below is a guideline of various situations that will or may cause Trauma:

Branding longer they remain on the cross. Near Death


Acquired: Forced >> 1 day on the cross results in a Acquired: Contest - Hard (8)
Set: Choice Set: Choice
Lingering Trauma.
Morality: All Morality: All but Irredeemable
>> 2 days on the cross results in a
Severity: Normal Severity: Normal
Permanent Trauma.
In order to be Branded, a character must >> 3+ days on the cross results in a Near-death experiences affect almost
first be Crucified (see below). Generally everyone. A character who takes a Mortal
Permanent Severe Trauma and gains
less than 1 hour is used to Brand a wound should test for coming close to
character. A Fallen who stays on the cross
the Crucified Vice. death.
longer should use Crucifixion (below). A character who spends 2 or more days
on the cross will require medical aid to Yes, even your bad-ass Fallen must take
A Brand is permanent, and characters actually survive the process. Without this test.
who are Branded in the course of a game some form of aid, they will die the True
should take the Branded Vice. Death on the cross. Resisting Techniques
Acquired: Voluntary
Breaking Morality Damaging an Innocent Set: Based on Technique Set
Acquired: Voluntary or Voluntary Test Acquired: Voluntary Test - Hard (8) Morality: All
Set: Choice Set: Emotional Severity: Severe Trauma
Morality: All Morality: All You may not wish to be under the effects
Severity: Normal Severity: Severe (Surface for Irredeemable) of an unwanted Lasting or Lingering
A player may willingly choose to commit Physically harming or using an unwanted Technique. You can end a Technique by
an Act that is Prohibited by their Morality Technique upon an Innocent seems to be taking a Severe Trauma in the Set that
(such as a Hardened character performing some sort of lingering crime for Fallen. matches the Technique. If the Technique
a Heinous Act). is a Body Technique, you choose in which
A Fallen must make the Test or gain a
A player may choose for themselves Set to take the Trauma.
Severe Trauma. Irredeemable characters
whether to take the Trauma as Voluntary will only take a Surface Trauma should It takes a Free Action to Resist a
or as a Voluntary Test. The Difficulty starts they fail the test. Technique, as it a battle of your inner
at Medium (5) but, depending the on the will.
chapter ix: Trauma

A player needs to make only one


nature of the situation, the Storyguide
Voluntary Test per incident (meaning an
can modify this up or down.
entire fight would count as one incident). Security Attack (Psychological)
Note that Typical characters cannot Acquired: Contest - Medium (5)
willingly perform a Heinous Act (it is not Set: Choice
within their make-up, but they could take Hollow Death Morality: All but Irredeemable
Acquired: Forced
a Trauma for trying even to consider it). Severity: Normal
Set: Choice
Also, a Hardcore character who commits It’s not always evident how much
Morality: All
a Heinous act and chooses to make it a importance we place on security - our
Severity: Lingering
Voluntary Test will have a default at Low own and that of our loved ones - until
(2) rather than Medium (5). If this results in a Severe wound, the
that security is lost. Ask a victim of fire or
Symptom will be Hatred, which is always
burglary and they’ll explain how difficult
directed towards the source that caused the
Crucifixion Hollow Death, whether that source was
it is to lose their home and/or possessions.
Acquired: Forced Your affections, friends, home or Domus,
Set: Choice
an opponent, yourself (if you attempted
and possessions are your security. It is
Morality: All
suicide), or an accidental situation.
presumed that most of these things are
Severity: See Below If for some reason you don’t know the out of game, often secular abilities. If your
This is one of the most terrible source, your Hatred is directed to your security is attacked, such as your Domus
punishments a Fallen can suffer, and inability to discover who did you in. burning down or a friend or Affection
is exceptionally Traumatic. Fallen are Upon your return from Purgatory, you attacked, you will have to make a Trauma
extremely vulnerable in this state, the will be completely Exhausted. test.

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

chapter ix: Trauma


return from Purgatory (see Hollow Death). Morality: All
A Symptom gained from their Hollow Severity: Normal
Death, if any, will also be Self-Hatred. Some Techniques can cause Trauma, not
as a form of attack, but as a side effect.
Upkeep In these cases, the Trauma is usually
Acquired: Contest - Low (2)
taken by the user of the Technique.
Set: Choice >> Absolution
Morality: Innocent/Irredeemable ++Give a Trauma Test to aid
Severity: Normal in Resisting an unwanted
Innocent and Irredeemable characters Technique.
must perform an Upkeep action every >> Augur
downtime to avoid a Low (2) Trauma Test ++When witnessing something
(P. 199). painful.
>> Foretelling
++When witnessing something
painful.
>> Inner Silence
>> Shepherd
++When absorbing another’s
Trauma.

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.

Any character can take a Rehabilitation action either on


Additional Help
themselves (to heal their own Trauma) or on another (to The Artist Profession will help your character heal their
help them through their difficult time). In the latter case, own Trauma by making it easier to achieve more Marks
the Rehabilitation action is treated as if a character took on the Rehabilitation action. Likewise, the Therapist
it upon themselves, so long as that character is willing to Profession will do the same, but for characters on whose
accept the Rehabilitation action. behalf you take a Rehabilitation action.
Each Difficulty rank that the Rehabilitation action Techniques such as Absolution and Confession can also
be used on a Rehabilitation action. Infestation can turn
chapter ix: Trauma

achieved will open up one Healing Test for the character,


but only one Trauma can be healed per Rehabilitation a Cry Havoc into a Rehabilitation action for Immoral
action. characters.

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.

Before I come undone.


If the Immoral character fails this test, they will take

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.

chapter ix: Trauma


This process works much like the opposite of a Moral
Therapist on an Immoral patient. The Immoral Therapist
will cause Emotional Trauma Tests to the Moral patient
in hopes of getting them to a Breakdown. If the Moral
character has a Breakdown and chooses the Emotional
Crisis, they must shift towards an Immoral slant.
It is, however, possible that a person seeking aid does not
realize that their would-be therapist is Immoral. As such,
the results of the action will be known to the player; it is
considered a Subtle effect on the character.

203
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

Psychological Crisis A Hardcore character can turn Irredeemable without


A Psychological Breakdown represents the culmination the Talent; however, this is called an Uncontrolled
of stress and anxiety that leads to the general shut down of Irredeemable. This is a violent and dangerous state to be
the brain in order to protect it. In essence, the brain can in.
no longer deal with the stimuli of the world and so stops The player has the freedom to choose which way they
perceiving the world as a means to cope. shift, but they cannot skip Morality ranks (i.e., they cannot
A Crisis represents the character managing to press go from Typical to Hardcore).
forward rather than regress into their mind. To shoulder
the burden, at least in the short term, by sacrificing the Uncontrolled Irredeemable
long term. An Irredeemable character or a Hardcore character who
The price for this Crisis is gaining the Potent Damaged never purchased the Irredeemable Talent who accepts an
Goods Vice (P. 107). No Drama points will be awarded Immoral Emotional Crisis will become an Uncontrolled
for this Vice. Irredeemable.
In addition to this, the character has a general inability It is only with strong interest on your part and the
in dealing with people. As such, they lose access to all Storyguide’s permission that you may continue playing
Secular Power/Resources for 1 month (and outright lose the character. At this point, you are psychotic, a beast who
all Temporary Resources gained so far). kills at will. You no longer have friends, and are a paranoid
and dangerous predator. The Uncontrolled Irredeemable

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.

He now becomes Uncontrolled Irredeemable.


He no longer has access to his vast Secular
Power and Resources (nor to his Temporary
ones). He had 2 Offensive Maneuvers before,
so they double to 4. He gains the Fighter and

chapter ix: Trauma


Warrior Talents.

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.

205
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:

Acute anxiety Dependent State these new diversions begin to bore


You are in a heightened state of For whatever reason, you are drawn you, and you start looking for the next
apprehension, uncertainty, and fear. to those who are willing to care for new thing that gives you pleasure.
You anticipate threatening events or you. Sometimes, those willing and
situations, whether real or imagined. offering to care for you are not the Fatigue (common Divine)
This results in impaired physical and best choice, but that doesn’t matter. You are utterly drained of energy and
mental function. Anxiety bursts out You have a need to be coddled. react sluggishly to everything around
like a sudden storm and ends just as you. It’s difficult to act or even think.
quickly. Depression (common Divine)
You are overwhelmed by feelings of Fear
Aggression (common Fallen) intense sadness, guilt, helplessness Whatever event caused the Trauma
You become hostile, belligerent and and hopelessness. which created this Symptom causes
even destructive to anyone around you great (and sometimes debilitating)
you. Friends or enemies, you do not Disorientation fear. Sometimes, your fear of the
discern who is the target of your You are confused and cannot situation may permeate other areas of
aggression. concentrate on anything for more your life.
than a few minutes. You have difficulty
Alcohol/Drug Abuse (common answering questions and get even Helplessness
Infernal) the simplest facts confused. Often, You feel that you are ineffectual and
You abuse drugs or booze. Typically, disoriented characters prefer to be your actions worthless; you suffer
you decide what type of drug you use alone, as this experience is unsettling from a general feeling of weakness in
chapter ix: Trauma

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

206
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

chapter ix: Trauma


accept your own actions.
your dreams are throwing you off,
you will have a Hindrance (against Seizures
that character or situation) for the
You are wracked with painful and
evening. Since nightmares usually
obvious seizures; you will be unable to
do not occur during game time, this
function while the seizure lasts. Each
is an opportunity to work with the
seizure lasts for at least a couple of
Storyguide to determine a backstory
minutes.
or pre-game scene involving your
dreams. Short-tempered
Panic attacks You cannot control your base
emotions and instincts. You fly off
You are overwhelmed with a sudden,
the handle at the slightest provocation
overpowering terror that strikes
and are easily irritated.
without warning. Your mind and
nervous system sends signals that you
need to flee, but your body is frozen
in terror.

207
chapter ix: Trauma

208
Summary

Wound Levels - P. 88, P. 195


Based upon the Reactive Characteristic.
Mind Reactive for Psychological - Soul Reactive for Emotional.
Trauma Tests - P. 196, P. 197
Trauma Tests are made with the appropriate Reactive Prowess against a Difficulty, which defaults to Medium (5).
Appropriate Prowess is based on the type of wound that the character could take. If they use their Reactive Mind and fail the
Test, they will take a Psychological Trauma, for example.
Often the choice is left to the player, but note that a Mind or Soul Technique will always cause a Trauma test in that same Set.
Symptoms - P. 206, P. 207
When a character suffers a Severe Trauma, they must take a Symptom.
A Symptom must be role-played once per session and should last at least 1 scene. This is known as an active Symptom.
During an active Symptom, the character has a Lingering Disadvantage (they may Exhaust a Trait to ignore their Disadvantage
for a round).
Rehabilitation - P. 202, P. 203
To gain a Healing Test, a player must first take a Rehabilitation Test. The number of Marks of the Rehabilitation action
determine the Difficulty of the Healing Test. If the Healing Test is failed, the Marks on the Rehabilitation action are unaffected
and Progress may continue.
Healing Tests - P. 202
Healing Tests are made with the appropriate Dynamic Prowess. Success means that the player can remove a Trauma.
A player may spend an Inspiration on this Test but they will not have it for the upcoming Event.
A Rehabilitation action that generates Risk will result in a Disadvantage on the Healing Test.
Breakdown - P. 204

chapter xi: Downtime


A character who takes a Mortal wound in either Mind or Soul suffers a Breakdown.
They are immediately Disoriented, Disadvantaged and Impeded until they are healed of that Mortal Trauma.
Crisis - P. 204
A player may choose to have their character take a Crisis but only after suffering a Breakdown for at least a month.
Once taken, they remove all non-Permanent and non-Lingering Trauma in the Set that they had the Mortal Trauma.
They must also accept the long-term consequences, listed under the Crisis section.

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

>> Drama points must be used to promote more story.


Kingdom Come is a game about good and evil, heroes
Conversely, they must never be used to damage or
and villains, and everything in between. It is about the
end the story.
epic struggles of these exemplary forces. It is about the
exciting stories that can come about from such emotional, Drama points should not be used to end another
tragic, and lost beings. Kingdom Come attempts to character’s life or shut down a story. For example, a
emulate the type of stories found in great action movies character cannot walk into a demon’s hotel room and use
and television. a Drama point to find a letter from the devil in which the
devil reveals his hidden lair. This is a much too powerful
Sometimes the action is “over-the-top” or heavily use of a Drama point; it could easily shut down a huge
romanticized. Sometimes the scenes are contrived: the conflict, as the character would then inform the city of the
hero showing up at the last minute to save the day; the devil’s home and the conflict would be over too quickly.
villain clearing his lair so that no evidence of it may be
found; the multi-tiered rooftop fight to the death in the There are a few of other important rules that should be
rain; the blood-soaked hero stumbling home, finding the followed:
strength to keep going, collapsing only when he finds his >> No countering: You cannot counter the use
true love. This is the essence of Kingdom Come. of a Drama point with another Drama
point.
A good Storyguide attempts to make the story exciting
>> No duplicating: You cannot duplicate the same
by promoting these elements. A great Storyguide succeeds
action that somebody else just took recently.
at weaving these elements into the story to the degree
>> No retro-ing: You cannot use a Drama point to
that the players enjoy the additions and do not feel
reverse something that has already happened.
railroaded. That being said, the Storyguide is only one

chapter x: Drama Points


person in a larger group, and it is not the Storyguide’s sole
responsibility to infuse the story with exciting moments.
The player characters are just as responsible and, to this
end, Kingdom Come empowers them to take control over
small parts of the story. This is both a very exciting and
frightening proposal for new and old Storyguides alike.
Drama Points allow players to customise some of their
actions; to control some small aspects of the story. It
allows them to do cool things: action hero or villain
things. It allows them to be in the right place at the right
time. It can allow them to survive what should have been
an untimely death.
Drama Points can allow players to break the normal rules.
But what could be cool in the mind of one player may not
seem so to others; these things are subjective. Therefore,
Drama Points come with some guidelines:
The number one rule for Drama points is this:

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

>> Surviving a Death


story. This is, in a way, like Burning but less powerful and
++Your own or a death that you caused that you did
more broad-ranging. The most common methods of Story
not intend. Control are:
>> Succeeding at a Challenge or Downtime Action.
>> Speech - You get a few minutes to deliver a speech. During
Once Burnt, that Drama point is no longer available. this time, nobody can declare a challenge. You need to have
The player must still retain the Vices that gave them the a point to this Speech and, when you start to lose the point
Drama point in the first place and, if they lose Vices for or belabor the Speech, it ends.
some reason, then they will lose their un-Burnt Drama >> Create Story - This is an intentionally broad brush that
points first. allows a player to do something that will further the story
The above are the two most common suggestions, but by allowing something that is very unlikely, but at least
always remember that if a player wants something that is conceivable
outside the bounds of the rules and a little too powerful ++Meeting up with an enemy for a critical talk.
for Story Control (see later) then they should be able to ++Escaping combat without further pursuit, provided
Burn a Drama point for almost anything. that escaping is good for the story.
++Creating an enemy that you want to deal with.
The critical thing to understand about Story Control is
that it must serve to make a better story, not cater to the

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.

His Intent is that he wants a conversation


with the devil. Since that is the intent, this
shouldn’t end in combat. This doesn’t mean
that violence couldn’t be offered from him or
the devil but ‘something’ should come up to
prevent the scene from actually devolving into
combat.

Techniques
For ease of play, Drama points do not alter how a
Technique works, except through a Transgression. The

chapter x: Drama Points


two ways that they alter a Technique are:
>> Extend Duration - A lasting Technique can be changed to
a Lingering Duration. This Technique will now last no less
than two scenes and no longer than the enjoyment of the
player who is affected by the Technique.
>> Preempt Combat - A Slow Technique normally requires
several minutes to ‘slide’ into the mind of the target.
Provided that you aren’t blind-sided by a Ambush and have
several minutes before a fight starts, you can Exhaust a
Drama point to preempt a combat with a Slow Technique.
You handle your Technique challenge first, then move onto
the combat round if applicable.
++Note: You can spend a Drama point for Story
Control: Speech to buy the time to inflict your Slow
Technique.

213
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.

Effort normal Advantage rules. Instead, use the following:


>> Reckless - An action may be declared Reckless to gain a +1
Effort represents all the free time a character has to
to all Effort dice (for that action).
devote to downtime actions. All characters have 10 points
>> Cautious - An action may be declared to be Safe to gain a
of Effort, which represent how much time and... well...
-1 to all Effort dice (for that action).
“effort” they have for actions between events. These 10
>> Appropriate Resources - Each action that is listed can
points are divided up among desired actions in any way
allow certain Resources to be assigned to them. Each
the player wants: you could take 10 one point Actions
Appropriate Resource will give +1 to an individual Effort
(not very efficient) or 1 ten point action (which may be
die (for that action).
overkill).
++This bonus is assigned to the die after it is rolled
It might be possible for a character to have less than and must be assigned to any die to turn a failure
10 Effort due to circumstances arising during an Event, into a Mark and then a Mark into a Risk Mark.
but that is for the Storyguide and the player to work out. Another way of looking at it is that Reckless or Safe
A character who was Crucified for 3 days will still likely actions apply to all the Effort dice on an action while
have all their Effort, but a character who was detained by Appropriate Resources will provide a +1 to a die for every
the Rook for half the month might only receive half their Resource assigned to the action.
Effort.

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

chapter xi: Downtime


action is successful or not.
Resources to his action.
Every Effort used on an action will create an Effort Test,
which can produce a Mark. All his dice will receive a -1 to their results.
Then two of his dice will receive a +1.
Effort Tests
Each Effort is rolled as a die to see if it generates a Mark The Storyguide rolls a 6, 5, 4 and a 2. The
or not. Safe Disadvantage is applied to make them a 5,
4, 3 and 1.
Each die that rolls a 4 or better will produce a Mark.
There is an additional complication, in that each result of
Then the Resources Advantages are applied to
6 or more will also result in a Risk (see later). make the 3 turn back into a 4 (thus creating a
Mark). The 1 cannot be turned into a Mark so
Effort Advantages it must be applied to the 5 to turn it into a 6,
Like the regular challenge system, Effort can gain which results only in an additional Risk.

Advantages on their Test; however, they do not follow the

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.

Because of how this functions, it will be far easier if the


players subtract their Secular Power from their Effort and Defense
assign what is left to actions. That is to say, if a player has
Secular Power also determines a character’s Defense for
4 Secular Power, when they write up their downtime, they
actions taken against them. Essentially, the more Secular
will assign 6 Effort and 4 Secular Power to their Actions.
Power your character has, the harder it will be for other
characters to affect you in the downtime.

Assigning

Players will assign things to actions to help in achieving


either more Marks or other bonuses along the way. Each
of these things are covered in more detail later, but here is example
a synopsis of what is assigned.
>> Resources - There are 5 types of Resources that can be Belial has 3 Ranks of the
assigned to actions. Investigator Profession. He is trying
to investigate the Black King’s actions this
>> Professions.
month. Belial puts 5 Effort into his action.
>> Stories - Players are encouraged to write stories to attach Three of those will become Marks and the
to their action to explain how they are going about their other 2 Effort are rolled as normal.
action or how they could see it happen.
>> Techniques - If a Technique is listed, then the character
chapter xi: Downtime

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.

216
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

chapter xi: Downtime


>> Cautious actions. player and the action. Some examples are given below.

Risk Examples Minor (1) Major (2) Dire (3+)


Information One other character will learn One Conviction will Everybody in the game
Leaks Out about the Endeavor. learn about the Endeavor. will hear about it.
Unexpected They arrive at the game with a They arrive at the game They arrive at the game
Violence Severe Wound. with half Severe Wounds. with a Mortal Wound.
Unexpected Character takes a Low (2) Character takes a Character takes a High (8)
Trauma Difficulty Trauma Test. Medium (5) Trauma Test. Trauma Test.
Unexpected Lose 1 Temporary Resource. Lose 2 Temporary Lose 3 Temporary
Loss Resources. Resources.

217
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.

Belial is trying to Acquire some


temporary Resources. His Difficulty is
Medium (5). Inspired Advantage
The Inspired Advantage is harder to get than in a normal
If his action achieves 4 or less Marks, he fails. challenge. Being Inspired for potentially hours, days or
If it achieves 5 or more Marks, he succeeds. weeks is not an easy task, after all.
As such, the Inspired Advantage comes only from two
sources:
>> Machination Action - You essentially take an Action to be
assigned to another action that gives you the needed focus.
Contested Challenges >> Profession - Every Action has a Profession that, should a
Some actions with a Fixed Difficulty will still be character possess it, will provide them with the Inspired
Contested. Furthermore, all challenges against a Defense Advantage.
will be a Contested Challenge.
Transcendent Advantage
Contested challenges work very much like a challenge
chapter xi: Downtime

The Transcendent Advantage is even harder to get in


between two players. the KC downtime system. It is not that Techniques are
hard to come by, so much as those who have them each
Prowess Advantage have their own unique flaw. Fallen, angels and devils have
Instead of Prowess against Prowess, the Storyguide will technology that hates them and Nephilim are rejected by
compare the Marks against the Difficulty of the action. the world.
Whichever side has a greater value will get the Prowess
It is assumed that a character uses their Techniques to
Advantage.
their best advantage, but that their limitations essentially
cancel that bonus.
The only way to gain a Transcendent Advantage in the
downtime is to have and use a Predomination (an Attuned
District). See P. 227 for details.

218
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).

Next month, something important comes up

chapter xi: Downtime


and he fails to dedicate any actions to his
Acquire action. His Progress is reduced from
6 to 5.

In the following month he allocates 1 Effort


towards the Acquire action, and it fails to
generate a Mark. However, because he even
attempted an action, there is no Deterioration
this month.

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

Lieutenant (Lackey) Characteristics:


Spies are good at following, trailing, or watching Body: 3, Mind: 3, Soul: 3
another person or group. Spies may augment a character’s Warfare: 4
Investigation action. Offensive Maneuvers: 3
>> Ideal for Investigation actions, generating 2 Marks. Defensive Maneuvers: 2
Wounds: Surface: 2, Severe: 3, Mortal: 1
>> Appropriate for most other actions.
Inspirations: 2
Note: Lieutenants are not considered Thugs.

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.

chapter xi: Downtime


Dead End
A Dead End is an action that allows a player to create
a stopping block on an Incident. Usually, this is to stop
another player from casually discovering the details of an
Incident.
An Incident can have any amount of Dead Ends on it.
Each Dead End is individually challenged by the other
player’s Investigation action. It is possible to break through
some Dead Ends but get stopped by another.

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.

>> When? When did it take place?


>> Why? Why did it happen? The Storyguide decides that the first Tier will
>> How? How did it happen? have a Difficulty of Low (2). It’s reasonably
easy to figure out the Who (Raum) and What
Tier 1 governs the first two Ws. Which two are entirely
(Seeks something within Civitas) of this Main
up to the Storyguide and the Main Plot itself. Generally Plot. An Investigation on both of these will be
the player taking the action needs to start somewhere sufficient.
logical. If they know where something took place, that
is likely the first part of their Action and thus governed The second Tier will be much more difficult.
by Tier 1. This Tier usually has the easiest Difficulties to The When (It was buried when the land was
achieve. first settled) and Why (The artifact was
stolen from Raum by a Fallen). This Tier will
Tier 2 governs the next two Ws. Again, whichever two
be High (8) and will require Research Actions
are most appropriate.
as it involves the history of the Civitas.
Tier 3 governs the last W and H. Most often, the Why
and How of it and likely (but not always) in that order. As Finally, the Third Tier will answer the Where
expected, this Tier has the hardest Difficulties to achieve. (The Artifact is buried under the Harbor
In some cases, however, the final Tier could be applied District) and the How (To Unearth it, a
chapter xi: Downtime

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.

Aid Group Risk


Aid represents helping another character in a cursory All participants’ Risk is pooled and then applied
manner. An Aid action facilitates another, but results against the group action. The results are always up to the
in very little involvement in the actual action. Giving a Storyguide. As a default, if a Group Investigate/Hinder/
person a place to crash on the other side of town, taking etc., generates 3+ risk, then the target knows everyone
care of their nightclub or watching over their Affections in the group who performed this action against them.
are examples of how Aid might be interpreted. An Aid As a default, if a Hunt action generates 3+ risk, then the
action allows one player to generate 1 or 3 Marks to be group is often considered scattered when the target is
applied to another character’s action. Aid is purposely confronted: somebody jumps the gun, another person is
not an efficient use of time, to prevent ten characters late, something blocks the path of another character, etc.
providing Aid for an eleventh character who will always When a group is scattered, only the players who actually
be successful at everything they attempt. succeeded their Opposed roll start the confrontation. If
the confrontation is just a forced meeting, then the other
Group Actions characters arrive late. If the confrontation is a fight, or
Another way for players to team up is the Group Action. if the target tries to flee, then the characters who failed
their rolls start off at a Long distance from their prey. If
Group actions are only done on actions that have a
they cannot move faster than the target, allow two rounds
Contested Difficulty.
before the Hunters arrive. If the target successfully flees,
All participants must indicate that they are taking the then a chase is required. At this point, the situation is
same action, and that it is a Group action. The Storyguide settled entirely by Prowess challenges.
rolls each of their actions separately. After all the Marks and
Risk are determined, they are pooled, and the Marks are
divided as equally as possible among all the participants. example
Drop any ‘extra’ Marks (the remainder after you’ve divided Taal, Michael and Judge engage in
up the pool). Risk is pooled but not divided; it is applied a Group Hunt of Sabriel. Taal generates 5
to the Action as a whole. Thus, unless the players are Marks, Michael generates 3 Marks and Judge
careful, this can result in Dire Risk. generates 0 Marks. They generated 2 points
of Risk altogether. 8 Marks were generated
The Storyguide then makes the Contested Roll for each

chapter xi: Downtime


in total, so the Storyguide gives 2 Marks to
person involved, applying the Group Average against
Taal, 2 to Michael and 2 to Judge. The last
the Defense rank. If any single individual in a group two Marks cannot be divided equally among
succeeds, then the Action is successful. the three of them, so it is lost. Sabriel has a
Defense of 4. Because her total is double each
person in the group’s total, each person gets
a -1 to his Opposed Roll. The GM rolls 3(-
1=2) for Taal (a failure), 4(-1=3) for Michael
(another failure) and 6(-1=5) for Judge. In
this case, because Judge was successful, the
action is considered a success. However, there
is the matter of the 2 Risk. The Storyguide
determines that they have successfully arrived
to attack her, but she sensed them coming and
began to run. A chase must ensue.

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”.

If one character successfully hunts, indicating that Thugs


combat will occur, the Hunt action inflicts a number of If Thugs are involved in the Hunt action, then they also
wounds on both characters using the following formula: get special treatment.
>> All Offensive and Dramatic Maneuvers possessed by each
Thugs Resources result in the Storyguide rolling 3 dice
character inflict one wound on their opponent.
(one for every Thug).
>> All Defensive Maneuvers possessed by each character
>> On a 1-3, the thug is defeated without inflicting any
removes one of these wounds.
damage.
>> One additional wound is inflicted on the target per Mark
>> On a 4-6, the thug inflicts 1 wound. Additionally, the
gained over the Defense number.
Storyguide continues to roll again to see if the thug is then
defeated or whether s/he inflicts more wounds.
>> If the thug’s Warfare (3) is higher than the opponent’s, give
example a +1 to this roll. If the thug’s Warfare is lower than the
opponent’s, give a -1 on this roll. (Remember that a Lackey
Savage, a Nephilim, hunts down in charge of Thugs will have a 4 Warfare).
Tyrial, a Divine Fallen. Savage manages
to get 5 Marks against Tyrial’s 3 Defense.
Abstract Combat: Defeat
Savage has 4 Offensive Maneuvers, 2 Dramatic
Maneuvers and 2 Defensive Maneuvers. He It is considered bad form for a character to be killed
achieved 2 Marks over Tyrial’s Defense. during the downtime, even if they are defeated in combat
Tyrial has 2 Offensive Maneuvers, 1 Dramatic (especially if they are defeated in Abstract combat).
Maneuver and 3 Defensive Maneuvers. Savage Therefore, unless the Storyguide or defeated character is
will inflict 5 wounds on Tyrial (8 wounds willing, no character should die as a result of a downtime
less Tyrial’s Defensive Maneuvers). In return, action. The Storyguide should be willing to make an
Tyrial dishes out 1 wound to Savage (3 wounds exception if both players are able to participate in a scene
less Savage’s 2 Defensive Maneuvers). Tyrial
to play out the fight, and one player wants to attempt a
can actually take 6 wounds, so he manages
True Death challenge against the other. However, it should
to survive this encounter. The Hunt action
be the victim of the attack who gets to choose whether or
is ended, as Tyrial manages barely to get away
from Savage.
not they will permit their character to die. If they wish
their character to survive, some sort of penalty should be
chapter xi: Downtime

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.

When a Storyguide chooses a City for their setting, they

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

chapter xi: Downtime


their Embodiment (and with it, their Moral alignment)
A Neutral District is one that possesses no Alignment. throughout a District.
The vast majority of Districts in the vast majority of cities
in the world would be Neutral. This has a very personal and supernatural effect. Some

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

chapter xi: Downtime


If the owner does an Upkeep action, it will prevent any sense raw power being channelled).
successful Stealing attempt. ++The use of Predomination cannot be prevented by
You may not steal a Devoted District. any means.
It should be noted that the Host will be attracted to a
Civitas that has many Paradises and Pleasant districts,
Devoting
while the Horde is attracted to Slums and Hellholes.
Characters may not desire all this competition and
having to defend their Districts constantly. To deal with
this, a player may attempt to compel the District to become
Devoted to the chosen Alignment.
Once a District is Attuned and Invested, a player may
take another Predomination action against a Difficulty
of Hard (8). Once successful, that District becomes
Devoted.

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.

Aid Cry Havoc Dead End


Challenge: Comparable Challenge: Comparable Challenge: Comparable
Profession: - Profession: Bully Profession: Criminal
Technique: - Technique: Infestation Technique: Augur
Difficulty: Low/Medium Difficulty: Medium/High Difficulty: Medium
Progress: No Progress: Yes Progress: Yes
Bonus Marks: - Bonus Marks: Thugs (+1) Bonus Marks: -
Effort Advantage: Lackeys, Spies, Thugs, Effort Advantage: Lackeys, Spies, Wealth Effort Advantage: Lackeys, Spies, Thugs,
Wealth You wreak chaos upon a District (Medium Wealth
An Aid action allows you to help another Difficulty) or the Civitas (High Difficulty) You attempt to put a road block in the way
character. You cannot Aid another charac- which is declared when taking the action. of any Investigation on an Incident that you
ter without their consent. Multiple char- All Moral characters who reside in the location created or know who did. Each successful
acters may give Aid simultaneously. If you of the Cry Havoc will have a Medium (5) Dead End action is assigned to an Incident.
achieve a Low (2) Difficulty, you give your Contested Trauma applied against them at the Once done, any Investigation/Research
ally 1 extra Mark for their Action. A Me- start of the next event. action on that Incident must first enter into
dium (5) Difficulty provides them with 3 If Progress is required, a public but vague
extra Marks. a Medium (5) Difficulty Contest (remember
Incident is created which should suggest that
to factor in a Machination Action’s Inspired
something ‘bad’ is going on in the District or
Acquire Civitas (whichever is applicable).
Advantage, if any).
Challenge: Comparable If they fail against this Contest, then the
Cry Havoc actions generate 1 Risk per
Profession: Power Monger Difficulty rank achieved, since they are often Investigation/Research action fails before it
Technique: Appropriation violent and dangerous. A consequence of this can make a Contest against the Incident.
Difficulty: Fixed - Variable Risk might be to allow a Moral character a Once a particular character hits a particular
Progress: No confrontation with the Immoral character. Dead End, they will not hit that Dead End
Bonus Marks: Wealth (+2) Note that if the Infestation Technique (P. 174) is again if they further Investigate/Research that
Effort Advantage: Lackeys, Spies, Thugs used on this action, it will allow the user and action. Each one will either stop them or not.
Acquire allows you to gain Temporary any Immoral characters who Aided the action
to get a Trauma Healing test. The Difficulty of If there are multiple Dead Ends, the Storyguide
Resources. A Temporary Resource can be
used on a future downtime. Once used, it is the test is Medium (5) if a District was chosen must roll for each one at a time to see if it stops
gone but it can also be lost prematurely by the or Low (2) if the Civitas was targeted. a character. Thus, if there are 3 Dead Ends on
Persecute action or by Risk on other actions. an Incident and the player makes it through
The Difficulty is based on how many Resources the first one but stops on the second one, they
you want to acquire at once. will still have to make it through the 3rd one
>> Low (2) will get you 1 Resource. in a future month.
>> Medium (5) will get you 2 Resources. The player performing the Investigation/
chapter xi: Downtime

>> 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.

chapter xi: Downtime


Effort Advantage: Lackey, Spies, Wealth event. Note: The Deistical can
possess the Magnum Opus
You can use this action to find and confront If successful against a character, you will
another character between games. Often used Rite that allows them to
learn what actions they did that particular turn such a Masterpiece into
for a fight, you may also use this to force a downtime, if they have Progress on
meeting for any reason. a Imbued object. A Masterpiece
anything and with whom they might be must be imbued with an
For Inquisition: The hunter must have spending time. Embodiment, but it need not be
previously used Inquisition on the hunted the crafter’s. Masterpieces are covered
character and must perform the hunt alone. Optionally, you can learn all their
in the Appendix Chapter (P. 277).
Secular Characteristics.
For Hallow: The hunter can only hunt down
one of their own Affections. Note: A character with Judgment who
performs a successful Investigation action
on an Immoral character may also learn
a Traumatic event that the character
in question caused. They may take an
Emotional Trauma to absorb the details
of that event for later (see Judgment for
details).

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

disrupts one of each Resource and one Secular Protect


Power from the target character. Challenge: Comparable When this action achieves a Medium (5)
Profession: Guardian success, the target gets a Low (2) Healing Test.
The target character will also lose half
(rounded down) of their Temporary Resources, Technique: Valor When this action achieves a High (8) success,
if any. Difficulty: Low/Medium the target heals a Trauma.
Progress: No Once a Traumatic wound is removed, the
If unsuccessful, the target will still lose 1
random Temporary Resource, if any. Bonus Marks: Thugs (+1) action is over. You cannot have more than one
Effort Advantage: Lackeys, Spies, Wealth Rehabilitation action applied towards you in a
The target will know that they have been month. Rehabilitation cannot have Resources
Persecuted but not by whom. You pick a target (you may protect yourself)
used towards its success.
and attempt to keep them from harm or even
investigation. This action can be used by a character to
inflict Moral/Immoral Trauma on a target.
Low (2) – A Hunt will not start with an
The Trauma section describes Rehabilitation
Ambush, but instead at Close range.
in more detail.
Medium (5) – As above, except it will start
at Medium range. Additionally, if any Action

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

chapter xi: Downtime


terms, means increasing the target’s Risk. must take this action successfully every
Downtime, or suffer a Contested Trauma roll.
If this action is successful, it generates 1 Risk
to each of your target’s Actions. The target A character may also use this action to keep
will know that they were Sabotaged but not by the unused benefits of a Training action
whom. ‘available’ for the next event. If they fail the
Upkeep, the training is lost.
If you perform this action Recklessly, it
generates 2 Risk to each of your target’s Actions Finally, a character may take this action to
if successful, or 1 Risk to each of your target’s keep their Predomination safe.
Actions, if unsuccessful. The target will know
it was you who Sabotaged them.
If you used Covet on a target who gained
an Infected Trauma, you gain a re-roll on the
Contested roll and give your target 1 additional
Risk over what you would have normally given
them.

231
Sample Downtime

Cass was a busy girl. She was a bit of an unorthodox


Prudence, working as an exotic dancer for specialty Her downtime submission looks like this:
clubs in the city. She never took all of her clothes off,
preferring to offer a hint rather than show it all. To her, Action 1 - Acquire
that was Prudent enough. But lately, Raziel, one of the Target: Temporary Wealth
Infernal, had been coming to her shows. All of them. Difficulty: Low (2)
And this wasn’t good. Word was, Raziel was a loose Effort: 1
cannon, even by Infernal standards. Cass was Deistical, Secular Power: 1
but sometimes, that just wasn’t enough protection. Resources: Lackey
Profession: None
Time had been tight this month. Jael had again asked
for help trying to unravel the language that the angel had Action 2: Investigate Raziel
been using for the ritual on the docks. She’d just rolled Target: Raziel
her eyes at him, but Jael needed his pet projects to keep Difficulty: Defense
his mind off the real horrors of his life. She felt sorry for Effort: 0
him, so when he asked, she agreed to help. Secular Power: 0
Resources: Overseer, Spies
When Cass got home, there was a dove waiting for
her. The letter had Raziel’s seal on it. It didn’t matter Action 3: Secure
what it said; she never bothered opening it. Instead, she Target: Herself
just yelled at the dove as it flew away. She thought he Difficulty: Low (2)
couldn’t find her if she kept a low profile, but her private Effort: 1
stalker from the Infernal apparently wasn’t giving up. Secular Power: 1
Profession: 1 Rank of Criminal

Cass has 2 Secular Power, 1 Spies Resource, 1 Overseer


and 2 Temporary Lackeys. She also has 1 rank of the Action 4: Group Research
Target: Jael’s Research
Criminal Profession. Difficulty: ???
Cass has even given her Overseer a name: Mr. Kempt, a Effort: 6
redeemable mob boss who likes to help her out. Secular Power: 0
Resources: Lackey
Sarah, the player, would like to do several actions this Safety: Reckless
downtime. She doubts she can do them all, but she
chapter xi: Downtime

wants to try: she wants to get some more money (Acquire


Temporary Wealth), spy on Raziel (Investigate Raziel),
keep herself hidden from him (Secure), and help Jael with
a Research action (Group Research).
A few things to note about her submission. Sarah only
bothers providing the relevant information. If she doesn’t
have a Resource or Profession that applies,
she doesn’t bother listing it.

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

chapter xi: Downtime


become a 7, 5, 4, 3, 3 and 2. The Lackey will be applied first to has gotten her into. She knows that the Remnant is going
any die if it can make it a Mark. Either of the 3s will do. Thus to have questions for her that she cannot answer, if he’s
the results will be 7, 5, 4, 4, 3, and 2. That’s good enough for 4 allowed in the Civitas. Sarah mistakenly believes that the
Marks and 1 Risk. Remnant is in town now and is watching her, not realizing
Other Actions: that Beliel did in fact save her butt from Raziel’s insane
obsession.
As it turns out, Raziel put a ton of Effort into a Hunt and,
despite her increased Defense, he managed to win the Contest. And of course, there is the more important matter that it
Fortunately, Beliel, one of the stalwart Divine, was performing sounds to her like the angel was trying to keep something
a Protect action this downtime which ended up challenging asleep under the earth for several hundred years. She
Raziel’s Hunt successfully. remembers offhanded that the Choir and Murder who
confronted the angel exclaimed proudly that they defeated
The Storyguide will get Raziel and Beliel together to run a side
the angel before it could complete some sort of ritual...
scene as Beliel catches Raziel outside Cass’s home. It will be up
to Beliel whether he gets in Raziel’s way or not.

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).

Effort Advantage - P. 215


An Effort Advantage gives a bonus to each Effort die that is rolled.
An action may be declared Reckless, which will give an Advantage (+1) to all Effort dice for that action.
An action may be declared Cautious which will give a Disadvantage (-1) to all Effort dice for that action.
Appropriate Resources will give individual Advantages (+1) to dice. A die can only have one Resource Advantage assigned to it. Resource
Advantages are assigned to any dice which could be turned into a success (4+) first and then to any die that could be turned into Risk (a result
of 6+).
Risk - requires 1 Effort to be placed on the action - P. 217

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.

Automatic Marks - P. 216


Each point of Secular Power converts 1 Effort to an automatic Mark.
Each Rank of appropriate Profession coverts 1 Effort to an automatic Mark.
Each Rank of appropriate Technique adds 1 automatic Mark.
An Ideal Resource will add an appropriate number of Marks (listed in the Action details).
Difficulty Ranks - P. 217
chapter xi: Downtime

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

Comparable Challenges - P. 218


Require that the number of Marks earned by the Action be equal or higher than the Difficulty.
All Comparable Challenges use a Fixed Difficulty.

Contested Challenges - P. 218


A Contest will engage the Marks gained vs. the Difficulty in a Test to determine if the action succeeds or not.
A Contest can have a Fixed Difficulty or a Defense.

Contest Advantages - P. 218


Mirroring a Prowess Contest with the player able to earn each of the types of Advantages:
Prowess Advantage: Earned for whichever side has a higher value (Marks or Difficulty/Defense).
Inspired Advantage: Earned for having the listed Profession or by taking the Machination action and assigning it to that action.
Transcendent Advantage: Earned by having (and using) a Predomination.
Progress - P. 219
Progress refers to whether or not an action can build Marks over several downtimes.
An action that allows Progress will retain Marks from the previous action if not yet completed.
An action that does not allow Progress means that whether or not the action ends up being successful, the Marks are discarded and not
retained even if the character takes the same action next downtime.

Resources - P. 216, P. 220


Most Resources have an Ideal action which provides +1 Mark. If only Appropriate, it will provide an Advantage (+1) to a point of Effort.
Lackeys, Spies, Thugs and Wealth cannot take actions on their own (but see below).

Resource: Overseer - P. 220

chapter xi: Downtime


Overseer is the only Resource that can take an action on its own and have other Resources assigned to it. In this fashion, Resources can work
‘independently’ of the character.
When one or more Overseers are assigned to an action without Effort (or Secular Power) then each Overseer generates 1 Effort.
A character’s Professions and Techniques do not apply to an action governed by an Overseer.

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,

chapter xii: Storyguide


there need not be any shame in enjoying all the attention in all likelihood, become their concept.
that being a Storyguide offers.
Watching the characters can also be joy and reward.
Storyline
Seeing their reaction to plots, seeing their interactions The next step is usually to flesh out your concept into an
between each other, watching them plot behind each outline of your storyline.
other’s backs. It is often a reward just to watch how Your storyline is your ultimate goal. The story that you
creative and entertaining the players and their characters aim to tell with your game. Sometimes it may be referred
become. to as a Plot, but using the term storyline is intentional.
Whatever your reasons are to run a story, make sure that Your story will not (or should not) be set in stone. To say
you enjoy yourself while doing it. that you know exactly where the game will start and end
implies that you will not allow players to have any true
effect on your story. Sometimes it’s just best to think of it

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

NPCs may be great, but players might


things to come. grow tired or frustrated if they never meet a
simple or even stupid NPC. Just remember to
Setting check the style every once in a while.
The setting tells you (and the players) where they are
playing (and during what time period if you choose not to
do a modern story).
The setting is important because it will provide familiarity
for the players. It will also likely be their first introduction
to the story they want to tell.
You can focus on a setting or wave it aside, but either
way, you should acknowledge how you want your setting

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.

One-Shot If the Storyguide prefers that their player base create


their own characters, then they must make sure that they
The one-shot story is an event that takes place during a are informed of what will be ideal. If they want to have a
single evening, or perhaps two events held back to back. solemn funeral for a White King, allowing tons of rowdy
Anything not resolved by the end of the event remains Infernal characters may not work well. The Storyguide
unresolved. could either limit the number of Infernal or they could
A one-shot requires a surprising amount of work from advise them that there will be certain scenes or events that
the Storyguide. They will have to decide whether players may not be appropriate for their character.
will create their own characters or whether the Storyguide One-shots need to be more focused than ongoing stories.
will create the characters for them. Both work; however, They often need a reason for the conclusion to occur near
they will find that creating the characters will allow them the time the Storyguide wants to stop the story, even if
to predict the action and conflict in the event with greater this reason is artificial (although it doesn’t have to appear
ease. Allowing the players to create characters frees up artificial). It could be that the Black King demands that
time for planning; however, some of the characters the the Divine choose their new King before midnight or that
players make may not fit into the story. a ritual must be performed to stop a powerful demon
Any story needs to have sufficient motivation for it to from entering the World of Clay, no later than 5:00
be propelled to its conclusion. Motivation is entirely (conveniently an hour before they want to end the story).
dependent on a player’s interest. No doubt if they’ve One-shots, more than ongoing stories, demand a strong
come to play the game, they are in some way interested. beginning and end. They require that all the players have
But if, during the game, they lose interest, they may not something to do in the time given. This might mean
be motivated to carry the story along. This is why pre- utilizing several actors or having many interesting things
made characters can be more appealing, simply because occur during the event.
a player expects to have some background and goals laid

chapter xii: Storyguide


out for them. The Storyguide can create goals for them to
accomplish and conflict with others to help them start.
Chronicle
The Storyguide can get away with providing very basic The ongoing story is often referred to as a chronicle,
motivations to propel their story along. Survival is a because each event is not one complete story, but just part
basic, but essential, motivation that nearly any character of the story. Each event might be an act, an episode or a
(or player for that matter) will understand and respect. If chapter, as one wishes. Something must occur every event,
their story has a more political motivation - say the Divine but it need not be earth shattering. It should compel the
must choose a King - they may have a problem if 9 of the characters towards the conclusion, even if it’s just one step
10 Divine characters have no interest in being the King. out of a hundred.
There is no motivation for most of the players, thus there Chronicles require a great deal of work, but much of it
is no conflict for their decision. Their plot will be over is stretched out during the course of weeks or months (or
quickly. years). There may be less work for each event than for a

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

chapter xii: Storyguide


Come chronicle and that’s it, they’ll have little direction
The other place to start with is the ‘Where’ of their
for what to do with character creation. If they tell them
story. Sometimes they’ll want to develop the setting more
that their story is called Broken Wings, and that the city
than the concept, and really, they both blend into each
that they’ll be playing in is a major religious center, where
other eventually. Some Storyguides don’t like the idea of
the religions have been engaged in a subtle war against
setting a concept in stone and would much rather see the
each other, this gives players much more to work with.
characters do as they want. If they want players to explore
their setting, then they’ll have to give it some depth. It The first game is where all the characters will meet and
can’t be a two-dimensional, what you see is what you get, greet each other for the first time. This is a very delicate
place. If there is a secret coven of Nephilim, think of good time, when players will be figuring things out. Brand new
reasons why they are in the city and why they are still a players will be getting used to the idea of live role-playing.
secret. Think about how they live and how they were able New players will be getting used to the dynamics of
to survive for so long. Think about threads that they could Kingdom Come. Experienced players will slip into their

241
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.
chapter xii: Storyguide

presence in the game and will have no regular player to


play this role. Instead, the Storyguide will take on this role NPCs can be a great deal of fun and might be the
should an actual character wish to deal with them. They Storyguide’s only role-playing outlet in the game. Have
may have several NPCs in the game, depending on where fun with them, but always remember that their purpose is
the story goes. In some cases, they’ll be playing ‘nameless’ to move a story or character along. They should not steal
figures: police officers, doormen, cashiers, etc. While the spotlight from the player characters.
they may not be nameless per se, they aren’t likely to be
important to the story. They play the role once, to move
a plot along. Creating Actors
If the role is more important, they might become a An actor is a role that the Storyguide creates, but
named NPC. If this is the case, the Storyguide might want hands off to a player, with the understanding that they
to flesh them out more. Give them a little personality, are ‘working’ for them. Essentially, an actor ensures that

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

chapter xii: Storyguide


will add a great deal to how a story progresses. the two.
The options are simple. Fill some or all of the positions There is no way, nor should there be, to demand that the
with pre-made characters, whether or not they are actually characters work towards dramatic conflict. The Storyteller
actors, or the Storyguide can just let the player characters should find rewards to encourage players to make the
decide everything for themselves. game more dramatic.
Leaving characters to fend for themselves leads to many Often, a Storyguide will want to rely on actors, because
problems and is only advisable when one has a very good they can be given express orders to make dramatic conflict.
reason for it. Perhaps the vacuum of power is a part of the One problem does occur if they have two actors who
plot. If it isn’t, however, it can lead to chaotic problems, have a dramatic conflict solely between themselves. This
and a story that starts without clear leadership. can lead to situations where players recognize that the
It is far better, at least at the start of a chronicle, that the two actors are merely butting heads and that the scene,
Storyguide know and understand who will be ‘running’ or even outcome, has been already predetermined, thus

243
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
chapter xii: Storyguide

overpowered, were once so much greater than they are


now. And you as a Storyguide can respect that or ruin it.
Player Expectations
While there are higher Tiers of angels and devils who can
All players will build expectations of how the story should
dwarf a Fallen, there aren’t many other beings in existence
develop. It’s important to talk to players about what these
that are more powerful than an instrument of Creation.
expectations might be. The Storyguide doesn’t have to,
but they’ll find more insight if they do. They might even Planning with the idea that Fallen are not ignorant
want to adopt some of their ideas as their own. children to be bashed around is a good way to begin.
Players also have certain expectations that their character
Know It Alls
will be given a chance, no matter how slim. However,
other players, especially those who prefer to take efficient Let’s face two facts:
actions, can easily conjure up plots that offer a victim Some players will read this entire book, learning all the

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

chapter xii: Storyguide


Ah, the eternal question. When a character dies in a
Transgressions which are present to break the normal rules book, there is often an attempt to make it meaningful or
and see if you can come to some sort of understanding shocking. In a LARP, it is often the latter but not always
that the rules, while important, are not as important as the former.
the story.
There is a reason why Drama points are in the game. But
Min-Maxers you, as the Storyguide, need to be involved with their use.
You are free to house rule that they cannot be used in this
The close relative of the rules lawyers, min-maxers make
fashion, or at least without your permission.
their characters very efficient, carefully spending their
Zeal to ensure that any flaws their character might have If you allow them to be used without any restriction, you
are imperceptible or barely matter. Their character needs invite all players to have some level of script immunity.
to be the best and the toughest. Taking the fear and sting out of death isn’t always a good
idea.

245
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.

246
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.

chapter xii: Storyguide


In any event, the Storyguide should provide as much
information about the tests and the mechanics of the
action as possible. If the Opposed roll failed, the player
should know that. If the ‘big plot’ is investigated, it’s more
than fine for the Storyguide to tell the player in their
turn that they will need to make X number of successful
Investigation actions to reveal this plot fully, and that
forces may be working against them. More information
goes a long way to ameliorate frustration, and sometimes,
players just need to know what they will have to accomplish
in order to be successful.

247
Downtime
You can always place limits on when a character can burn The Silver Rule of Players

Players are efficient.


a Drama point to save their character. They need to come
up with a plausible way to survive, something a little more
descriptive than ‘they are really tough’. If they don’t have
a good way out, they shouldn’t justify their character’s In books and movies, some great moments come about
survival. Keep in mind, with a Drama point they can fully because the characters in the stories make mistakes.
edit the scene. For example, how many movies have the Whether the villain of the week sets up an overly elaborate
main action hero saved by a random police car rolling up? but easily escapable trap or whether the main character
That could have been the hero burning his Drama point drops their gun while in pursuit, characters make mistakes
to survive (to be saved before they died). all the time.
Players, however, have a great deal more time to plan
and in real life, we are taught to be efficient. A real person
who has a would-be burglar held up at gun point isn’t
going to drop the gun and see who will win in hand-to-
The Golden Rule of Players hand combat. Players also have a vested interest in their

Players are unreliable.


characters and want to see them succeed rather than fail.
All this contributes to the situation where players would
Don’t read this as an attack against players, but for new rather take an efficient action in the game than a dramatic
Storyguides, they must accept the golden rule of gaming. (but often foolish) action for the story. The Storyguide
Players will not do what one expects them to do. Players will need to help them find a happy medium.
will always find a way to do something that one has no It is, for example, much safer and likely smarter to take a
way to predict and, as a result, they’ll have to deal with meta-game action to deal with an enemy than to attempt
the aftermath. to fight them during an event. It is, however, much less
Some players will not show up on time to an event, some exciting for the story (and the players) if a character is
players will not reveal their plots, some players will reveal removed from the game and no one ever got to see it.
some really crazy plots, some players will not like their This becomes a problem only if one lets it. The
stories, no matter how much work one put into them, Storyguide might want a game where the characters are
some players will leave the game even if they are having a efficient and careful, and where most of the action takes
good time, some players will have real life interfere with place behind the scenes. However, they might, at some
their gaming and will have to leave an event early or not point, ask themselves why bother to have the live part of
even be able to attend. All this and more. Players are the game at all.
unreliable. Some players play these LARPs because they love to make
But they are the core of the story. So the Storyguide is a memorable scene. These are the types of players who will
going to have to get used to dealing with it. likely attempt dramatic actions. Other players, however,
chapter xii: Storyguide

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.

248
The Bronze Rule of Players

Players are quickly confused.


Again, not an attack on players, but this is a game.
Something that they came to enjoy. They do not live
in this world and as such, their characters would likely
be able to understand and process information in a far
cleaner fashion than the player sometimes can.
Downtime results can be a source of confusion. Other
players can be a source of confusion. Some characters try
to confuse the situation (often when they are trying to tell
a lie to sow chaos or something). And let’s face it, some
players just confuse the issue by accident.
Work with players to guide them when they get confused.
You won’t always see why it happened, and you want to
tread carefully not to correct a character who is trying to
lie.
The best way to do this is to allow players to confirm
pieces of information that they have learned in a concrete
fashion, most often from a downtime action. If they come
to you confused, with conflicting information, refer to
the pieces of information that they learned and tell them
how certain they can be of that information. Tell them
whether they learned it from shifty sources or if they are
100% sure that their piece of information is factual (and
never lie to them about this).
If you make a mistake in providing information, go back,
apologize and correct the information. Anything else leads

chapter xii: Storyguide


to player frustration.

249
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.

250
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

chapter xii: Storyguide


what they are doing, and if they could please change it
back to the book. You should encourage the Deistical
players to motion to change it back. At the very least it’ll
inspire conflict.
If you want to get radical, you can promote a mass
Exodus, provided enough characters are willing to go to
seek another Civitas. This is not always a great solution,
if the story you have is city-specific, but it’s rife with
possibilities.
But one thing you shouldn’t do is have a bunch of other
Kings or their representatives come to try to put down the
Kings here. It is nothing if not an obvious hammer you

251
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

252
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.

chapter xii: Storyguide


it when they cannot affect the plot of a story, but they
will enjoy it even less when the story forces them to take Almost every player wants their character to be the lead
certain actions. Forcing players to take a particular action role. Making an event happen for that player makes them
is an extreme measure of railroading. feel important, and when they feel important to the Story,
they will have much more interest in the Story.
There is a critical problem with drama. By adding drama
into a story, the Storyguide is technically railroading. They Giving a character a personal plot is tricky business.
are creating a situation which, at least at its inception, If it’s a big part of the plot that draws a great many
could not be affected by the players. characters’ interest, then it may be difficult to deliver on
that plot. But creating a personal plot thread means giving
that player a promise. The Storyguide promises to make
them important and crucial to this plot thread. They can’t
create a personal plot thread only to allow it to be solved
by another character. They’ve promised the player some

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

chapter xii: Storyguide


Congregation to be resolved. You’ve gotten the Choir’s Any conflict that you present will usually pale in
interest and investment. The promise is made to them. comparison to the conflict that comes from other
characters.
Another example of this is when you or a player
introduces a plot that can inevitably end in only one The reason is simple: Player-driven conflict is, most likely,
way. If a thread suggests that a character is going to die more personal to them. They’ve role-played through it.
and there is nothing to be done, and the player dives in They’ve experienced it. They’ve interacted with it. They’ve
and starts arranging their will and trying to close things become invested in it.
down with their closest friends, the thing to do here is to Any conflict you try to introduce will be impersonal, at
carry through with the thread to its bitter conclusion. You least at the beginning. You can work towards making the
all but have to kill the character because the player has
accepted your promise and clearly wants to run with it.

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

scores of disposable bad guys is actually possible.


all your Big Bads the Renitence Technique so they can
Before arranging your line up of demons or angelic zealots deal with Techniques easier.
to attack the characters, consider the Characteristics of
Remember, just because you designed a Big Bad to be in
your bad guys carefully.
a huge epic combat with the PCs, that doesn’t give you a
There are many things to consider. reason or right to negate the vast majority of the powers
Don’t build your NPCs to be a challenge to the toughest in the game.
character. There will be several mid-ranged warriors who
will be overwhelmed by NPCs who have high warfares,
which isn’t fun for them. NPCs should be built to face off
against your mid-ranged fighters.
As the game progresses, you can throw tougher fights at

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.

Rogue Angels - Devils


There will always be the rare few angels and devils who
are not part of the Last Crusade. Some of these will be
sanctioned to be in the world of clay for a specific task, Daemons
while others will be breaking the rules by their mere
presence on the earth. A daemon is like a demon, except that it retains its own
identity and does not cater to the whims of a devil. While
Rogue beings can be a wonderful device to allow a
daemons are not quite as strong as devils, they are stronger
Storyguide to explore aspects of the world other than
than a typical demon.
the Last Crusade or for revealing some of the mysteries
behind the Last Crusade. These are immortal beings who Daemons are not dangerous because they are powerful,
have likely built up more worldly experience than most like an angel or devil. They are dangerous because they are
Fallen. They still recognize the Fallen from their time in aware that they are not strong enough to face many things
Heaven and all sorts of situations can occur from this. in this world and thus take cautious steps to survive.
Angels and Devils are all presumed to be enemies of the Daemons are able to sneak into the world of Clay from
Fallen, so their Commandments tell them to strike them Hell much more easily than any devil, so there are often
down when found. But maybe a deal can be struck or more of them than most realize, some very old.
maybe they will be protected by the Fallen. Daemons, for the most part, escape to the world to indulge

Story Idea
in earthly pleasures. They stay away from Fallen because
they know that they will be massacred if discovered.

A rogue angel resides in a church in


the Civitas. She helps heal the sick and
Story Idea
gives comfort to the downtrodden. Truly,
A daemon runs a small brothel that

chapter xii: Storyguide


she is an angel of mercy. However, when the
caters to twisted requests. She was
Fallen discover her, what will they do? Their ‘caught’ by surprise by the Last Crusade and
Commandments demand that they attack her, hid in the city. Eventually, Fallen poured into
yet rational minds will figure out that she is
the city as well to made it their Civitas.
not part of the Host.
Worried that the Host and Horde will
The further problem is that she refuses to destroy her if found, she has begun to take
leave the city if asked, and is also hunted by
steps to get the Fallen out of the city. She
the Host and will continue to bring them to
has built up a large number of contacts and
the Civitas until she is taken back to Heaven.
secular abilities to further her needs. In
addition, she has many unique gifts of her own
and aims to scare the Fallen out of the city.

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.

After a public Incident of the


Transgressions
supernatural that can be linked to
What makes Shrouds unique and fearsome among the no player character, a Shroud appears to
Fallen are their Transgressions. It is rare for Fallen to have conduct it’s own investigation (which involves
these Transgressions. It is rarer still for a group of Fallen kidnapping and brutal torture).The culprit
chapter xii: Storyguide

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.

chapter xii: Storyguide


than their share of havoc. It turns out that
The Cult gives their members the freedom to do what
another Nephilim has created an ‘underground
railroad’ to help teach and guide otherwise
they will. For that reason, the Cult isn’t focused on
confused Nephilim.
one particular goal, but instead allows each member
the opportunity to pursue their own agendas. This too
The Nephilim can potentially outnumber the is similar to the Infernal, but where the Cult and the
Fallen which, given the Last Crusade, could Infernal differ is that the Cult has some members who
be either a huge boon or disaster. act merely as emissaries. These emissaries go out and
collect information about everything they can, both
important and inconsequential. From these emissaries,
this information is passed to the Cult through a strange
ritual that requires them to commit Hollow Death on

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
chapter xii: Storyguide

person (anybody, really).


All members of the Cult must act as an emissary for
The Pact gives a person 20 Development Zeal for them to a period of time. Some enjoy it so much that they stay
use as they see fit. A Pact may be forced upon a person as with it. Most perform the duty for a year or so before they
well, but in both cases, the person is under no obligation return to their own mechanisms. There must always be a
to spend those 20 Development Zeal. set number of emissaries, so the call eventually goes out
If they do, however, then the Cult member who owns for some Fallen to return to the duty for another year or
the contract may inflict up to three Traumatic wounds two. Most rotate the position as needed.
as desired (and may rescind them at any time). As well,
all Cult members possess an Inspired Advantage in all Leadership
Contests with the target. One of the strange facts of the Cult is that no one can
say for certain who is in charge. There is some talk about

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.

Toth is one of the closest things the Cult can find to a


true leader. He is the oldest known Fallen within the Cult
and is rumored to be a founding member, but waves away
such suggestions. There are a minority of Envious Fallen

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

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Whenever a secret group is introduced, you will always the peace.
have a player who wants to be a member.
The problem ends up that they either do a lousy job of Of course the real question is what does she
it and reveal themselves, or they do too good of a job and need out of the Civitas that requires the
nobody ever suspects a thing. The latter doesn’t seem a Fallen to be so distracted?
problem, but consider that the Cult’s interest will likely
be dangerous to the Civitas and if the player is too good
at his job, then it may never get revealed that one player
ruined the lives of the other characters.
The Cult of Ash exists as an enemy to all Fallen. They
exist as a bad guy that the players can really learn to hate.
This only works when the player base can eventually learn

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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.

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Sandelphon received In the lowest Tier, there is a single Aeon for each Order
permission from the of angels. Therefore, there are three Aeons who coordinate
other seraphim to the Ekrithin efforts in the World of Clay. Aeons prefer
enter into an agreement with the forces of Hell to have not to touch the physical world; they do so with brevity
them serve a mission from Heaven once more. This is and only when it is necessary to issue an order.
known as the Covenant.
The war has not gone as well as Sandelphon had wished. Chain of Command
The Grigori (both Fallen and Remnant) refuse to fall. The higher orders of angels remain in the spiritual
They’ve turned the Last Crusade into a war of attrition. realm, awaiting the word of the Aeons who ensure the
He is certain that he can still wipe all Grigori from the three Orders are working in unison. The higher orders
skin of the earth but he is growing frustrated with how develop stratagems and relay them to their Aeon, who in
long it’s taking. turn relates them to the three Aeons of the lowest Tier.

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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from both the eyes of Heaven and the mundane.
For every Devoted District that they possess when they
use the Rite (which should be a preventable downtime
action), thousands of humans will be hellbent on finding
and destroying Fallen and any Nephilim they might have
spawned.
The exact details of this chaotic situation should be left
to your best judgement. The downtime should be filled
with Hinder, Hunt, Persecute and Sabotage actions against
every Fallen, every month until the angel is Banished or
they all die or flee.

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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,
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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.

266
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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A Messenger angel moves with haste to deliver sacred words and understanding. Sometimes known as guardian angels, they
can take on that role as well. They were the most numerous of the Orders and were the backbone of every legion. A character who
is not interested in politics or war is probably from this Order.
Barons are the equivalent of the Messengers. They are known as the stewards of Hell.

267
Sample Angels

Dominion
Prowess: Body: 5, Mind: 7, Soul: 5, Warfare: 6

Maneuvers: Off: 4, Def: 4, Var: 3, Clinch, Disarm


Dominions are typically level
Core, Accordance & Brimstone (3 Ranks) headed with a strong presence. They
Techniques: Impartation, Judgment & Renitence (2 Ranks) are somewhat ambitious, but they
Harmony & Impel: (1 Rank) are bound by their duty and claim
that they are simply taking necessary
Inspirations-Drama: 6 &2 steps to complete their goals.
Dominions are usually from the
Dominions are a shining example to all others. Embodiments of Faith, Temperance
Every challenge made against a Dominion requires or Prudence but they can be from
Office: Exemplar:
a character to Exhaust a Trait or take a Voluntary any Embodiment.
Trauma.

The Host of the Last Crusade inflict 2 base damage


Providence
upon Fallen. They spend Maneuvers as normal.

Archangel
Prowess: Body: 7, Mind: 4, Soul: 6, Warfare: 7

Maneuvers: Off: 7, Def: 3, Var: 3, Clinch, Disarm


They are warriors through and
Core, Endure & Valor (3 Ranks) through. They are overzealous in
Techniques: Inquisition & Scourge (2 Ranks) their duty to destroy the Fallen, but
Renitence: (1 Rank) they are not stupid. They have been
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known to retreat if they are helpless


Inspirations-Drama: 6&2 in a situation, but this is rare. They
usually fight to the death.
Archangels are relentless masters of the art of
combat. They have the Champion Talent (P. 99)
Office: Vanquisher:
and at the start of each round, each opponent must
Exhaust a Maneuver, if possible.

The Host of the Last Crusade inflict 2 base damage


Providence
upon Fallen. They spend Maneuvers as normal.

268
Prowess: Body: 4, Mind: 5, Soul: 7, Warfare: 6

Maneuvers: Off: 3, Def: 3, Var: 3, Disarm

Core, Augur & Foretelling (3 Ranks) Messenger


Techniques: Confession & Shepherd (2 Ranks)
Harmony and Sanctuary: (1 Rank) Messengers are those in the legion
who have been given an office of
Inspirations-Drama: 6 &2 war or command. Their duties are
largely to gather information, but
Messenger angels can use the Message to sever ties. They they are still not to be taken lightly.
rarely, if ever, use their Office, but when they do it is used They tend not to fight when they
exclusively as a punishment. can avoid it, for their first duty is
Interdiction allows a Fallen to have their ties severed to bring information to their Aeon.
with divinity. There have been two versions of this. One Their Office gives them a powerful
is a true and absolute disconnection. The Fallen ceases weapon which many Fallen have
to become Fallen and becomes fully mortal. They lose all begun to fear.
Techniques and Transgressions and simply become human.
This can only occur if the Fallen is willing.
If the Fallen is unwilling, they return only to the Body
and Mind of Clay, which means that they will return to
Office: Interdict: their mortal coil.
Since returning the Fallen to the mortal coil is all but
extending the war against the angels, the Messengers rarely
use this power on Fallen anymore.
The results, when used on other supernatural beings,
is unpredictable. In the case of Nephilim, for example,
their Office unchains the Nephilim completely, forcing a
Nephilim Breakdown but focused on their ‘fathers’ (which
in most cases means all Fallen).
This is a useful weapon in the Last Crusade, but these
Nephilim are unstable and unreliable.

The Host of the Last Crusade inflict 2 base damage


Providence

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upon Fallen. They spend Maneuvers as normal.

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.

269
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

Screwtape Letters: Screwtape


contact with a human and fighting each other. Whether this is simply a verbal
convince the human to understanding or something more binding, it is not
give them permission to known. So far there have been no devils who have attacked
enter into the physical world. Once given, the devil can any angels.
enter the physical world with a body of its own. As part of the Covenant, a devil cannot in any way
An even easier way to spread their influence is through attempt to build a gate, nor can they teach the knowledge
demons. Demons are thought to be the conjurations of to another.
evil spirits that devils can create. Demons have found
in the past that they have been able to enter the world Devils
without permission from humans, but to do so requires There are four types of devils who accepted the Covenant;
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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

270
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.

chapter xii: Storyguide


A human has the ability to call forth demons and allow But a devil is no fool; they will not simply send a Swarm of
them permission to enter into the world. But demons demons blindly into the fray. They will, however, use the
are not powerful enough to conjure a body, so they must demons to scour the city and to try to discover where the
possess a human host. Devils on earth can force a human Fallen are. Once a Fallen is found, they will not hesitate
to call forth demons, although it can be time consuming to attack and try to kill that Fallen.
to do so. To quicken the pace, Devils have perfected a
process of hunting down already corrupt individuals. Harvesting
These corrupt humans call louder and more clearly and Once a devil finds enough corrupt humans, they can begin
then accept demons into their hearts without much of a a harvest. They collect these corrupt humans, regardless of
fight. their own wishes, and bring them to a temporary Domus.
Here the devil begins to Desecrate the Domus in a foul
Strife and inhuman way. The selected room becomes a prison

271
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
chapter xii: Storyguide

to perform the Harvesting several times. Once for every


Swarm they want to have.
Most devils like an honor guard of under ten demons but
no less than five. Then two groups of three spies apiece.
After that, war parties of five demons apiece.

272
Sample Demons

Prowess: Body: 5, Mind: 3, Soul: 3, Warfare: 4

Soldier (Thug)
Maneuvers: Off: 4, Def: 1, Var: 2

Smite (3 Ranks) The ‘average’ demon pulled from


Techniques: Core, Corruption & Indulge (2 Ranks) Hell. Powerful enough to bully
Perversion & Ravage: (1 Rank)
humans but rarely a threat against
Fallen. Except, of course, in large
Inspirations-Drama: 3&0 numbers.

Professions: Bully & Criminal (2 Ranks)

Prowess: Body: 6, Mind: 4, Soul: 4, Warfare: 6

Honor Guard
Maneuvers: Off: 5, Def: 1, Var: 2, Rise to the Challenge

Voracity (3 Ranks) Honor Guards focus exclusively on


Techniques: Core, Ravage & Indulge (2 Ranks)
protecting their master from harm.
Infestation & Perversion: (1 Rank)
They are tougher and meaner than
Soldier demons.
Inspirations-Drama: 5&1
They are not Thugs.
Professions: Bully & Criminal (2 Ranks)

Prowess: Body: 3, Mind: 4, Soul: 3, Warfare: 3

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

Professions: Criminal (3 Ranks)

273
Sample Devils

Counts
Prowess: Body: 5, Mind: 7, Soul: 4, Warfare: 6

Maneuvers: Off: 3, Def: 3, Var: 3, Clinch, Disarm


In their own twisted way, Counts
Core, Harrow &Vainglory (3 Ranks) feel that they are very civilized. They
Techniques: Corruption Covet & Dispensation (2 Ranks) like to live an indulgent lifestyle and
Inner Silence and Slay: (1 Rank) will torture or otherwise abuse the
Fallen over time. Counts use their
Inspirations-Drama: 6 &2 intelligence as their greatest weapon
and can make much deadlier
Counts are chilling creatures who cause painful enemies than the raw power of a
withering in other beings. Every challenge made Viscount.
Office: Withering:
against a Count requires a character to Exhaust a Counts come from the ranks of
Trait or take a Voluntary Trauma. the manipulators, so Envy, Avarice,
Sloth and Lust tend to be the most
The Horde of the Last Crusade inflict 2 base damage common. Pride and Gluttony have
Providence
upon Fallen. They spend Maneuvers as normal. made their way into the ranks of the
Counts as well. There are have been
no Wrathful Counts encountered.

Viscount
Prowess: Body: 8, Mind: 4, Soul: 5, Warfare: 7

Maneuvers: Off: 7, Def: 2, Var: 3, Assault, Assault


Viscounts are rarely of any
Core, Smite & Ravage (3 Ranks) embodiment other than Wrath,
Techniques: Detestation & Voracity (2 Ranks) for it is easily the least subtle of
Indulge & Subjugation: (1 Rank) all the Sinful embodiments. There
chapter xii: Storyguide

have been Prideful and Gluttonous


Inspirations-Drama: 6&2 Viscounts as well; all are equally
fierce and dangerous.
Viscounts are relentless masters of the art of combat.
They have the Reaper Talent (P. 101) and at the
Office: Vanquisher:
start of each round, each opponent must Exhaust a
Maneuver, if possible.

The Horde of the Last Crusade inflict 2 base damage


Providence
upon Fallen. They spend Maneuvers as normal.

274
Barons
Prowess: Body: 4, Mind: 5, Soul: 7, Warfare: 6

Maneuvers: Off: 2, Def: 2, Var: 3, Disarm


Barons are rarely encountered,
Core, Enslave & Slumber (3 Ranks) as they tend to shy away from the
Techniques: Approbation & Inner Silence (2 Ranks) actual fighting. Their Office is less
Appropriation & Covet: (1 Rank) aggressive than their brethren but
opens up so many possibilities.
Inspirations-Drama: 5&3
Counts and Viscounts often try
to make it a point to place Barons
After spending a day with complete access to a
beneath them and some Barons
human or demon, the Baron may, as needed, enter into
have allowed this. But as Barons
a state of slumber and inhabit the Vessel. The Baron
represent Soul, they have boundless
may employ all their Mind and Soul Characteristics
patience and are willing to take
but must use the Vessel’s Body Characteristics.
years to see their schemes come to
Office: Vessel: The Baron may copy their Guise and place it over fruition.
their Vessel. If the Guise is used, then within the
Symphony, the Vessel senses as the Baron. Otherwise
it senses as an affection of the Baron.
Each possessed Vessel that dies causes the Baron 1
Emotional Trauma.

The Horde of the Last Crusade inflict 2 base damage


Providence
upon Fallen. They spend Maneuvers as normal.

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.

chapter xii: Storyguide


They must not be overt about their personal endeavors as, if they are caught, they are in violation of the Covenant and will be held
accountable for their actions. However, since angels and devils currently stay out of each other’s way, no angel has yet to learn what
is going on.

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.

275
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

277
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

278
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

few games after they create that character.

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.

“It’s the way that you feel


Micah turned away. “Did it ever occur to you that I was just toying with you, all

It’s the truth in your eye


this time?”

You got wings upon your back and you


“Yes.” He watched her flinch. “Is that… how this all started?”
There was silence between them and she sighed deeply before she continued.
can fly “Y-yes.”
It’s the way that you feel Sarim nodded to himself and began to turn away.
It’s the truth in your eye “It w-wasn’t my idea.” Her voice was trembling. “Raum thought it would be…”
‘cause you’re up against the world and “Amusing?” Sarim growled.
still you rise “Yeah.” Micah visibly slumped. “Something like that.”
And still you rise” Sarim tried to calm his emotions. He was Temperance and understood that to keep

The Cult: Rise


himself true to his nature, he would have to keep himself calm. To rule his emotions
and not allow them to rule him. But he could not avoid the need to get away from
her right now. Lest he do things he would have to answer for to the Kings.
As he took his first step, she called out. “Then I found out. Found out that Raum
was the one who killed your girl. I thought… thought that this was all just a prank. Just mess with the Divine because
you guys needed to be taken down a peg.”
“I’ve heard enough, really.”
He began to make his way out when she was suddenly in front of him, blocking his way out. Envious were always so
fast. chapter xiii: Appendix
“God, you guys really are holier than thou.”
“Micah. You need to get out of my way right now.”
“I’m trying to explain to you.” She was fighting back tears, hiding it all with her watery smile. “That’s how it started.
But that’s not how it ended.”
He was about to tell her again to move but she continued, louder now. “I found out about Sarabiel. And about how
much you really hate him. And about how you’ve put everything on hold to make sure the Codex works. And… I… got
jealous.”

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.

You will never be good enough


Sarim felt a wave of cold and calm deluge him. He felt everything shut down inside. He

You were never conceived in love


looked down at her and she looked at the ground. He felt a single beat of his heart that
begged him to pick her up, pull her into his arms and kiss her madly. That same part
You will not rise above.” of him knew that she would reciprocate in earnest. But he allowed those feelings to slip
Evanescence: Lies
away from him, to give into the cold calm.
“Stay away from me. Stay away from my dreams. Go tell Raum that you’re done all your
fun with me. Have a great big laugh at my expense. And tell him the second the Last
Crusade is over, he’s a dead man.”
With that, Sarim stormed off.
~
Amidst broken glass, Micah sat on the ground for a long time.
A sound broke the silence. The heavy sound of somebody landing. For a moment her heart fluttered, praying that it
was Sarim returning. But her mind told her that it was coming from the wrong direction.
There was heavy, leather-gloved clapping. “Well, wasn’t that just the most tragic thing ya ever did see.”
Micah felt her anger rise but didn’t know if it was because of Raum or not. When she didn’t answer, he continued.
“Now, I was havin’ some trouble there. I mean, either you were following the plan and needed some sort of Fallen angel
acting award of the century or… it sounds like you might have had actual feelings.”
She pushed herself off the ground and stood, glaring at him, trying to mask her suffering with anger. Raum ducked to
bring himself pointedly to eye level with her, locking his gaze on hers, examining what he found there.
“Oh you are good.” He mused. “But you don’t fool me. You totally fell for him.”
chapter xiii: Appendix

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?”

“You may push me around


She held back the tears of her past and fought the urge to fight him. She was in no
position to win and she hated to admit it, but Raum was a living nightmare in a fight.
She wasn’t convinced she could beat him - at least in a fair fight. But you cannot win
You may throw me down
He repeated his question, crushing her into the wall.

But I’ll rise again


“You do.” She hated herself for saying the words but she took small comfort in the fact

The more you say


that she didn’t mean them in the slightest.

The more I defy you”


He let her go. “Good girl.”

Offspring: Defy You


“Now c’mon. We got to get to the Kings and explain all his mess with the angel’s ritual
and whatever the hell came out of that mirror.”
Raum began walking, making sure that she could keep up. Micah followed; all the
fight had left her. She was utterly exhausted. Raum had won. For now.

chapter xiii: Appendix

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

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